Reviews Ordered by kept ratio, not by score Issue 11 and earlier
Screenshot Quarterly mark Screenshot Quarterly Games, framed

Sorted by the only figure here that resists argument: how many frames were still worth keeping seven days later.

Issue 11 · six games

Reviewed this quarter

Four full reviews and two shorter notices. The order below is by kept ratio, which puts the game with the worst photo mode at the top and the best one at the bottom.

Interior of a derelict glasshouse with broken panels overhead and a single shaft of light striking one intact rose
Adventure · kept 10.3%

Glasshouse Rose

No photo mode, no free camera, no exposure control, and the highest kept ratio recorded in eleven issues. Every good frame in this game was authored by somebody at the studio and handed over intact.

214 frames22 keptTools 1/10World 9/10
Close view of a weathered stone statue's face half consumed by moss with a ruined temple dissolving into soft light behind
Archaeology · kept 7.9%

Moss And Marble

A real focal length range, up to 135mm, and the only game this quarter where the third dimension can be compressed on purpose. The review is largely about what that does to a ruin.

267 frames21 keptTools 8/10World 7/10
Aerial view of a mountain switchback road at dusk with a single vehicle's headlights on one of the bends
Driving · kept 4.1%

Switchback Pass

A driving game that will not let you stop, which turns out to be the most honest position on photography any game took this quarter. Every kept frame came from a replay.

388 frames16 keptTools 6/10World 8/10
A lone traveller in a long coat on a wet stone causeway under a vast pale sky with a distant cathedral silhouette
Exploration · kept 1.2%

Causeway

The best set of photographic tools in any game this year, pointed at a continent with a single lighting condition. Nine hundred and one frames produced eleven keepers.

901 frames11 keptTools 9/10World 4/10
Shorter notices

Two games covered at less length

Both were played to the same standard but neither produced enough disagreement to justify a full review.

05

Ninth Precinct

A detective game in permanent rain, where the default camera is already low and every surface doubles as a mirror. The photo mode adds a height slider and very little else, and the review of it would have consisted mostly of praising the lighting artists — which the shorter notice does instead. One genuine complaint: the frame counter in the corner cannot be hidden, so every kept frame required a second pass.

156 frames · 10 kept
06

Salt Line

Eighty-one square kilometres of flat pale ground, one weather system, almost nothing to point a camera at. It produced a kept ratio of eight per cent from ninety-eight frames, which is the second-best figure in the issue and the strongest evidence available that a composition needs a subject and an absence rather than a subject and a spectacle.

98 frames · 8 kept
Earlier issues

Games reviewed in issues nine and ten

Retained here with their figures. The reviews themselves are not currently online, and the kept ratios have not been recalculated under the current definition.

GameIssueFramesKeptToolsWorld
Harbour Watch103409.1%79
Tallow Row102825.7%86
Winter Aerodrome101956.7%48
Deep Field106122.0%93
Copper Quarter92218.6%39
Nine Bridges94043.7%85
Fallow Season91687.1%28
Ridge And Wire95331.9%103

Read the last two columns of that table together and the pattern that dominates this publication is already visible across three issues: the games with the deepest photographic tools have the lowest kept ratios, and the games with almost no tools at all have the highest.

Four of the six lowest kept ratios across three issues belong to games scoring eight or above for tools. That is fourteen games in total, which is not enough to prove anything and is enough to keep counting. The argument is developed at length in In Defence Of The Almost Empty Frame and the counting method is set out in Criteria.