The only way in which a score is more reductionist than a narrative is if you believe the score and the narrative diverge. I do not typically see this in reviews; typically the reviewer feels that his or her final score represents his or her opinion. Even reviews with meaningless subcategories tend to have very clustered scores (IE games that are viewed as bad thus end up having bad graphics scores, bad music scores, bad gameplay scores rather than scattershot category scores and a negative conclusion).
Can you provide examples of cases where the score provides an impression that the text does not, to the point of misleading readers? Note that IGN's 2.0 for Deadly Premonition is a totally shitty review, but it's not a shitty review because they gave it a 2.0, the 2.0 matches the review text well. It's a shitty review because it's a shallow, surface-level examination of the game that misses the forest for the trees and is myopic in that it failed to recognize the extremely divisive and complicated reception the game eventually got.
I believe you are misunderstanding my point. I am not talking about a score that is paired with a review, but rather a score in isolation.
If I play Deadly Premonition and give it a score of 3, sans any justification or text explaining myself, then that is an effectively useless reduction, which I categorized as "offensive," a term I still stand by.
If I play Deadly Premonition and write a 20 word essay, I've compressed the experience of the game in a better way than a single number, but it's still fairly light on details. The more words added (assuming each word adds the same amount of useful amount of information) then the game will be better and better communicated.
Now, if your question is, "what do you make of scores and reviews paired together" then I would argue that they're fairly useless as well, unless there are people who WANT something so incredibly reductionist that they can consume the point in a single thought. Otherwise, it's the same communication, just worse.
Have to disagree with you there. Just because something took a lot of man hours doesn't mean it is inherently worth any respect. The amount of code or the number of people that built something is totally irrelevant to a consumer's impressions and final evaluation of a product.
Absolutely nothing wrong with a binary or 5 point scale. I think most people can easily distinguish between "worth it/not worth it" and "hate/dislike/mediocre/like/love" and, ultimately, it is how we categorize most things that we experience.
It's not a matter of "worth," it's a matter of information density. I can compress the experience of playing a shitty game in a poor way, much like you can poorly compress a book into a zip file and lose substantial information to the point of uselessness.