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
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The new on-the-fly weapon-selection system helps me overlook TC3's inherent brevity and outdated graphics.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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- Critic Score
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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- Critic Score
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
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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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- 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
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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- Critic Score
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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- Critic Score
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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- 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
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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