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
    • 76 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.
    • 75 Metascore
    • 70 Critic Score
    A game so fresh and unique, it just begs to be experienced despite its flaws. [Feb 2003, p.138]
    • 71 Metascore
    • 70 Critic Score
    The gameplay is ironclad; however, a few presentation problems hold the title back. [Dec 2001, p.250]
    • Electronic Gaming Monthly
    • 75 Metascore
    • 70 Critic Score
    Series fans will devour it as an excuse to flesh out the Resident Evil cannon, but it features enough casual slaughter of the undead for anyone to enjoy. [Jan 2008, p.82]
    • Electronic Gaming Monthly
    • 71 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
    • 76 Metascore
    • 70 Critic Score
    Once you suss the A.I.'s intricacies, the game holds little mystery or reason for replay. [Jan 2006, p.125]
    • 72 Metascore
    • 70 Critic Score
    This 40-hour quest could've really used a few legitimate dungeons to explore, but the narrative and combat alone kept me hooked. [July 2003, p.106]
    • Electronic Gaming Monthly
    • 78 Metascore
    • 70 Critic Score
    It’s too bad there’s no way to work on defense other than getting pummeled by the CPU game after game. [Oct 2001, p.154]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 70 Critic Score
    Now if it wasn't for the blasted controls! [May 2002, p.108]
    • 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.
    • 81 Metascore
    • 70 Critic Score
    I have exactly three words for the golf snobs: unlockable trucker hats. [July 2005, p.120]
    • Electronic Gaming Monthly
    • 70 Metascore
    • 70 Critic Score
    Shockingly decent. [Dec 2004, p.170]
    • Electronic Gaming Monthly
    • 65 Metascore
    • 70 Critic Score
    Once I got used to the orchestral score, Mad Maestro was surprisingly enjoyable, long and difficult (which isn't exactly the norm in the genre). [May 2002, p.107]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 70 Critic Score
    Approach it clinically, and you'll dig Xtreme's versatile, well-designed skill and magic systems. [Nov 2002, p.283]
    • Electronic Gaming Monthly
    • 69 Metascore
    • 70 Critic Score
    The fun is over too soon.
    • Electronic Gaming Monthly
    • 66 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
    • 79 Metascore
    • 70 Critic Score
    If you're brave enough to look past aesthetics, Eternal Sonata is worth hearing out. [Oct 2007, p.100]
    • Electronic Gaming Monthly
    • 69 Metascore
    • 70 Critic Score
    In the attempt to be all things for all kinds of gamer, each little mode lacks polish. [Jan 2003, p.173]
    • Electronic Gaming Monthly
    • 83 Metascore
    • 70 Critic Score
    Anyone expecting to reliably pull off a 20-hitter with Adon: Forget it. [Oct 2002, p.204]
    • Electronic Gaming Monthly
    • 77 Metascore
    • 70 Critic Score
    The combat’s more fun and involving than anything in Pokemon Stadium. But the rest of the game hasn’t changed much. [Nov 2001, p.210]
    • Electronic Gaming Monthly
    • 80 Metascore
    • 70 Critic Score
    When I wasn't being mugged by the Bad Voice-Actors Brigade or rendered comatose by the game's tepid pace, I was struggling with the enormous chore of just moving around thanks to the clunky, imprecise, sub-"Resident Evil" controls. [Dec 2002, p.260]
    • Electronic Gaming Monthly
    • 69 Metascore
    • 70 Critic Score
    Developer Heavy Iron has captured the show's personality perfectly. The 3D characters look exactly like their cartoon counterparts, and it's stuffed with classic Doo touches to the bursting point. [July 2002, p.120]
    • Electronic Gaming Monthly
    • 71 Metascore
    • 70 Critic Score
    Note to developers: if your main character is a wacky time-travelling, vacuuming cat, you've got to milk the wacky angle! [Dec 2002, p.248]
    • Electronic Gaming Monthly
    • 64 Metascore
    • 70 Critic Score
    Stringent pilot-training courses and competitions seem dull at first, but as you unlock cooler aircraft, the fun blossoms. [Apr 2003, p.111]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 70 Critic Score
    Atlantis integrates the story and the gameplay seamlessly. [Sept. 2001, p.148]
    • Electronic Gaming Monthly
    • 78 Metascore
    • 70 Critic Score
    Up from the depths of the minors a year ago, MLB 2005 is starting to look like it belongs in the bigs...Maybe next year, 989, you'll go all the way. [May 2004, p.96]
    • Electronic Gaming Monthly
    • 76 Metascore
    • 70 Critic Score
    Ironically, Summoner 2's strengths (faster action, computer-controlled allies) expose the game's many weaknesses (poor camera during combat, enemies that swarm you, sluggish controls). [Nov 2002, p.70]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 70 Critic Score
    A somewhat confusing interface and disjointed midbattle cut-scenes make keeping track of allies and major enemies a chore, occasionally shrouding the path to victory, but otherwise, Samurai Warriors slices and dices. [June 2004, p.102]
    • Electronic Gaming Monthly
    • 66 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
    • 78 Metascore
    • 69 Critic Score
    Unfortunately, beneath that striking detail, Shake It! plays exactly like Wario Land 4(GBA). [Nov 2008, p.68]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 69 Critic Score
    It's absolutely recommendable, but it ccould've been so much more. [Nov 2008, p.78]
    • Electronic Gaming Monthly
    • 85 Metascore
    • 69 Critic Score
    Acclaim's solid first-person shooter is heavy on the fog. It is atmospheric, though. [Jan 2004, p.189]
    • Electronic Gaming Monthly
    • 79 Metascore
    • 69 Critic Score
    This is one game that everyone should be playing long after it comes out, both online and off. [Dec 2008, p.83]
    • Electronic Gaming Monthly
    • 63 Metascore
    • 69 Critic Score
    Wii Music's biggest downfall, oddly, is its music. [Dec 2008, p.64]
    • Electronic Gaming Monthly
    • 76 Metascore
    • 69 Critic Score
    Globe-trotting Laura gets new weapons and vehicles. [Jan 2004, p.189]
    • Electronic Gaming Monthly
    • 69 Metascore
    • 68 Critic Score
    Derivative or not, Punisher suffers from the same crippling problem: The extreme gunplay gets old after you've capped your first 50 felons. [March 2005, p.118]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 68 Critic Score
    I love what this game offers - classic 3D platforming with a supercool mini-ninja dude. The problem is, I-Ninja doesn't offer a whole heckuva lot of it. You can blast through the entire game in a few sessions. [Dec 2003, p.192]
    • Electronic Gaming Monthly
    • 69 Metascore
    • 68 Critic Score
    Like the previous Def jams, Icon can't decide what kind of game it wants to be. [Apr 2007, p.88]
    • Electronic Gaming Monthly
    • 64 Metascore
    • 68 Critic Score
    My biggest gripe is with Apokolips' level design, which usually involves beating up the same enemies over and over again. [Dec 2002, p.218]
    • Electronic Gaming Monthly
    • 79 Metascore
    • 68 Critic Score
    Linking one impossibly huge slide after another can be intense and fun, but the weird, floaty physics would probably make more sense in a game about racing ATVs on the moon. [Holiday 2004, p.134]
    • Electronic Gaming Monthly
    • 71 Metascore
    • 68 Critic Score
    A genuinely fun game that makes clever use of the DS's touch screen. [June 2005, p.107]
    • Electronic Gaming Monthly
    • 76 Metascore
    • 68 Critic Score
    Sadly, the game still doesn't quite live up to its high-concept premise. Battles often degenerate to button-mashing, the difficulty is still wildly inconsistent, and the dungeons are woefully unimaginative. [June 2003, p.127]
    • Electronic Gaming Monthly
    • 71 Metascore
    • 68 Critic Score
    The levels are tight, fast, and fun - less about aimless exploration and more about reflex-testing action. But on the other hand, I'm a little disappointed that it's so short and simplistic, and that it doesn't take more advantage of the GC's hardware. [July 2003, p.114]
    • Electronic Gaming Monthly
    • 78 Metascore
    • 68 Critic Score
    Yes, you'll encounter a touch of the overly familiar sameness you get when you play any "Ridge Racer", but it's like slipping on a well-worn pair of jeans: It feels fine every time. [Jan. 2007, p.81]
    • Electronic Gaming Monthly
    • 81 Metascore
    • 68 Critic Score
    It's an adequate platformer, yes--with solid controls and great first-half pacing--but I'd never choose this over the sublime original. [Dec. 2006, p.150
    • Electronic Gaming Monthly
    • 76 Metascore
    • 68 Critic Score
    All the constant hiding and tiptoeing and sneaking doesn't scream "action-packed!" after all. [Feb 2004, p.118]
    • 71 Metascore
    • 68 Critic Score
    The shallow but fun Live games put this prettier version of CW a few parsecs beyond its PS2 and Cube cousins. [June 2003, p.114]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 68 Critic Score
    Scores with the cause-and-effect physics of a PC game but seldom capitalizes on the unscripted chaos. [June 2005, p.101]
    • Electronic Gaming Monthly
    • 81 Metascore
    • 68 Critic Score
    Tune and tweak all you want, Demian, and 2K6's goalies will still be absolute sieves. And for that reason - plus 06's faster play and flashier offense - I'm giving the nod to EA's game. [Oct 2005, p.114]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 68 Critic Score
    Like the previous Def jams, Icon can't decide what kind of game it wants to be. [Apr 2007, p.88]
    • Electronic Gaming Monthly
    • 66 Metascore
    • 68 Critic Score
    Finally, a game that embraces the inherent homoeroticism of pro wrestling. [Jan 2005, p.132]
    • 72 Metascore
    • 68 Critic Score
    Last year's realistic military-shooter SOCOM 3 was great, but I felt tricked after popping in the so-called sequel, Combined Assault. The game is a lot like the previous one, with a key difference: the "combined assault". [Jan. 2007, p.104]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 68 Critic Score
    It's fast, and it's pretty fun. It's just not particularly special. [July 2005, p.110]
    • 72 Metascore
    • 68 Critic Score
    I found myself playing the game simply because I had nothing better to do, not because I was particularly into it. [Sept 2005, p.119]
    • 76 Metascore
    • 68 Critic Score
    Jak X delivers smooth, intense online action and a solid variety of game types, including a take-out-the-drones death race and an entertaining sport hunt in addition to typical races. Nothing spectacular, but satisfying nonetheless.
    • 68 Metascore
    • 68 Critic Score
    Derivative or not, Punisher suffers from the same crippling problem: The extreme gunplay gets old after you've capped your first 50 felons. [March 2005, p.118]
    • Electronic Gaming Monthly
    • 69 Metascore
    • 68 Critic Score
    XGRA isn't as impressive as "Extreme G 3" was when it first hit PS2 and Cube. The graphics look roughly the same, it plays similarly, and it has the same main drawback: not enough tracks. [Nov 2003, p.174]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 68 Critic Score
    So even though Live is lookin' better, it could still use more time in the gym. [Nov 2007, p.103]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 68 Critic Score
    It's fast, and it's pretty fun. It's just not particularly special. [July 2005, p.110]
    • 70 Metascore
    • 68 Critic Score
    The mediocre graphics, overly simplistic dungeons, and repetitive combat (in which you're alternately mashing buttons or baby-sitting you're A.I.-deprived party members) haven't changed one bit since the first volume. [Oct 2003, p.144]
    • Electronic Gaming Monthly
    • 76 Metascore
    • 68 Critic Score
    This latest case of sequelitis attempts to keep things fresh by making a few minor changes to the familiar Mega Man formula. Notably, the nonlinear world gives some freedom to the series--but at a cost. [Oct. 2006, p.118]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 68 Critic Score
    Blood sports deep characters, an awesome premise, and an engaging story line that kept me playing long after the novelty of having swords for arms wore off. [Dec 2004, p.160]
    • Electronic Gaming Monthly
    • 81 Metascore
    • 68 Critic Score
    Straight dumb, violent fun, regardless of how many times you've seen it before. [Jan 2002, p.233]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 68 Critic Score
    So even though Live is lookin' better, it could still use more time in the gym. [Nov 2007, p.103]
    • Electronic Gaming Monthly
    • 71 Metascore
    • 68 Critic Score
    The new microphone-based minigames are more gimmicky than fun, and I hate passing the mic back and forth. It's still a fun party game. [Feb 2005, p.114]
    • Electronic Gaming Monthly
    • 79 Metascore
    • 68 Critic Score
    The game sabotages things right from the start by sticking you with four of the most vapid, unlikable protagonists I've seen in my 20 years as an RPG fan. [Sept 2007, p.94]
    • Electronic Gaming Monthly
    • 63 Metascore
    • 68 Critic Score
    The game doesn't require you to spend too much time leveling up and upgrading weapons(though you can certainly take your time with that)--it cuts right to the action. [Nov. 2006, p.133]
    • Electronic Gaming Monthly
    • 69 Metascore
    • 68 Critic Score
    Get past all the computer jargon (your sniper rifle is amusingly called the "LOL" gun), and you have a pretty typical first-peson shooter. [Jan 2005, p.135]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 68 Critic Score
    The level design is straightforward and challenging (especially later stages) but relatively low on surprises. [Apr 2002, p.141]
    • Electronic Gaming Monthly
    • 72 Metascore
    • 68 Critic Score
    For a game so short on looks and character, Black Kat is surprisingly engaging. [May 2002, p.109]
    • Electronic Gaming Monthly
    • 82 Metascore
    • 68 Critic Score
    A great combination of frantic, Japanese guitar rock and wacky anime-inspired action. [Feb 2002, p.148]
    • Electronic Gaming Monthly
    • 66 Metascore
    • 68 Critic Score
    XGRA isn't as impressive as "Extreme G 3" was when it first hit PS2 and Cube. The graphics look roughly the same, it plays similarly, and it has the same main drawback: not enough tracks. [Nov 2003, p.174]
    • Electronic Gaming Monthly
    • 71 Metascore
    • 68 Critic Score
    A worthwhile game, but only if you appreciate the quirky and bizarre. [Dec 2002, p.228]
    • Electronic Gaming Monthly
    • 65 Metascore
    • 68 Critic Score
    Though the fighting's great (even when it's on the slightly confusing four-player variety), I can't help but be disappointed by the rest. [June 2004, p.108]
    • Electronic Gaming Monthly
    • 72 Metascore
    • 68 Critic Score
    Nope, this 3D fighter forces you to wrap your head (and hands) around a shockingly deep control system utilizing nearly every button on the Wii-mote and Nunchuck. [Dec. 2006, p.118]
    • Electronic Gaming Monthly
    • 65 Metascore
    • 68 Critic Score
    It's all style and relentless action so over the top it makes "Doom" look like "Mary Kate and Ashley: Girls Night Out." [Oct 2002, p.179]
    • Electronic Gaming Monthly
    • 81 Metascore
    • 68 Critic Score
    While MLB has the basics down pat, it lacks "2K5's" sublime ESPN presentation and "MVP's" addictive minigames. [May 2005, p.132]
    • Electronic Gaming Monthly
    • 75 Metascore
    • 68 Critic Score
    I love what this game offers - classic 3D platforming with a supercool mini-ninja dude. The problem is, I-Ninja doesn't offer a whole heckuva lot of it. You can blast through the entire game in a few sessions. [Dec 2003, p.192]
    • Electronic Gaming Monthly
    • 83 Metascore
    • 68 Critic Score
    Tune and tweak all you want, Demian, and 2K6's goalies will still be absolute sieves. And for that reason - plus 06's faster play and flashier offense - I'm giving the nod to EA's game. [Oct 2005, p.114]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 68 Critic Score
    The sense of speed – especially with a built-up racer – is amazing, but it comes at a price: boring, repetitive textures. [Apr 2002, p.139]
    • Electronic Gaming Monthly
    • 83 Metascore
    • 68 Critic Score
    It’s a refreshing change from the weirdness you’d find in a "PaRappa" or "Dance Dance Revolution." [Jan 2002, p.208]
    • Electronic Gaming Monthly
    • 77 Metascore
    • 68 Critic Score
    I love what this game offers - classic 3D platforming with a supercool mini-ninja dude. The problem is, I-Ninja doesn't offer a whole heckuva lot of it. You can blast through the entire game in a few sessions. [Dec 2003, p.192]
    • Electronic Gaming Monthly
    • 82 Metascore
    • 68 Critic Score
    After playing Call of Duty 3, I wonder if maybe it isn't time for a break from WWII first-person shooters. [Jan. 2007, p.98]
    • Electronic Gaming Monthly
    • 77 Metascore
    • 68 Critic Score
    A videogame can only live on "visceral" for so long before you're yawning, longing for better A.I., a more involved story, or...well, just about anything with more substance. [Apr 2006, p.94]
    • 68 Metascore
    • 68 Critic Score
    XGRA isn't as impressive as "Extreme G 3" was when it first hit PS2 and Cube. The graphics look roughly the same, it plays similarly, and it has the same main drawback: not enough tracks. [Nov 2003, p.174]
    • Electronic Gaming Monthly
    • 77 Metascore
    • 68 Critic Score
    The core gameplay is essentially the same as last year's "Two Towers," though the graphics have been given a minor facelift and the stages are a bit more varied. [Dec 2003, p.236]
    • Electronic Gaming Monthly
    • 71 Metascore
    • 68 Critic Score
    I'm stoked to continue to see improvement in this series, but it's a shame small problems (like lengthy load times) still pin SVR down. [Dec 2007, p.106]
    • Electronic Gaming Monthly
    • 71 Metascore
    • 68 Critic Score
    Hysterical as Simpsons is, it's hard to appreciate the humor when you're busy fighting with an annoying camera and unreliable controls. [Dec 2007, p.108]
    • Electronic Gaming Monthly
    • 71 Metascore
    • 68 Critic Score
    The boss battles, too, seem to borrow a page from the messy showdowns that spoiled "X2: Wolverine's Revenge." They're so infuriatingly cheap, you'll want to Hulk-smash your controller. [Aug 2003, p.120]
    • Electronic Gaming Monthly
    • 76 Metascore
    • 68 Critic Score
    A solid, sometimes engaging action-platformer, but nothing more. [Apr 2003, p.116]
    • Electronic Gaming Monthly
    • 78 Metascore
    • 68 Critic Score
    Facial animations and motion-captured movement create eerily lifelike boxers. You can even see real-time reflections in the sweat on the boxers' backs – creepy. [Apr 2002, p.143]
    • Electronic Gaming Monthly
    • 65 Metascore
    • 68 Critic Score
    In typical Treasure fashion, the screen is almost always littered with enemies, and the challenge level is absurdly high for a beat-em-up. [Nov 2004, p.152]
    • Electronic Gaming Monthly
    • 43 Metascore
    • 68 Critic Score
    The technical issues and unambitious design come with a chaser of charming silliness. [Apr 2006, p.97]
    • Electronic Gaming Monthly
    • 77 Metascore
    • 68 Critic Score
    As I paraded through the areas killing similar tiny enemies over and over (even the "big" monsters don't intimidate), it took forever to find any exciting rare items to wield. Without those incentives, things got monotonous. [March 2005, p.123]
    • 80 Metascore
    • 68 Critic Score
    Create-a-Golfer is utterly underwhelming, and...simple shot challenges don't amount to exciting minigames. [Dec 2003, p.226]
    • Electronic Gaming Monthly
    • 80 Metascore
    • 68 Critic Score
    Although the title looks amazing, the gameplay feels a little stiff. In attempting to create the most realistic college experience, Sega took some of the fun out of the game. [Jan 2004, p.116]
    • Electronic Gaming Monthly
    • 83 Metascore
    • 68 Critic Score
    Although the title looks amazing, the gameplay feels a little stiff. In attempting to create the most realistic college experience, Sega took some of the fun out of the game. [Jan 2004, p.116]
    • Electronic Gaming Monthly
    • 79 Metascore
    • 68 Critic Score
    A videogame can only live on "visceral" for so long before you're yawning, longing for better A.I., a more involved story, or...well, just about anything with more substance. [Apr 2006, p.94]
    • 42 Metascore
    • 68 Critic Score
    The technical issues and unambitious design come with a chaser of charming silliness. [Apr 2006, p.97]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 67 Critic Score
    Deciding whether to fend off those carnivorous foes or sic 'em on your human enemies adds a teensy bit of strategy to the otherwise typical run, gun, and reload approach. [Mar 2008, p.81]
    • Electronic Gaming Monthly

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