Review

The Walking Dead: Saints & Sinners – reviews and rating

The Walking Dead: Saints & Sinners has a rating of 90% based on a single review by HardcoreGamer. The game was released on January 23, 2020 for PC and PlayStation 4.

Updated

What critics praise
„I haven’t had a VR experience in the past that equaled what The Walking Dead: Saints & Sinners was able to accomplish.“

Game info

Release date
Jan 23, 2020
Platforms
PC, PlayStation 4
Genres
Adventure, Action, RPG, Strategy, Simulation, Indie
Average playtime
2 h
Reviews count
1

Where to buy

FAQ

What is the rating of The Walking Dead: Saints & Sinners?

The Walking Dead: Saints & Sinners has a rating of 90% based on a single review by HardcoreGamer.

When was The Walking Dead: Saints & Sinners released?

The Walking Dead: Saints & Sinners was released on January 23, 2020.

What platforms is The Walking Dead: Saints & Sinners available on?

The Walking Dead: Saints & Sinners is available for PC and PlayStation 4.

How long does it take to beat The Walking Dead: Saints & Sinners?

Players on RAWG spend on average 2 hours playing The Walking Dead: Saints & Sinners.

Is The Walking Dead: Saints & Sinners worth playing?

Yes. With an average rating of 90%, The Walking Dead: Saints & Sinners is one of the highly rated games and critics recommend it. The rating is based on a single review.

Statistics

The distribution of rating

Number of reviews in rating ranges (%)

Ranking

  • #194 of 543 games released in 2020 better than 64 % of games

By the average of all reviews

Comparison of ratings

  • Critics in this language1 reviews 90%
  • Foreign critics3 reviews 75%

Local critics rate the game higher by 15 %.

Reviews

4,5/5
HardcoreGamer May 14, 2020
I haven’t had a VR experience in the past that equaled what The Walking Dead: Saints & Sinners was able to accomplish. The intricate details for doing every little action will make you feel skilled once you get comfortable. While the controls can get wonky at times, the combat is fantastic yet primitive. I believe this comes down to how the tracking on the Move controllers work and it isn’t an issue...

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