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
    • 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

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