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
    • 64 Metascore
    • 63 Critic Score
    SRS just lacks the certain something that made "Need for Speed Underground" so exciting. It's disappointing, because SRS covers all the bases except for the two most important in this genre: There's no real sense of speed, and the handling lacks weight or feel. [Oct 2004, p.98]
    • Electronic Gaming Monthly
    • 71 Metascore
    • 63 Critic Score
    Although ZF does a great job of sucking you into a world of squad-based heavy metal warfare, I can’t recommend it to anyone but hardcore Gundam fans. [Feb 2002, p.154]
    • Electronic Gaming Monthly
    • 69 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
    • 72 Metascore
    • 63 Critic Score
    That strategic team planning and stealthy single-player combat is fun. It just needs to be more consistent...and controllable. [Jan 2008, p.95]
    • Electronic Gaming Monthly
    • 75 Metascore
    • 63 Critic Score
    But maybe words like "solid," "competent," and "fine" tell you why it's also hard to recommend Quake 4: It's exactly what you've come to expect from a modern first-person shooter, and nothing else.
    • 81 Metascore
    • 63 Critic Score
    For the first half of the game, varied missions keep the action interesting. After a dozen sorties, however, it get old, and all but the most patient pilots will want to pop the canopy. [Jan 2004, p.109]
    • Electronic Gaming Monthly
    • 71 Metascore
    • 63 Critic Score
    Repetitive mission-based gameplay risks players preemptively abandoning ship. [Mar 2002, p.142]
    • Electronic Gaming Monthly
    • 69 Metascore
    • 63 Critic Score
    Take this as a reminder that just because you can put SimCity on the DS doesn't mean you should. [July 2007, p.93]
    • Electronic Gaming Monthly
    • 64 Metascore
    • 63 Critic Score
    Though most of the game is well balanced, the last few missions become unfairly hard.... But a fine effort indeed. [Feb 2004, p.110]
    • 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
    • 65 Metascore
    • 63 Critic Score
    Bandai gets so much right with this new Gundam role-playing game that the stuff it gets wrong really, really hurts. [Mar 2006, p.106]
    • Electronic Gaming Monthly
    • 66 Metascore
    • 63 Critic Score
    SRS just lacks the certain something that made "Need for Speed Underground" so exciting. It's disappointing, because SRS covers all the bases except for the two most important in this genre: There's no real sense of speed, and the handling lacks weight or feel. [Oct 2004, p.98]
    • Electronic Gaming Monthly
    • 64 Metascore
    • 63 Critic Score
    Once you slide past something you need, you can’t back up – that sucks. [Jan 2002, p.220]
    • 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]
    • 61 Metascore
    • 63 Critic Score
    Seven Sorrows baits you with a role-playing-game-style character development system, but the game's short length (easily clocking in under six hours) makes leveling up unrewarding.
    • 72 Metascore
    • 62 Critic Score
    The lack of online in the first MHF was bad; in a sequel it's unforgiveable. [Oct 2007, p.103]
    • Electronic Gaming Monthly
    • 70 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.
    • 73 Metascore
    • 62 Critic Score
    If you’re desperate for a shooter that’s got absolutely no value other than just plain shooting, Outtrigger fits that bill. [Oct 2001, p.150]
    • Electronic Gaming Monthly
    • 57 Metascore
    • 62 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.
    • 81 Metascore
    • 62 Critic Score
    Dawn's unlockable goodies will give "Street Fighter" fans a surefire boost, but anyone simply looking for an evolution in Onimusha will leave feeling shortchanged. [Apr 2006, p.103]
    • 58 Metascore
    • 62 Critic Score
    The quick races, which play a lot like a lamer, more grounded version of Hydro Thunder, only draw attention to the ghastly load times. [Aug 2001, p. 109]
    • Electronic Gaming Monthly
    • 69 Metascore
    • 62 Critic Score
    Ten years ago this balls-out approach might've been considered fresh, but today it feels like an empty stereotype of the genre's past. Some might dig its old-school vibe, but I'll take a pass. [June 2004, p.93]
    • Electronic Gaming Monthly
    • 63 Metascore
    • 62 Critic Score
    Take the "Touch" portion of the title with a grain of salt, as it's nigh impossible to maneuver your way through the Monkey Ball gauntlet using the stylus controls. [Apr 2006, p.105]
    • Electronic Gaming Monthly
    • 69 Metascore
    • 62 Critic Score
    It all makes for an action game kinda like your typical Bond girl: fun to look at but shallow. With simple mission objectives, cinch puzzles, and autoaim (that you can tweak for more skillful shots if you like), this game practically plays itself.
    • 72 Metascore
    • 62 Critic Score
    I had hoped for a lot more, but it seems like the push to get it online was all Fever's developers focused on. [Oct 2002, p.204]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 62 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
    • 74 Metascore
    • 62 Critic Score
    Playing good or evil has little effect on the loopy story; although the game kept me entertained, I didn't feel the need to replay for the alternate ending.
    • 72 Metascore
    • 62 Critic Score
    The Club certainly brings nothing innovative to the venerable shooter genre. [Mar 2008, p.83]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 62 Critic Score
    Like a mediocre Buffy episode: Decent plot, predictable Scooby-gang hijinks, and lots of fighting action and bad vampire puns... It also throws in...the iffy graphics engine that produces lifeless character movement and collision issues. [Oct 2003, p.134]
    • Electronic Gaming Monthly
    • 72 Metascore
    • 62 Critic Score
    Those who have long since retired their Shrek-themed bedsheets will find the game easy and repetitive [July 2004, p.94]
    • Electronic Gaming Monthly

Top Trailers