1UP's Scores

  • Games
For 3,527 reviews, this publication has graded:
  • 42% higher than the average critic
  • 3% same as the average critic
  • 55% lower than the average critic
On average, this publication grades 5.7 points lower than other critics. (0-100 point scale)
Average Game review score: 69
Highest review score: 100 Pushmo
Lowest review score: 0 Duke Nukem Forever
Score distribution:
3527 game reviews
    • 68 Metascore
    • 60 Critic Score
    It's not exactly a radical reinvention of the genre -- but, then, it's not meant to be. As simple, straightforward arcade-style action with a few unobtrusive additions at a budget price, it's a smashing success.
    • 69 Metascore
    • 60 Critic Score
    All told, unless you've got a special place in your heart for this white-eyed, blue-skinned, four-in-one sci-fi warrior, you'll come away with an experience you'll likely forget within a few days -- and a newfound appreciation for the better shooters.
    • 69 Metascore
    • 60 Critic Score
    Another issue is simply that the enormous buildings make any map seem crowded and critically limit the number of placement options for base building.
    • 73 Metascore
    • 60 Critic Score
    Like the original game, the best way to play FlatOut 2 is with a group of drunken buddies. No one's ever going to mistake it for anything more than it is: an adequate execution of a silly idea.
    • 76 Metascore
    • 60 Critic Score
    Here's the problem: both the action-packed style and the stealth style show promise, but neither is fully polished.
    • 59 Metascore
    • 60 Critic Score
    As an eye toward where Playboy came from, The Mansion is a compelling lesson--even the loading screen factoids are fun to read. But as a game, the unpolished graphics and stale gameplay keep the title mediocre at best.
    • 48 Metascore
    • 60 Critic Score
    It's a simple puzzle game, along the lines of something you would find pre-installed on a computer. But nicer looking, and with a lot more style.
    • 51 Metascore
    • 60 Critic Score
    The true strength of Nowhere to Run is built into its pick-up-and-play nature. It gets straight to the action, wasting no time indulging in slow-motion cinematic cut-scenes during battle sequences.
    • 73 Metascore
    • 60 Critic Score
    At the base, the game is very likeable idea, controls brilliantly and does a lot of stuff right. But when the balance shifts from "I'm going to keep trying because I know I can get better" to "I'm going to keep trying to justify the $50 I just spent," then there's a problem.
    • 62 Metascore
    • 60 Critic Score
    King of Fighters: Neowave has so much potential just waiting to be tapped, with new powerful hardware, a fighting engine based on a winning formula, and a dream collection of 43 fighters, but the things that it didn't do would fill up an entire stadium.
    • 66 Metascore
    • 60 Critic Score
    The environments lack the rich visuals 360 owners have grown accustomed to since seeing Gears of War. Surfaces all appear to be flat, with muddy textures and stark lighting that only heighten the effect. By comparison to current standards, the thought that it could be an original Xbox game may even cross your mind.
    • 62 Metascore
    • 60 Critic Score
    Combining pinball, real-time strategy elements, and voice-recognition commands into a ball (pun unintended), Odama straddles the line between 'whack' and 'wacky.'
    • 68 Metascore
    • 60 Critic Score
    There's some frame-skipping when things get really frantic, which is often, but it doesn't murder the experience.
    • 75 Metascore
    • 60 Critic Score
    Worth a tour if you really loved the movie, but maybe less so if you've already played the hell out of Vice City. We can't really blame Scarface for the familiarity of the setting, but the fact remains that we've been here before.
    • 65 Metascore
    • 60 Critic Score
    Had the developers made it about 30 percent smaller, cut the fat, and tightened its assorted good qualities, they may have realized its true potential and produced something special. As is, nothing's intrinsically bad about Two Worlds -- but neither is anything memorably good.
    • 71 Metascore
    • 60 Critic Score
    FlatOut basically feels like a slightly more frustrating successor to the original "Destruction Derby" series on the PlayStation 1 (well, the first two games).
    • 49 Metascore
    • 60 Critic Score
    It's kind of a cakewalk. You won't feel pressed to utilize just the right combos for a given situation, and health boosts are generously doled out. Even the highest difficulty is pretty forgiving.
    • 70 Metascore
    • 60 Critic Score
    The game's not realistic enough to satisfy sim fans...and it's too realistic to be as fun as Rainbow's previous games. It tries too hard to be a jack-of-all-trades, and masters almost none.
    • 76 Metascore
    • 60 Critic Score
    The whole thing skates dangerously close to the "edutainment" realm by building its core mechanic around reading comprehension and deductive reasoning, but then again, DS gamers weaned on Brain Age will likely welcome the cerebral stimulation.
    • 73 Metascore
    • 60 Critic Score
    Sims 2 for consoles is definitely not on par with the depth and ingenuity that its PC sibling offers but it's refreshing to play a relaxed version of the game that doesn't require as much surveying and emotional input.
    • 65 Metascore
    • 60 Critic Score
    The graphics have improved since this game made its debut on the PS2. They still don't look great, with very plain character designs and horrendously boring backgrounds, but technically, the improvement makes this the better version of the game. If only by a little.
    • 70 Metascore
    • 60 Critic Score
    Ultimately, skipping Konquest mode altogether doesn't seem like such a bad idea, considering that all the characters are unlocked from the start, which was the main reason to play through Konquest mode on the home consoles.
    • 75 Metascore
    • 60 Critic Score
    Sims 2 for consoles is definitely not on par with the depth and ingenuity that its PC sibling offers but it's refreshing to play a relaxed version of the game that doesn't require as much surveying and emotional input.
    • 72 Metascore
    • 60 Critic Score
    First among F.E.A.R.'s transgressions is the nauseating framerate. This isn't me being metaphorical here; the framerate in this game is so bad that it literally made me feel nauseated after any appreciable playtime. We're talking about something in the realm of 20 fps; that's just inexcusable for an FPS.
    • 59 Metascore
    • 60 Critic Score
    It's by no means a bad game, and is certainly a very admirable effort in the context of the Rush franchise, but its contemporaries ultimately outclass it.
    • 68 Metascore
    • 60 Critic Score
    It can't provide the immersive realism of its console counterparts, but it does manage to recreate all the fun of playing with ants and matchbox cars -- especially if you liked blowing them up and setting them on fire.
    • 57 Metascore
    • 60 Critic Score
    The accessibility gives it decent chops as a party game, and the unlockables give it fanboy cachet, but it's simply time for Capcom and Bandai to rethink this enterprise.
    • 51 Metascore
    • 60 Critic Score
    You never quite reach the same pumped-up heights you get while playing similar games, like "NBA Ballers" or "NBA Street" -- and despite the tricks, online play, and generally responsive controls, it would take a serious interest in the AND 1 legacy to maintain any level of interest in this game.
    • 69 Metascore
    • 60 Critic Score
    But the grand experiment of translating stylus swipes into intuitive no-look passes and alley-oops fails more often than it works, and that's the big "if" upon which the whole thing hangs.
    • 73 Metascore
    • 60 Critic Score
    Episode II offers hints of excellence, but few of them have anything to do with the gameplay.

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