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
    • 68 Metascore
    • 62 Critic Score
    Tactically, it's pretty boring, but if you can get into the goblins' expendable-offense mindset, it's a smashing time.
    • 68 Metascore
    • 44 Critic Score
    Viking simply doesn't do enough to stand up to the more polished action experiences out there. [June 2008, p.86]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 73 Critic Score
    Underneath the rote plot elements is a thoughtful tale packed with great characterization and surprising good humor. [Jan 2006, p.129]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 58 Critic Score
    Is it a game or is it a simulation? Yet again, it's neither, and Tiburon has failed for the second year running to strike the gllorious balance it achieved with NASCAR 05. [Oct. 2006, p.110]
    • 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]
    • 68 Metascore
    • 65 Critic Score
    After a few levels I found that it's harder to stop dribbling at the urinal than it is to destroy the opposition. [May 2002, p.106]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 75 Critic Score
    The control is a bit sloppy, but the tracks really improve as the game progresses. [Mar 2003, p.134]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 38 Critic Score
    Collectively, the infuriating missions and maddening difficulty swings prove to be overwhelming, sucking away what little fun there is. [Nov 2004, p.136]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 80 Critic Score
    If you're able to accept the unorthodox control scheme, the mediocre single-player game (at least it has one), a troublesome camera, and the lack of an effective lock-on mechanism, then you're tough enough to reap Monster Hunter's unique benefits. [Dec 2004, p.162]
    • 68 Metascore
    • 62 Critic Score
    A certain niche of gamers will surely warm up to this unassuming quest, but anyone accustomed to the genre's finest offerings will balk at its wimpy difficulty and light-weight narrative. [Jun 2006, p.114]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 62 Critic Score
    We can't pretend that Justice League is anything but a mindless beat-em-up. [Dec. 2006, p.138]
    • Electronic Gaming Monthly
    • 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
    • 68 Metascore
    • 55 Critic Score
    Instant deaths, abetted by a bad camera, put the brakes on the best bits of an otherwise ugly and repetitious game. [Apr 2004, p.121]
    • 68 Metascore
    • 65 Critic Score
    It feels more like a Sunday drive down a busy city street... Go straight for the PS2 game. It's far and away the best of the three. [Nov 2002, p.306]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 67 Critic Score
    The last game's horrible 3D stages are now less frequent, and the bosses have graduated from embarrassing to forgettable. [Jan 2005, p.134]
    • 68 Metascore
    • 58 Critic Score
    Only hardcore Batfans should bother enduring this frustration. [Dec 2001, p.236]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 47 Critic Score
    The killer visuals just can't disguise the repetitive levels and frustrating trial-and-error missions. [May 2004, p.108]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 60 Critic Score
    While this latest version succeeds in providing a polished, fast-paced, fun game of over-the-top 3-on-3 hoops, it doesn't really offer anything we haven't seen before. [Dec 2003, p.191]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 72 Critic Score
    The snazzy visuals will initially draw you in, but you'll stick around for the instinctive, responsive gameplay. [Dec 2003, p.201]
    • 68 Metascore
    • 62 Critic Score
    We can't pretend that Justice League is anything but a mindless beat-em-up. [Dec. 2006, p.138]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 50 Critic Score
    Online multiplayer matches fare a little better, as the thrill of assaulting your friends with monster rushes and souped-up spells momentarily overshadows the lingering control and A.I. issues. [Jun 2006, p.121]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 48 Critic Score
    From the annoying time management of the schedule-based career mode to the ho-hum training minigames, Smash Court feels like a less entertaining "Virtua Tennis" knock-off. [Aug 2007, p.84]
    • 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
    • 68 Metascore
    • 63 Critic Score
    They've added no-frills co-op and a second character but stayed within the comfortable confines of mindless action. [Dec. 2006, p.160]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 73 Critic Score
    The lame-o difficulty (the first game was probably too hard, but come on, I've played tougher "Rugrats" games) means that you'll blow through it in a night. [Mar 2003, p.114]
    • Electronic Gaming Monthly
    • 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
    • 68 Metascore
    • 50 Critic Score
    A laughable plot, poor level design, wimpy sound effects and fluctuating difficulty. [Nov 2002, p.306]
    • 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]
    • 68 Metascore
    • 72 Critic Score
    Sure, I applaud Sega for attempting to transform the single-player experience into something meatier, but poor voice acting and clumsy storytelling lend the proceedings a cheesy B-movie vibe. [Jan. 2007, p.101]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 73 Critic Score
    So why couldn't I put it down? Simple: deep character-building options. [May 2005, p.91]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 57 Critic Score
    Wayward needs something to keep it interesting, like stronger melee weapons to discover or moves to learn. [Sept 2003, p.117]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 38 Critic Score
    Collectively, the infuriating missions and maddening difficulty swings prove to be overwhelming, sucking away what little fun there is. [Nov 2004, p.136]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 50 Critic Score
    It's a work in progress somehow on shelves, full of frustrating bugs; shooting for the stars, it lands well below its own lofty expectations. [Aug 2005, p.116]
    • 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
    • 68 Metascore
    • 60 Critic Score
    The cast moves around as though they were at the bottom of a swimming pool on Jupiter...these slumberous high-gravity physics weigh down an otherwise fine (though light on modes) game. [Apr 2002, p.145]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 43 Critic Score
    Problems from the first Raw carry over - matches plod on too long, and animations look unrealistic and robotic. Even diehard WWE fans should treat this as a rental. [Dec 2003, p.224]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 57 Critic Score
    I felt the magic before, but Rabbits! left me feeling a little heartbroken. [Apr 2006, p.105]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 40 Critic Score
    All quirky style with little substance, Overdose has you blasting through endless hordes of goons - although the real enemy is the camera and clunky controls. [Dec 2004, p.170]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 60 Critic Score
    Cooler character and enemy designs alone would have helped immensely. [June 2002, p.114]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 53 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
    • 68 Metascore
    • 50 Critic Score
    KFC's humor is about as subtle as a punch to the groin, and not nearly as smart. [Apr 2003, p.128]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 61 Critic Score
    Frustrating or not, Shikigami isn't a bad shooter. [June 2008, p.78]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 58 Critic Score
    If you're determined to don cans and rock the boards, you'd be better off just buying the real thing. [Apr 2006, p.102]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 73 Critic Score
    It has a truly epic feel, buoyed by fantastic graphics and a rousing, orchestral soundtrack. Star Fox Assault succeeds where most games fail: It's simply exhilarating to play, despite its flaws. [March 2005, p.132]
    • 67 Metascore
    • 72 Critic Score
    Combat is where Blood Omen 2 really outshines previous games in the series. [June 2002, p.109]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 62 Critic Score
    In the end, K-1's pared-down approach is forgivable, but its bland execution is not. [Aug 2003, p.113]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 65 Critic Score
    Like any fighting game, though, it's only as good as its replay value, and GGX's is a little better than average. [August 2002, p.136]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 67 Critic Score
    What a letdown! I had high hopes for March Madness this year, but this one's all sizzle and very little steak. [Jan 2008, p.90]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 58 Critic Score
    If you want a meaty alchemic role-playing game, conjure up "Atelier Iris" instead.
    • 67 Metascore
    • 63 Critic Score
    Let me help clarify: The controls aren't complicated on their own; they're just complicated for this type of gaming experience. [Holiday 2007, p.66]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 58 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
    • 67 Metascore
    • 67 Critic Score
    The finicky grappling hook controls lack the intuitive ease you'd like from such an integral control element (never mind the fact that you can't hook onto buildings or trees...wha--?). Even by the game's end, I'd still stumble when trying to sling from car to passing helo.
    • 67 Metascore
    • 70 Critic Score
    Now if it wasn't for the blasted controls! [May 2002, p.108]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 55 Critic Score
    It's too simplified and repetitive for even the most desperate of action-starved gamers. [Oct 2002, p.194]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 48 Critic Score
    The edgy cartoon trappings kept me interested in this game far longer than its actual gameplay. Which is to say, about an hour - or maybe three, if you count the two times I had to restart because I was still figuring out the Story mode's rules that don't let you retry events.
    • 67 Metascore
    • 62 Critic Score
    Too bad the extra content isn't quite as fresh. [Aug 2007, p.85]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 75 Critic Score
    Between the terrific cinemas, TV voice actors, and perfectly re-created story lines, you'll really feel like you're playing the show. And isn't that what you've wanted all along? [Feb 2003, p.136]
    • 67 Metascore
    • 65 Critic Score
    A simple, solid adventure with smart puzzles and high production values, but it leads its junior wizards through every baby step. [Aug 2004, p.101]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 53 Critic Score
    I agree the premise isn't as intriguing as the first game's, but Manhunt 2's still got plenty of creeps and creepy atmosphere--it's the 8mm and Hostel of videogames. [Holiday 2007, p.69]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 67 Critic Score
    Distressingly little effort went into crafting this anniversary package: Square Enix merely cobbled together aspects from the PS1 and GBA remakes, touched up the graphics with high-resolution art, and added one new, ultra-difficult dungeon at the game's end. [July 2007, p.95]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 63 Critic Score
    Spidey simultaneously fights crime and a bad camera, usually indoors in environments reminiscent of "Spider-Man 1's."[June 2005, p.109]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 63 Critic Score
    It's a solid effort, but it just doesn't have the minute-by-minute gravity of 2K7's college game. [Feb. 2007, p.89]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 60 Critic Score
    "Motorstorm" does off-road racing better than this. So do "Dirt" and "Sega Rally Revo". [Jan 2008, p.94]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 48 Critic Score
    The repetitive challenges are uncreative, and the game's choppy graphics and collision-detection isues make the whole experience head-splitting. [Aug 2003, p.116]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 80 Critic Score
    The game’s graphics seem tighter and less warpy than before, all making this a superior game to its predecessor. [Aug 2001, p.112]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 80 Critic Score
    Mystical Ninja had a nation of young adults spiking and dying their hair. Or not. [Jan 2004, p.189]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 58 Critic Score
    Entertaining enough at first, but lacking any staying power. [Apr 2008, p.78]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 45 Critic Score
    Put simply, this game looks awful...An excercise in frustration with clumsy controls and uneven level design. [Nov 2004, p.150]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 60 Critic Score
    It delivers ho-hum RC racing that, true to the title, involves inadvertently smashing into things...and that's about it. [Aug 2003, p.112]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 60 Critic Score
    While this latest version succeeds in providing a polished, fast-paced, fun game of over-the-top 3-on-3 hoops, it doesn't really offer anything we haven't seen before. [Dec 2003, p.191]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 53 Critic Score
    Offers less gameplay than the first and lacks the ingenuity and novelty. [Feb 2002, p.154]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 57 Critic Score
    The action on the track is mediocre, especially once you realize you'll have to wrestle with the touchy control on the same tracks in the same cars over and over. [Jan 2004, p.124]
    • 67 Metascore
    • 58 Critic Score
    Too much of the good stuff (unlocking new areas, upgrading equipment, and raising livestock) happens either by accidental discovery or hours into the game--after most people will have lost interest. [July 2007, p.97]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 63 Critic Score
    There's not much of an actual game here. [May 2003, p.134]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 57 Critic Score
    This game actually slows down time. Its characters move at the speed of Elmer's glue. [May 2005, p.124]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 62 Critic Score
    Pares down the survival-horror experience to its most basic, frightening form - running for your life. [June 2005, p.100]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 65 Critic Score
    A simple, solid adventure with smart puzzles and high production values, but it leads its junior wizards through every baby step. [Aug 2004, p.101]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 75 Critic Score
    Solid…if you want something smaller with a focus on character development, give Tsugunai a whirl. [Feb 2002, p.158]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 60 Critic Score
    The novelty of the battle system wears thin pretty quickly, and befroe you know it, you'll be wishing you could just skip fighting altogether. [Dec 2002, p.204]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 40 Critic Score
    You'll still have to deal with irritating load times and janky collision detection problems (it's easy to get your car stuck on objects and buildings). [Mar 2002, p.141]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 63 Critic Score
    While the crisp graphics and energetic battles work well, the dungeons are a chore and the plot is you usual Mega Man X bluster - weak in a five-hour platformer, unbearable in a full-length RPG. [Nov 2004, p.138]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 55 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
    • 67 Metascore
    • 57 Critic Score
    While the game won&#146;t win any awards for originality, it is well-paced and does a good job of keeping the player glued to the tube. [Oct 2001, p.145]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 57 Critic Score
    Stiff, robotic controls present the game's biggest hurdle. Most action sequences are a joke, as gun battles consist of standing while firing at a bad guy who is five feet away. [March 2004, p.119]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 57 Critic Score
    The action on the track is mediocre, especially once you realize you'll have to wrestle with the touchy control on the same tracks in the same cars over and over. [Jan 2004, p.124]
    • 67 Metascore
    • 63 Critic Score
    Shooting up a building/tanker/rival definitely looks good as you drive by at 135 mph, or maybe reverse time to get a second, closer glimpse, but both the combat racing and arena-style battles have been done to death and back by other games, and better. [Feb. 2007, p.88]
    • 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
    • 67 Metascore
    • 30 Critic Score
    Trust me, the controls are sheer, unadulterated nonsense. [Apr 2002, p.141]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 72 Critic Score
    Fielding features the sweetest setup in years, with its simple analog-based meter. And baserunning and hitting benefit from less-complex models. Something's still missing. [Apr 2008, p.73]
    • 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
    • 67 Metascore
    • 85 Critic Score
    There's a surprising amount of fun stuff here, if you have the patience to see it all. [Feb 2005, p.115]
    • Electronic Gaming Monthly
    • 66 Metascore
    • 45 Critic Score
    What they've done is mash together a platform/coin-collecting game with a plodding kart-combat racer, then grafted on some escaped-from-a-cell-phone minigames. It's a Frankensteinian mess.
    • 66 Metascore
    • 42 Critic Score
    What a thermonuclear disappointment. To someone like me, who loved all three Fallout role-playing games on PC, this is a power fist to the face - an insult. [March 2004, p.114]
    • 66 Metascore
    • 38 Critic Score
    Collectively, the infuriating missions and maddening difficulty swings prove to be overwhelming, sucking away what little fun there is. [Nov 2004, p.136]
    • Electronic Gaming Monthly
    • 66 Metascore
    • 53 Critic Score
    It's too simplistic. While the game gives the illusion of Splinter Cell-style freedom in how you want to take out your enemies, Batman only really ever has one course of action: knock something over, scare the bad guys into dropping their guns, then come in punching and kicking.
    • 66 Metascore
    • 73 Critic Score
    When the most exciting thing you can buy (aside from slicker clubs) is a new pair of slacks, you know you're playing no-frills golf. [Mar 2006, p.112]
    • Electronic Gaming Monthly
    • 66 Metascore
    • 53 Critic Score
    A sloppy mess of nonsensical plot points, dumb puzzles (which often boil down to trial-and-error guessing), and yet more bland blasting sections toward the end of the game, when this whole ghost train really derails. [Sept 2005, p.114]
    • 66 Metascore
    • 67 Critic Score
    What's more, the game's confining mission-based, dungeon-crawl layout may turn off fans accustomed to the series' traditional expansive, expressive worlds. [Aug 2007, p.83]
    • Electronic Gaming Monthly
    • 66 Metascore
    • 70 Critic Score
    Crisis Zone has the most unique plot to date. [Dec 2004, p.170]
    • Electronic Gaming Monthly
    • 66 Metascore
    • 62 Critic Score
    What once seemed so charming and fresh comes across as competent but stale from othe crypt. [Oct 2005, p.120]
    • Electronic Gaming Monthly

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