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
    • 58 Metascore
    • 62 Critic Score
    Now, if they could just manage decent graphics-the game slides dangerously close to PS1 territory at times-ditch the freakish characters, and pen a halfdecent tale to go with the gameplay, SaGa could finally become a series worth paying attention to.
    • 70 Metascore
    • 62 Critic Score
    Lacks the white-knuckle, sweat-inducing, warp-speed intensity that the futuristic-racing genre thrives on. [Dec 2002, p.258]
    • Electronic Gaming Monthly
    • 75 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.
    • 70 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
    • 70 Metascore
    • 62 Critic Score
    The shortest volume in all .hack-dom, and most of it is spent running errands, but the final battle (which is spoiled in the pack-in anime DVD) is a great payoff if you've been following the story all this time. [Feb 2004, p.122]
    • Electronic Gaming Monthly
    • 59 Metascore
    • 62 Critic Score
    A Zelda: Wind Waker–esque cartoony graphics style would have been perfect for Jack, who, now that he's 3D, looks kind of like Jay Leno or John Kerry what with his freakishly long chin. And the cut-scenes—often the only good part of a licensed game like this—are embarrassing.
    • 76 Metascore
    • 62 Critic Score
    The Club certainly brings nothing innovative to the venerable shooter genre. [Mar 2008, p.83]
    • Electronic Gaming Monthly
    • 66 Metascore
    • 62 Critic Score
    Highly frustrating missions pepper the game, usually filled with cheap enemies who have impeccable aim and a superhuman ability to absorb multiple shotgun blasts at point-blank range. [Apr 2004, p.116]
    • 81 Metascore
    • 62 Critic Score
    Even at those speeds, the heart-pounding moments are few and far between. [Nov 2001, p.206]
    • Electronic Gaming Monthly
    • 59 Metascore
    • 62 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.
    • 65 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
    • 71 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]
    • 74 Metascore
    • 62 Critic Score
    It's when you stand back and think about the tacky, clunky graphics and the intrinsically repugnant battle system that you realize what's wrong here - and what another MMORPG needs to do right. [Mar 2003, p.118]
    • 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
    • 72 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
    • 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
    • 71 Metascore
    • 62 Critic Score
    As much as Demon Stone tried to suck me in with its impressive graphics and presentation, it pushed me away with rote gameplay and imbecilic A.I. [Dec 2004, p.148]
    • Electronic Gaming Monthly
    • 64 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
    • 62 Metascore
    • 62 Critic Score
    It does prove entertaining in multihour bursts, it's just that it feels unsubstantial compared to better titles. [March 2005, p.128]
    • Electronic Gaming Monthly
    • 61 Metascore
    • 62 Critic Score
    You can save anywhere or enter and exit battles as needed - nice touches that make this one user-friendly. [March 2005, p.124]
    • 69 Metascore
    • 62 Critic Score
    Silent Line has made me a partial believer; if they'd simplified the controls some, I'd be completely sold. [Aug 2003, p.113]
    • Electronic Gaming Monthly
    • 75 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
    • 63 Metascore
    • 62 Critic Score
    A Zelda: Wind Waker–esque cartoony graphics style would have been perfect for Jack, who, now that he's 3D, looks kind of like Jay Leno or John Kerry what with his freakishly long chin. And the cut-scenes—often the only good part of a licensed game like this—are embarrassing. [May 2004, p.89]
    • Electronic Gaming Monthly
    • 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.
    • 73 Metascore
    • 62 Critic Score
    A crucial piece of the puzzle is missing here: communication. [Nov 2002, p.292]
    • Electronic Gaming Monthly
    • 59 Metascore
    • 62 Critic Score
    But between the high frustration factor and the frequent need to crisscross the large city (some kind of warp option would be nice), I feel Rush tries a little too hard to turn me off.
    • 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
    • 71 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.
    • 65 Metascore
    • 62 Critic Score
    Highly frustrating missions pepper the game, usually filled with cheap enemies who have impeccable aim and a superhuman ability to absorb multiple shotgun blasts at point-blank range. [Apr 2004, p.116]
    • 61 Metascore
    • 62 Critic Score
    Isn't a terrible game, but its sketchy camera, imprecise controls, and lackluster combat relegate it to the realm of the terribly average to me. [Jan 2004, p.124]
    • Electronic Gaming Monthly

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