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
    • 74 Metascore
    • 52 Critic Score
    It simply can't compete. First of all, the batting is physically painful. [May 2003, p.132]
    • 74 Metascore
    • 63 Critic Score
    Problems plague the player models, the camera is too high, the Dynasty mode is still shallow, and Fever's announcers make Madden's demented ramblings sound smart. [Sept 2003, p.125]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 67 Critic Score
    Bravely straddles the border between action and strategy, but it needs to take a step deeper into both territories.
    • 73 Metascore
    • 63 Critic Score
    Sure, it's fun, but it's hard to plop down your dough considering last year's "Bomberman DS" allowed eight-man fragfests. [Sept. 2006, p.108]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 62 Critic Score
    Scrapland's cool murder mystery is wasted on a series of lame fetch quests. It's got a lot of heart - just not a lot of brains. [Apr 2005, p.125]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 60 Critic Score
    It'd be so much better as just a driving game. [Feb 2008, p.84]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 77 Critic Score
    I won't be playing this one for hours on end, but it's easily the best classics compilation ever put together. [Oct 2005, p.121]
    • 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
    • 73 Metascore
    • 52 Critic Score
    Flatout 2 is pretty much like the first "Flatout", which was pretty much like a poor man's "Burnout". [Sept. 2006, p.98]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 72 Critic Score
    She's less a game and more an interactive vacation - something I can play whenever I have time and not get completely lost. [Mar 2003, p.130]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 65 Critic Score
    If only the developers had spend half as much time fine-tuning the enemy A.I. as they did finessing the graphics, XIII would be incredible. [Dec 2003, p.196]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 48 Critic Score
    Control is stiff and floaty, while boss battles often require stubborn persistence instead of strategy. [July 2004, p.95]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 75 Critic Score
    Gorgeous graphics, inspired combat, fun minigames, and cool puzzles and platform challenges bolster play immensely. [Apr 2003, p.130]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 65 Critic Score
    The "hurt Vince to hurt meanies" premise really shines through in the boss battles, most of which are brilliantly hilarious - but they don't come often enough. [Dec 2003, p.226]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 67 Critic Score
    When all of its gameplay modes and disappointing multiplayer options are handicapped by game-ending obstacles (you can actually become trapped by a fence) and unnecessarily fussy controls (rotating the stick to maintain balance sucks), the once-mighty 1080° is relegated to benchwarmer status in no time at all.
    • 73 Metascore
    • 65 Critic Score
    The streamlined motives are a tremendous improvement in alleviating tedium - so why the heck is the skill advancement so painful? [Holiday 2004, p.108]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 52 Critic Score
    Flatout 2 is pretty much like the first "Flatout", which was pretty much like a poor man's "Burnout". [Sept. 2006, p.98]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 67 Critic Score
    A spectacularly unrealistic collision of "Grand Theft Auto's" swipe-anything-that-moves sensibilities and "Mercenaries'" revolutionary warfare.
    • 73 Metascore
    • 67 Critic Score
    Only tried-and-true multiplayer modes with smooth Net play save this from utter mediocrity. [Oct 2007, p.86]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 78 Critic Score
    You really have to concentrate on becoming a multitasking fiend - it may look simple, but there's a lot of strategy. [Apr 2005, p.135]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 80 Critic Score
    Moves at a blisteringly fast pace (unlike some other PSP sports games), looks comparable to its visually impressive big brothers, and is simple to control. [May 2005, p.98]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 67 Critic Score
    It's a real shame, though, that the developers thought that simply putting the name of a Hall of Famer on the jersey was enough. [Sept 2007, p.86]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 53 Critic Score
    Lots of SS's gameplay mechanics don't really work; it gets too fast and chaotic at times, leaving you disoriented, out of control, and bouncing off objects like a pinball. [May 2002, p.109]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 60 Critic Score
    I found myself losing interest quickly... Pride is a bit too one dimensional for most fighting fans. [Mar 2003, p.126]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 67 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]
    • 73 Metascore
    • 57 Critic Score
    Gone is the great adventure, lost to the simple need to collect stuff, and in its place is the carrot and the stick - which even the most dedicated mule will only chase so far. [May 2004, p.88]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 63 Critic Score
    The story mode in Colosseum is surprisingly dark (by Pokemon standards), but with its lifeless characters and endless torrent of dialogue windows, it's not quite the full-fledged RPG fans may be hoping for. [Apr 2004, p.130]
    • 73 Metascore
    • 60 Critic Score
    It takes true talent to consistently orchestrate the chaos (four times the falshy signature strikes amount to a psychedelic supernova). [Dec 2004, p.161]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 65 Critic Score
    If only the developers had spend half as much time fine-tuning the enemy A.I. as they did finessing the graphics, XIII would be incredible. [Dec 2003, p.196]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 75 Critic Score
    Does a pretty good job of walking the line between reheated leftovers and fresh meat. [Dec 2005, p.178]
    • Electronic Gaming Monthly

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