Electronic Gaming Monthly's Scores

  • Games
For 2,307 reviews, this publication has graded:
  • 31% higher than the average critic
  • 4% same as the average critic
  • 65% lower than the average critic
On average, this publication grades 6.3 points lower than other critics. (0-100 point scale)
Average Game review score: 69
Highest review score: 100 Shin Megami Tensei: Persona 4
Lowest review score: 5 Ping Pals
Score distribution:
2307 game reviews
    • 82 Metascore
    • 72 Critic Score
    I just can't shake the feeling that I've played these games three or four times before - and the new garnish isn't enough to take the series to the next level. [May 2003, p.139]
    • Electronic Gaming Monthly
    • 87 Metascore
    • 72 Critic Score
    The new alternate story and head-to-head multiplayer make it even more compelling than the PS2 original. [Dec 2007, p.128]
    • Electronic Gaming Monthly
    • 81 Metascore
    • 72 Critic Score
    So genuinely terrifying, you can't help but appreciate its incredible art direction. [Feb 2004, p.114]
    • 80 Metascore
    • 72 Critic Score
    Storywise, if developer Tri-Ace had slimmed down the boring, medieval planet section (which hogs about 70 percent of the game) and fast-tracked you to the crazy head trip that is the fourth dimension, Time could have been an awesome, shorter RPG. Instead, it's merely a solid, loooooong game. [Oct 2004, p.104]
    • Electronic Gaming Monthly
    • 78 Metascore
    • 72 Critic Score
    Multiplayer action shines - it's always a blast to vibrate your buddy's controller via the Taunt button after belting another pitch over the fences. Just don't expect "High Heat"-style complexity. [May 2003, p.113]
    • Electronic Gaming Monthly
    • 81 Metascore
    • 72 Critic Score
    From the crazy crowds to the way the camera shakes while shooting free throws, this edition even outshines longtime atmosphere king "March Madness". [Jan 2008, p.90]
    • Electronic Gaming Monthly
    • 77 Metascore
    • 72 Critic Score
    Tony, you are lookin' haggard. Even though I like American Wasteland's country-boy-in-the-city story line much better than last year's World Destruction Tour's, the annual sequels will drive this franchise into the ground if publisher Activision doesn't take a break, and soon.
    • 79 Metascore
    • 72 Critic Score
    Hit & Run is so good at capturing the show's spirit and copying a great game ["GTA"] that it turns out to be real, honest-to-God fun for anyone who digs the show. [Oct 2003, p.140]
    • Electronic Gaming Monthly
    • 79 Metascore
    • 72 Critic Score
    A wicked weapons-based 2D delight that should bring joy to fans of fighting games everywhere. [Dec 2001, p.236]
    • Electronic Gaming Monthly
    • 78 Metascore
    • 72 Critic Score
    Hit & Run is so good at capturing the show's spirit and copying a great game ["GTA"] that it turns out to be real, honest-to-God fun for anyone who digs the show. [Oct 2003, p.140]
    • Electronic Gaming Monthly
    • 77 Metascore
    • 72 Critic Score
    It's so-so styleless graphics fail to impress, and the whole thing's too short and easy. [Jan 2003, p.107]
    • Electronic Gaming Monthly
    • 76 Metascore
    • 72 Critic Score
    I like how it's pretty easy to complete any of the levels, but achieving a gold star on each and collecting all the various coins and cards require strategy that's just challenging enough to stimulate the noggin here and there. [Nov. 2006, p.139]
    • Electronic Gaming Monthly
    • 77 Metascore
    • 72 Critic Score
    Aesthetics aside, this is no ordinary marble game: it's deeper, tougher, and generally pretty great. [Nov 2007, p.102]
    • Electronic Gaming Monthly
    • 81 Metascore
    • 72 Critic Score
    It's not perfect--the difficulty spikes randomly throughout and spamming units produces easy victories--but it's a step up from "Heroes of Mana". [Holiday 2007, p.87]
    • Electronic Gaming Monthly
    • 82 Metascore
    • 72 Critic Score
    It's a bizarre mishmash of clashing styles, concepts and gameplay that, despite being all over the map, is still a must-play title. [Nov 2002, p.72]
    • Electronic Gaming Monthly
    • 77 Metascore
    • 72 Critic Score
    Gun
    The majority of the game is one long gunfight, shifting between a traditional free-looking aim to lock-on, slow-mo shooting. It's good stuff, if you don't mind your foes acting like targets in a carnival game.
    • 80 Metascore
    • 72 Critic Score
    I've never seen a game with such intolerable loading times. [Oct 2003, p.142]
    • Electronic Gaming Monthly
    • 78 Metascore
    • 72 Critic Score
    Tremendously deep warrior-customization options and rich strategy elements make Gladius absolutely worthwhile and fun, but prepare to invest serious time. [Dec 2003, p.185]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 72 Critic Score
    Improvements over last year's (extremely late) version of Blitz are minimal. [Nov 2002, p.298]
    • Electronic Gaming Monthly
    • 77 Metascore
    • 72 Critic Score
    It's so-so styleless graphics fail to impress, and the whole thing's too short and easy. [Jan 2003, p.107]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 72 Critic Score
    It's hard to top pummeling an opponent with a building you just ripped from its foundation. [Dec 2002, p.234]
    • Electronic Gaming Monthly
    • 75 Metascore
    • 72 Critic Score
    It's compelling enough to keep you retrying the more frustrating match types, plus put up with the stealth missions. Sure beats watching the History Channel. [March 2005, p.119]
    • 79 Metascore
    • 72 Critic Score
    It's hard not to look at all those features on the current-gen version - monster playbooks, Campus Legend mode, trick plays, special-teams tweaks - and wonder why a football game coming one generation after "Madden" on 360 doesn't have what you'll find on the PS2 or Xbox. [Aug 2006, p.84]
    • Electronic Gaming Monthly
    • 62 Metascore
    • 72 Critic Score
    For one thing, storing and retrieving items is too much of a hassle. And second, whoever came up with the idea or permanently losing your valuables every time you die(which makes going back to finish the job much tougher)should have their head examined. [Nov. 2006, p.138]
    • 61 Metascore
    • 71 Critic Score
    By combining the original's gadgets and controls with "Mario Party"-esque minigames, Escape fails to be more than the sum of its parts. [Holiday 2004, p.108]
    • 73 Metascore
    • 71 Critic Score
    Quotation forthcoming. [July 2005]
    • Electronic Gaming Monthly
    • 78 Metascore
    • 70 Critic Score
    It's old-fashioned, unpretentious fun, but fun that might be better suited to something that wasn't full price. [Dec 2002, p.218]
    • Electronic Gaming Monthly
    • 78 Metascore
    • 70 Critic Score
    I’m happy to say that Namco’s fixed a lot of what made Tales 1 annoying while preserving its cooler aspects for their three-disc sequel. [Oct 2001, p.154]
    • Electronic Gaming Monthly
    • 71 Metascore
    • 70 Critic Score
    Yeah, it controls fine and looks <i>fantastic</i>, but it suffers the same "been there, done that" feeling as other PS2-to-PSP ports, in this case with the added handicap of no online play. [Jun 2006, p.118]
    • Electronic Gaming Monthly
    • 74 Metascore
    • 70 Critic Score
    You must buy this rad $20 collection of 20 good, bad, and butt-ugly games. [Dec 2004, p.170]
    • Electronic Gaming Monthly
    • 61 Metascore
    • 70 Critic Score
    This game is so supremely easy for anyone to pick up and play that what initially seems one-dimensional and lame ends up leading to awesome multiplayer. [Nov 2003, p.196]
    • Electronic Gaming Monthly
    • 77 Metascore
    • 70 Critic Score
    Still, like the original, it's highly enjoyable to exercise your noggin in quick spurts. [Sept 2007, p.98]
    • Electronic Gaming Monthly
    • 74 Metascore
    • 70 Critic Score
    You must buy this rad $20 collection of 20 good, bad, and butt-ugly games. [Dec 2004, p.170]
    • Electronic Gaming Monthly
    • 74 Metascore
    • 70 Critic Score
    The game has a great sense of humor, and I enjoyed the story missions, but the side quests hardly vary at all from one level to the next. Just screwing around and messing with citizens isn't as fun as it could be, either.
    • 68 Metascore
    • 70 Critic Score
    [Its] controls slightly edge out those of "Tricky," with easier-to-pull-off stunts and a useful grind button. [May 2002, p.112]
    • Electronic Gaming Monthly
    • 74 Metascore
    • 70 Critic Score
    DAH2 still suffers from its share of frustrating escort missions, cross-map fetch quests, and ugly graphical pop-up, but Pandemic's strides make second contact more pleasing than the first. [Dec. 2006, p.138]
    • Electronic Gaming Monthly
    • 81 Metascore
    • 70 Critic Score
    A competitive and addicting game that&#146;s full of variety, pep, and personality. [Oct 2001, p.150]
    • Electronic Gaming Monthly
    • 69 Metascore
    • 70 Critic Score
    Long-term fun is doomed to extinction. Sure, you get a lot to do, but not many ways to do it. [Apr 2003, p.132]
    • Electronic Gaming Monthly
    • 71 Metascore
    • 70 Critic Score
    Not essential, but worthwhile for anyone who hasn't played the original Evil in ages. [Apr 2006, p.104]
    • Electronic Gaming Monthly
    • 72 Metascore
    • 70 Critic Score
    While "Live" is completely redesigned and "NBA 2K3" pushes the online envelope for the Xbox, Inside Drive has, uh..... downloadable shoes. [Jan 2003, p.210]
    • Electronic Gaming Monthly
    • 87 Metascore
    • 70 Critic Score
    Seems like the PS2 version&#146;s forgotten kid brother. Its graphics, plagued with texture warping and pop-ups, are bad even by PS1 standards. [Dec 2001, p.264]
    • Electronic Gaming Monthly
    • 83 Metascore
    • 70 Critic Score
    I give developer Treyarch credit for its ambitious GTA-style playground game design, but the errands Spider-Man sends you on are repetitive and dull. Combat is part of the problem; you can buy all sorts of fancy moves and combos, but why bother when button-mashing works just as well? [Sept 2004, p.98]
    • Electronic Gaming Monthly
    • 83 Metascore
    • 70 Critic Score
    I'm not sure which is harder: keeping Robert Downy Jr. away from a crack pipe or establishing a consistent offense in All-Star Baseball. [June 2002, p.118]
    • Electronic Gaming Monthly
    • 81 Metascore
    • 70 Critic Score
    I swear, you could probably nail players in the groin nine times out of 10 with these controls if you practiced enough. [Feb 2002, p.164]
    • Electronic Gaming Monthly
    • 80 Metascore
    • 70 Critic Score
    It's definitely not one for the squeamish. [Jan. 2007, p.64]
    • Electronic Gaming Monthly
    • 80 Metascore
    • 70 Critic Score
    I give developer Treyarch credit for its ambitious GTA-style playground game design, but the errands Spider-Man sends you on are repetitive and dull. Combat is part of the problem; you can buy all sorts of fancy moves and combos, but why bother when button-mashing works just as well? [Sept 2004, p.98]
    • Electronic Gaming Monthly
    • 74 Metascore
    • 70 Critic Score
    Samurai's unique but ultimately clunky combat system avoids repititious button-mashing with parry-and-dodge techniques that keep you on your toes. [August 2002, p.130]
    • Electronic Gaming Monthly
    • 76 Metascore
    • 70 Critic Score
    The lack of a season mode or player development helps make this the perfect Friday night pick-up before (or after) hitting the town. [Oct 2005, p.118]
    • Electronic Gaming Monthly
    • 58 Metascore
    • 70 Critic Score
    Eminently playable, and more importantly, replayable. All the hacking and slashing should get old after a while, but the infamous "quest for stuff" kept me going for the long haul. [Oct 2003, p.168]
    • Electronic Gaming Monthly
    • 69 Metascore
    • 70 Critic Score
    Shockingly decent. [Dec 2004, p.170]
    • Electronic Gaming Monthly
    • 88 Metascore
    • 70 Critic Score
    This GameDay beater is so challenging and fun that you shouldn&#146;t feel shame for sticking to PS1 Madden for another year. [Oct 2001, p.156]
    • Electronic Gaming Monthly
    • 71 Metascore
    • 70 Critic Score
    Yes, the storyline holds the power of cheese, but it did keep me wondering what would happen next. [Jan 2002, p.228]
    • Electronic Gaming Monthly
    • 75 Metascore
    • 70 Critic Score
    It's not a mind-blowing epic, but Folklore's style alone is worth experiencing. [Dec 2007, p.110]
    • Electronic Gaming Monthly
    • 76 Metascore
    • 70 Critic Score
    Overlord has a neat idea, but it really needs more direction. Or should I say directions? [Aug 2007, p.77]
    • Electronic Gaming Monthly
    • 74 Metascore
    • 70 Critic Score
    You must buy this rad $20 collection of 20 good, bad, and butt-ugly games. [Dec 2004, p.170]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 70 Critic Score
    A pretty basic vehicular shooter...However, the sheer brilliance of the different multiplayer matches makes it worth the price of admission. [Dec 2002, p.242]
    • Electronic Gaming Monthly
    • 72 Metascore
    • 70 Critic Score
    Almost a tee-to-shining-tee rip-off of Sony's "Hot Shots Golf" series, complete with jabbering caddies and "wacky" unlockable golfers. [Feb 2003, p.144]
    • Electronic Gaming Monthly
    • 71 Metascore
    • 70 Critic Score
    Shockingly decent. [Dec 2004, p.170]
    • Electronic Gaming Monthly
    • 70 Metascore
    • 70 Critic Score
    With 2K Sports nabbing the exclusive third-party baseball-sim rights to the MLB license, it had a golden chance to nab the hardball crown from EA's NCAA-license-relegated MVP series. Instead, we get this scattershot effort. [May 2006, p.94]
    • Electronic Gaming Monthly
    • 75 Metascore
    • 70 Critic Score
    A good game that would've been great if it ran as fast as the PS2 version. [Nov 2002, p.300]
    • Electronic Gaming Monthly
    • 80 Metascore
    • 70 Critic Score
    Once you catch on, using the stick feels fluid and natural &#150; thus more immersive. [Apr 2002, p.141]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 70 Critic Score
    Clearing each squad of dim-witted goons is rarely an intellectual challenge but always entertaining as an ultraviolent display of beauty and precision -- it's like a John Woo movie without the doves and opera music. [Feb 2003, p.135]
    • 77 Metascore
    • 70 Critic Score
    What saves CBJ from mediocrity is the fact that you can customize the bejeezus out of your vehicle, adding an extra layer of depth to an otherwise not-so-deep game. [Sept 2002, p.162]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 70 Critic Score
    While I love Whiplash's over-the-top concept and humor, its gameplay and graphics languish in a sea of averageness. [Jan 2004, p.128]
    • Electronic Gaming Monthly
    • 77 Metascore
    • 70 Critic Score
    Aside form a handy save-game feature, though, it doesn't feel like much has changed here from the last game - at least not in terms of gameplay. [July 2002, p.126]
    • Electronic Gaming Monthly
    • 80 Metascore
    • 70 Critic Score
    It remains worth it for all of the reasons that made the original Tactics so engrossing: Switching between different jobs, mastering new abilities from your gear, and recruiting and building your clan all remain as appealing as ever. [July 2008, p.82]
    • Electronic Gaming Monthly
    • 63 Metascore
    • 70 Critic Score
    This game simply represents the show faithfully, and it&#146;s fun to play. [Jan 2002, p.232]
    • Electronic Gaming Monthly
    • 55 Metascore
    • 70 Critic Score
    The sheer length of the Career mode will draw you in, and you can use the cars and levels that you unlock there in the Arcade and Multiplayer modes. [August 2002, p.136]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 70 Critic Score
    Doesn't hold up in the areas that count the most: Its combat is mindlessly repetitive, its puzzles aren't very inventive, and there are often long, boring stretches between the action. [May 2003, p.126]
    • Electronic Gaming Monthly
    • 70 Metascore
    • 70 Critic Score
    As a gritty, militaristic first-person shooter, Delta Force features detailed environments (by PS1 standards) and plenty of cool effects to drive home the point that you're an elite shooter loaded with nifty gadgets. [Sept 2002, p.162]
    • Electronic Gaming Monthly
    • 74 Metascore
    • 70 Critic Score
    DAH2 still suffers from its share of frustrating escort missions, cross-map fetch quests, and ugly graphical pop-up, but Pandemic's strides make second contact more pleasing than the first. [Dec. 2006, p.138]
    • Electronic Gaming Monthly
    • 78 Metascore
    • 70 Critic Score
    Frame's spooky atmosphere and subtle use of ambient noise and music build a sense of mounting terror that makes the actual enemy and cutscene scares all the more pants-wetting.
    • 72 Metascore
    • 70 Critic Score
    What took me by surprise was the rather deep, involving golf game that lies beneath the crass interior. [Sept 2002, p.152]
    • Electronic Gaming Monthly
    • 76 Metascore
    • 70 Critic Score
    Phantasia still has an awful lot of charm for such an old game, and fans of traditional RPGs will appreciate its long, varied dungeons and action-packed, real-time battles. [Apr 2006, p.108]
    • Electronic Gaming Monthly
    • 79 Metascore
    • 70 Critic Score
    Feels stale and rehashed. In a lot of ways, this is pretty much the same game we've been playing since 1997, but without the refinement of "Tekken 3" or the added team complexity of "Tekken Tag Tournament." [Oct 2002, p.190]
    • Electronic Gaming Monthly
    • 69 Metascore
    • 70 Critic Score
    This new installment will totally baffle fans of the series. With its gloomy postindustrial setting, moderately complex platforming bits, and surprisingly different battle system, WA4 bears little resemblance to its charming, Wild West-themed predecessors. Once you get beyond that initial shock, though, you'll actually have a decent time.
    • 80 Metascore
    • 70 Critic Score
    Frequent fliers of the Ace Combat series will feel like they've been on this flight before. [Dec 2007, p.122]
    • Electronic Gaming Monthly
    • 72 Metascore
    • 70 Critic Score
    It's not terribly deep, but like tearing around on your uncle's ATV, it's fun while it lasts. [Jan. 2007, p.63]
    • Electronic Gaming Monthly
    • 66 Metascore
    • 70 Critic Score
    I swear, for every 10 minutes of dungeons and monster-grabbing, I had to sit through 20 minutes of characters yammering at each other. Sure, I like the dialogue, but it was still too long to sit through. [Mar 2007, p.94]
    • Electronic Gaming Monthly
    • 79 Metascore
    • 70 Critic Score
    It&#146;s just one of those incredibly intuitive pick-up-and-start-powersliding types of racing games. [Jan 2002, p.202]
    • Electronic Gaming Monthly
    • 80 Metascore
    • 70 Critic Score
    I give developer Treyarch credit for its ambitious GTA-style playground game design, but the errands Spider-Man sends you on are repetitive and dull. Combat is part of the problem; you can buy all sorts of fancy moves and combos, but why bother when button-mashing works just as well? [Sept 2004, p.98]
    • Electronic Gaming Monthly
    • 66 Metascore
    • 70 Critic Score
    Crisis Zone has the most unique plot to date. [Dec 2004, p.170]
    • Electronic Gaming Monthly
    • 88 Metascore
    • 70 Critic Score
    A great multiplayer romp that will keep you and your friends glued to the set for months to come. [Dec 2002, p.236]
    • Electronic Gaming Monthly
    • 74 Metascore
    • 70 Critic Score
    A very good-looking, fun boxing title loaded with satisfying arcade action... The champ's still got it. [Dec 2002, p.258]
    • Electronic Gaming Monthly
    • 79 Metascore
    • 70 Critic Score
    It's sometimes difficult to track down the Sim you need in order to advance a quest, and the dialogue is maddeningly repetitive, but otherwise, Bustin' Out is engaging, original, and just plain fun. [Jan 2004, p.164]
    • Electronic Gaming Monthly
    • 75 Metascore
    • 70 Critic Score
    I'm ready for this series to advance its gameplay, rather than just continuing to add new objects and locations to interact with.
    • 76 Metascore
    • 70 Critic Score
    The first Phoenix Wright game was a little bit better, a little more fulfilling, but DS owners looking to tackle another caseload will get a kick out of this. [Feb. 2007, p.96]
    • Electronic Gaming Monthly
    • 79 Metascore
    • 70 Critic Score
    I'm all for authenticity, but holy smokes, that ball's hard to hit. [June 2002, p.118]
    • Electronic Gaming Monthly
    • 80 Metascore
    • 70 Critic Score
    The game's family-friendly, white-washed Teen rating siphons out a lot of the potentially gritty realism. [Dec 2002, p.236]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 70 Critic Score
    I'm ready for this series to advance its gameplay, rather than just continuing to add new objects and locations to interact with.
    • 81 Metascore
    • 70 Critic Score
    Enemy A.I. here might as well stand for "Artificial Idiocy." [May 2002, p.109]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 70 Critic Score
    Once you&#146;ve mastered the somewhat quirky camera zooms and the rules of the sport, EA&#146;s Rugby becomes an enjoyable experience. [Sept 2001, p.145]
    • Electronic Gaming Monthly
    • 66 Metascore
    • 70 Critic Score
    There's entertainment to be had with Extinction, but expect a lot of hair-pulling to go along with it. [Sept 2003, p.116]
    • Electronic Gaming Monthly
    • 85 Metascore
    • 70 Critic Score
    Instincts' A.I. won't revolutionize the first-person-shooter genre, but the rest of the game is still pretty damn cool. [Nov 2005, p.150]
    • Electronic Gaming Monthly
    • 77 Metascore
    • 70 Critic Score
    An excellent compromise between old-school SNK fighters and faster-paced, more fantastic Capcom titles on the DC today. [Oct 2001, p.148]
    • Electronic Gaming Monthly
    • 71 Metascore
    • 70 Critic Score
    With plenty of duets and no more story mode, this is the most party-friendly version yet. [Apr 2006, p.103]
    • Electronic Gaming Monthly
    • 86 Metascore
    • 70 Critic Score
    It won't blow you away, but RPG fans who can see beyond the drab look and slow intro will find a rewarding epic. [Dec 2002, p.218]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 70 Critic Score
    Despite the game's pacing, the graphics, cut-scenes, and second half of the story end up making Episode II a solid RPG - just not the epic sequel that the previous game deserves. [March 2005, p.122]
    • 71 Metascore
    • 70 Critic Score
    Sure, the graphics, control and physics here are super-duper. It's just that the actual gameplay can get as repetitive as scrawling "I'm a stuntman!" a thousand times on a chalkboard. [August 2002, p.128]
    • Electronic Gaming Monthly
    • 63 Metascore
    • 70 Critic Score
    A cool team-play aspect makes up for the lackluster fighting. [May 2003, p.132]
    • Electronic Gaming Monthly

Top Trailers