Electronic Gaming Monthly's Scores
- Games
For 2,307 reviews, this publication has graded:
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31% higher than the average critic
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4% same as the average critic
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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: | Shin Megami Tensei: Persona 4 | |
|---|---|---|
| Lowest review score: | Ping Pals |
Score distribution:
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Positive: 952 out of 2307
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Mixed: 1,045 out of 2307
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Negative: 310 out of 2307
2307
game
reviews
- By Date
- By Critic Score
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- Critic Score
There's nothing good to say about the gameplay, which ignores skill and encourages button-mashing. Stay away from this beast -- it bites. [Dec 2003, p.222]- Electronic Gaming Monthly
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- Critic Score
T3's first-person shooting stages are plagued by poor controls, terrible level designs, brain-dead enemies, and just plain ugly graphics. [Feb 2004, p.106]- Electronic Gaming Monthly
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- Critic Score
As for enemy behavior, it's so embarrassingly bad at times, it's hard not to laugh. [Jan 2004, p.122]- Electronic Gaming Monthly
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- Critic Score
The level design is brilliant, the weapons combat is a freakin' blast, the subtle tweaks really do change everything, and the characters are more appealing than the last go-round. [Dec 2003, p.218]- Electronic Gaming Monthly
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- Critic Score
Tactically, it's pretty boring, but if you can get into the goblins' expendable-offense mindset, it's a smashing time.- Electronic Gaming Monthly
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- Critic Score
The gameplay feels nearly identical to "Crash Team Racing's" (PS1), even down to the speed-boosting wumpa fruits, so if you loved it before, you'll still love it, and if not...not. [Jan 2004, p.110]- Electronic Gaming Monthly
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- Critic Score
The only button you really need to know about is on the back of your console and it's pretty much impossible to press it too soon. [Feb 2004, p.114]- Electronic Gaming Monthly
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- Critic Score
Crown is entertaining only if your other option is taking an algebra test... You know, maybe I'll grab some pals and play "Risk" instead. [Nov 2003, p.175]- Electronic Gaming Monthly
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- Critic Score
Unfortunately, the game suffers from so much slowdown when multiple cars are onscreen that it curtails any fun you might be having. [Sept 2003, p.116]- Electronic Gaming Monthly
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- Critic Score
Tactically, it's pretty boring, but if you can get into the goblins' expendable-offense mindset, it's a smashing time.- Electronic Gaming Monthly
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- Critic Score
T3's first-person shooting stages are plagued by poor controls, terrible level designs, brain-dead enemies, and just plain ugly graphics. [Feb 2004, p.106]- Electronic Gaming Monthly
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- Critic Score
The gameplay feels nearly identical to "Crash Team Racing's" (PS1), even down to the speed-boosting wumpa fruits, so if you loved it before, you'll still love it, and if not...not. [Jan 2004, p.110]- Electronic Gaming Monthly
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Create-a-Golfer is utterly underwhelming, and...simple shot challenges don't amount to exciting minigames. [Dec 2003, p.226]- Electronic Gaming Monthly
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As for enemy behavior, it's so embarrassingly bad at times, it's hard not to laugh. [Jan 2004, p.122]- Electronic Gaming Monthly
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- Critic Score
Isn't a terrible game, but its sketchy camera, imprecise controls, and lackluster combat relegate it to the realm of the terribly average to me. [Jan 2004, p.124]- Electronic Gaming Monthly
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- Critic Score
As for enemy behavior, it's so embarrassingly bad at times, it's hard not to laugh. [Jan 2004, p.122]- Electronic Gaming Monthly
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- Critic Score
The gameplay feels nearly identical to "Crash Team Racing's" (PS1), even down to the speed-boosting wumpa fruits, so if you loved it before, you'll still love it, and if not...not. [Jan 2004, p.110]- Electronic Gaming Monthly
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- Critic Score
An unforgiving difficulty level and harsh time limits <I>severely</I> undercut the fun... [and b]am-powing hordes of goons becomes achingly repetitive over time. [Nov 2003, p.172]- Electronic Gaming Monthly
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- Critic Score
Pure magic. Soft lighting effects and elaborate, detailed architecture give the entire experience the quality of an opium-induced vision where time moves at the speed of your imagination. PoP's immersive atmosphere takes you to another level altogether. [Dec 2003, p.186]- Electronic Gaming Monthly
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- Critic Score
Getting the Mummy burnt, shocked, and sliced makes for both fun and funny gameplay. Watching Sphinx do double-jumps and sword strokes, on the other hand, fills me with "eh." [Dec 2003, p.204]- Electronic Gaming Monthly
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- Critic Score
Getting the Mummy burnt, shocked, and sliced makes for both fun and funny gameplay. Watching Sphinx do double-jumps and sword strokes, on the other hand, fills me with "eh." [Dec 2003, p.204]- Electronic Gaming Monthly
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- Critic Score
Getting the Mummy burnt, shocked, and sliced makes for both fun and funny gameplay. Watching Sphinx do double-jumps and sword strokes, on the other hand, fills me with "eh." [Dec 2003, p.204]- Electronic Gaming Monthly
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- Critic Score
Some of the new minigames are a little stale, and some concepts are recycled, but the new capsule system functions well as the necessary fresh coat of paint. [Jan 2004, p.159]- Electronic Gaming Monthly
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- Critic Score
Facing friends is better, but even with the fancy animation and sound effects, why not just clear the kitchen table and play the original? [Nov 2003, p.178]- Electronic Gaming Monthly
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The final, and best reason to play SOCOM II: it's incredibly addictive online multiplayer game... The new maps rock like nobody's business, and deeper setup options (sniper rifles only, no explosives, that sort of thing), add even more variety. [Dec 2003, p.206]- Electronic Gaming Monthly
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- Critic Score
FIFA's Off-the-Ball control not only increases your offensive potency tenfold but also provides hardcore soccer studs with an added level of gameplay they've been beggin' for from the series. Plus, no other game of footie has such stellar graphics or electrifying stadium atmosphere. [Dec 2003, p.204]- Electronic Gaming Monthly
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- Critic Score
The game is stupidly, punishingly difficult. And its save "system," pardon my Latin, blows syphilitic goats. [Jan 2004, p.108]- Electronic Gaming Monthly
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Does a fantastic job of putting you into the world of the movie through its graphically stunning reproductions of the film's war-torn sets, smooth transitions from thriling cinema clips, into exciting gameplay, [and] top-notch voice work. [Dec 2003, p.181]- Electronic Gaming Monthly
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- 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
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The game is stupidly, punishingly difficult. And its save "system," pardon my Latin, blows syphilitic goats. [Jan 2004, p.108]- Electronic Gaming Monthly
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- Critic Score
Still a user-friendly pigskin experience with lightning-fast over-the-top gameplay. Yet I'm forced to throw a penalty flag at the lack of big passing plays I've come to love from this franchise. [Nov 2003, p.172]- Electronic Gaming Monthly
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- Critic Score
Does a fantastic job of putting you into the world of the movie through its graphically stunning reproductions of the film's war-torn sets, smooth transitions from thriling cinema clips, into exciting gameplay, [and] top-notch voice work. [Dec 2003, p.181]- Electronic Gaming Monthly
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- Critic Score
FIFA's Off-the-Ball control not only increases your offensive potency tenfold but also provides hardcore soccer studs with an added level of gameplay they've been beggin' for from the series. Plus, no other game of footie has such stellar graphics or electrifying stadium atmosphere. [Dec 2003, p.204]- Electronic Gaming Monthly
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- Critic Score
FIFA's Off-the-Ball control not only increases your offensive potency tenfold but also provides hardcore soccer studs with an added level of gameplay they've been beggin' for from the series. Plus, no other game of footie has such stellar graphics or electrifying stadium atmosphere. [Dec 2003, p.204]- Electronic Gaming Monthly
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- Critic Score
Does a fantastic job of putting you into the world of the movie through its graphically stunning reproductions of the film's war-torn sets, smooth transitions from thriling cinema clips, into exciting gameplay, [and] top-notch voice work. [Dec 2003, p.181]- Electronic Gaming Monthly
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- 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
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Emblem has some issues, like repetitive visuals and weirdly balanced narrative (you'll spend the first few hours on a massive tutorial), but it's still a must-play for fans of tactical RPGs. [Dec 2003, p.236]- Electronic Gaming Monthly
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- 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
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It'd be a bit better with a saner control scheme, but as it is, Drake is an exercise in frustration and repeated death. [Jan 2004, p.148]- Electronic Gaming Monthly
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- 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
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- Critic Score
A perfectly average beat-em-up that will likely keep fans of the cartoon enthralled. [Nov 2003, p.202]- Electronic Gaming Monthly
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- Critic Score
I find it sharp, fast, and stylish, which is just what this kind of game needs to be. Just keep the volume low—these Turtles be talking too damn much.- Electronic Gaming Monthly
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- Critic Score
As a car-combat game, it's passable but not exceptional. As a postacopalyptic "GTA" clone, it falls well short of the mark in terms of story, mission diversity, and replay value. [Nov 2003, p.171]- Electronic Gaming Monthly
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- Critic Score
Shawn's right about the wonky enemy A.I., and SWAT's crude, blocky graphics feel seriously dated. Some exciting teamwork potential exists (especially in co-op missions), but sloppy execution bogs it down. [Dec 2003, p.192]- Electronic Gaming Monthly
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- Critic Score
Besides the poor enemy A.I., the paint-by-numbers gameplay (requiring surgically precise cursor movement for actions like jumping or climbing) makes the action feel canned. [Dec 2003, p.195]- Electronic Gaming Monthly
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- Critic Score
Shawn's right about the wonky enemy A.I., and SWAT's crude, blocky graphics feel seriously dated. Some exciting teamwork potential exists (especially in co-op missions), but sloppy execution bogs it down. [Dec 2003, p.192]- Electronic Gaming Monthly
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- Critic Score
Besides the poor enemy A.I., the paint-by-numbers gameplay (requiring surgically precise cursor movement for actions like jumping or climbing) makes the action feel canned. [Dec 2003, p.195]- Electronic Gaming Monthly
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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
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The snazzy visuals will initially draw you in, but you'll stick around for the instinctive, responsive gameplay. [Dec 2003, p.201]- Electronic Gaming Monthly
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- Critic Score
Still a user-friendly pigskin experience with lightning-fast over-the-top gameplay. Yet I'm forced to throw a penalty flag at the lack of big passing plays I've come to love from this franchise. [Nov 2003, p.172]- Electronic Gaming Monthly
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- Critic Score
It's hardly original (not to mention short and sometimes ugly), but Namco's got both the control and the difficulty level just right. [Dec 2003, p.184]- Electronic Gaming Monthly
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- 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
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Top Spin's control is wonderfully simple... With an incredibly deep Career mode and online opponents, all that's missing from this glorious package is mixed doubles matches. [Dec 2003, p.228]- Electronic Gaming Monthly
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- Critic Score
It's a solid game with lots of good stuff...But its slow, repetitive pace keeps the thrills in check, and the bosses are either pitifully easy or painstakingly annoying. [Nov 2003, p.188]- Electronic Gaming Monthly
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"Quite challenging" is quite right. Casual freeriders should stay off these slopes: If you're not serious about nailing those sick-scoring combos, you won't get very far in this game. [Dec 2003, p.222]- Electronic Gaming Monthly
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- Critic Score
Problem is the game is about as friendly as a Cylon; there's no tutorial to ease you into all those moves or the different mission types, and the difficulty spikes at odd moments, making some levels painfully tedious.- Electronic Gaming Monthly
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- Critic Score
The snazzy visuals will initially draw you in, but you'll stick around for the instinctive, responsive gameplay. [Dec 2003, p.201]- Electronic Gaming Monthly
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- Critic Score
Besides the poor enemy A.I., the paint-by-numbers gameplay (requiring surgically precise cursor movement for actions like jumping or climbing) makes the action feel canned. [Dec 2003, p.195]- Electronic Gaming Monthly
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- Critic Score
It's hardly original (not to mention short and sometimes ugly), but Namco's got both the control and the difficulty level just right. [Dec 2003, p.184]- Electronic Gaming Monthly
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- 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
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- Critic Score
The snazzy visuals will initially draw you in, but you'll stick around for the instinctive, responsive gameplay. [Dec 2003, p.201]- Electronic Gaming Monthly
- Read full review
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- Critic Score
While THUG offers some innovation, it remains fundamentally the same game...Fundamantally, Hawk hasn't evolved enough. [Jan 2004, p.112]- Electronic Gaming Monthly
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- Critic Score
Thanks to its incredibly deep Season mode, Pain is easily the best wrasslin' title since the days of the Nintendo 64. [Jan 2004, p.140]- Electronic Gaming Monthly
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While THUG offers some innovation, it remains fundamentally the same game...Fundamantally, Hawk hasn't evolved enough. [Jan 2004, p.112]- Electronic Gaming Monthly
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- Critic Score
While THUG offers some innovation, it remains fundamentally the same game...Fundamantally, Hawk hasn't evolved enough. [Jan 2004, p.112]- Electronic Gaming Monthly
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Most gamers, however, will be immediately overwhelmed - it's just so hard to get into, and quality results demand a monumental time commitment. [Dec 2003, p.216]- Electronic Gaming Monthly
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I'm all about bringing the embarrassment, insanity, and fun of karaoke bars into living rooms across our nation - this is a game that anyone can pick up and instantly enjoy. [Dec 2003, p.216]- Electronic Gaming Monthly
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Until the developers master the riddle of team A.I. (players here don't always respond properly in certain situations), work remains undone. Even so, this year's model is great.- Electronic Gaming Monthly
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- Critic Score
It was the mission objectives that put fear in my heart. Many are downright illogical to the point where I could only figure out what to do by screwing up over and over. [Oct 2003, p.142]- Electronic Gaming Monthly
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I was terribly bored the first couple of hours. Then I grew to like it more and more. But it never felt like a good Castlevania game - just a good action game. [Dec 2003, p.212]- Electronic Gaming Monthly
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- Critic Score
Yet, with the game rooted in arcade sensibilities, TMNT ends up a short and repetitive journey. Noninteractive environments and scant gameplay differences among the four turtles diminish my desire to replay.- Electronic Gaming Monthly
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- Critic Score
Until the developers master the riddle of team A.I. (players here don't always respond properly in certain situations), work remains undone. Even so, this year's model is great.- Electronic Gaming Monthly
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- Critic Score
The new on-the-fly weapon-selection system helps me overlook TC3's inherent brevity and outdated graphics. [Nov 2003, p.187]- Electronic Gaming Monthly
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Perfect controls. Perfectly constructed stages. Perfect graphics (for an old, trippy 2D game, that is). [Nov 2003, p.200]- Electronic Gaming Monthly
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- Critic Score
It's your plane's incredibly fluid feel that turbo boosts the fun here into the stratosphere. [Jan 2004, p.148]- Electronic Gaming Monthly
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- Electronic Gaming Monthly
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- Critic Score
Yet, with the game rooted in arcade sensibilities, TMNT ends up a short and repetitive journey. Noninteractive environments and scant gameplay differences among the four turtles diminish my desire to replay.- Electronic Gaming Monthly
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- Critic Score
I love this game, but I've eaten enough snow to have some gripes. It's too difficult to catch rails—miscalculate ever so slightly, and you'll wipe out hard, killing any combo and losing tons of turbo.- Electronic Gaming Monthly
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- Critic Score
The difficulty curve is perfect. Can't win a particular race? No problem. Take a practice run to look for shortcuts or shell out some prize money to upgrade your character, and you'll be right back on the road to snowboarding superstardom.- Electronic Gaming Monthly
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- Critic Score
The difficulty curve is perfect. Can't win a particular race? No problem. Take a practice run to look for shortcuts or shell out some prize money to upgrade your character, and you'll be right back on the road to snowboarding superstardom.- Electronic Gaming Monthly
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- Critic Score
An unforgiving difficulty level and harsh time limits <I>severely</I> undercut the fun... [and b]am-powing hordes of goons becomes achingly repetitive over time. [Nov 2003, p.172]- Electronic Gaming Monthly
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- Critic Score
An unforgiving difficulty level and harsh time limits <I>severely</I> undercut the fun... [and b]am-powing hordes of goons becomes achingly repetitive over time. [Nov 2003, p.172]- Electronic Gaming Monthly
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- 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
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- Critic Score
The good news: The on-foot segments are mercifully short. They only spoil about a third of the game. The other two-thirds - the deep-space dogfighting, speederbike racing, and other vehicle missions - are as thrilling and stunning as ever.- Electronic Gaming Monthly
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- Critic Score
Thanks to some intelligent tweaks, you'll now find a much better balance between offense and defense. It's not as easy to blow by a defender on the perimeter, but when you do, the adjusted A.I. compensates and another defender picks you up.- Electronic Gaming Monthly
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- Critic Score
It's just a mess whenever it thrusts you into confusing fully 3D levels. Here, the ugly, high-contrast backdrops look like a Lite-Brite melting underwater. [Nov 2003, p.186]- Electronic Gaming Monthly
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These new free-roaming, carjacking Haven City segments are both Jak II's triumph and biggest failing. They're a triumph because they add variety and give you some control over what you tackle next, yet they fail because they're punch-you-in-the-gut difficult. [Nov 2003, p.182]- Electronic Gaming Monthly
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- Critic Score
Thanks to some intelligent tweaks, you'll now find a much better balance between offense and defense. It's not as easy to blow by a defender on the perimeter, but when you do, the adjusted A.I. compensates and another defender picks you up.- Electronic Gaming Monthly
- Read full review
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- Critic Score
Although MMZ2 fails to deliver anything substantially new (sorry, Phil, powering up a blaster isn't exactly innovation), at least it serves up a solid action romp. [Nov 2003, p.201]- Electronic Gaming Monthly
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The worst problem is that certain jumps are damn nigh impossible - it's not even a question of skill. [Nov 2003, p.176]- Electronic Gaming Monthly
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- Critic Score
Thanks to some intelligent tweaks, you'll now find a much better balance between offense and defense. It's not as easy to blow by a defender on the perimeter, but when you do, the adjusted A.I. compensates and another defender picks you up.- Electronic Gaming Monthly
- Read full review
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- Critic Score
The worst problem is that certain jumps are damn nigh impossible - it's not even a question of skill. [Nov 2003, p.176]- Electronic Gaming Monthly
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- Critic Score
As a car-combat game, it's passable but not exceptional. As a postacopalyptic "GTA" clone, it falls well short of the mark in terms of story, mission diversity, and replay value. [Nov 2003, p.171]- Electronic Gaming Monthly
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- Critic Score
As a car-combat game, it's passable but not exceptional. As a postacopalyptic "GTA" clone, it falls well short of the mark in terms of story, mission diversity, and replay value. [Nov 2003, p.171]- Electronic Gaming Monthly
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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
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Combat feels stiff, rote, and only semi-interactive: dodge an enemy's flurry, then press the correct sequence of buttons (ad nauseam) to counterattack. [Nov 2003, p.178]- Electronic Gaming Monthly
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Don't count on using this stuff the way it was intended, though. Unlike the routines real wrestlers choreograph, these matches are absolute button-mashing chaos. [Dec 2003, p.194]- Electronic Gaming Monthly
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Much of the disorder is unintentional. Like some half-assed high-school theater production, nothing works as it should and no one seems to be doing the right thing. [Dec 2003, p.202]- Electronic Gaming Monthly
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- Critic Score
Don't count on using this stuff the way it was intended, though. Unlike the routines real wrestlers choreograph, these matches are absolute button-mashing chaos. [Dec 2003, p.194]- Electronic Gaming Monthly
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- Critic Score
Much of the disorder is unintentional. Like some half-assed high-school theater production, nothing works as it should and no one seems to be doing the right thing. [Dec 2003, p.202]- Electronic Gaming Monthly