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
The action on the track is mediocre, especially once you realize you'll have to wrestle with the touchy control on the same tracks in the same cars over and over. [Jan 2004, p.124]- Electronic Gaming Monthly
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- Critic Score
But it's mostly mediocre. Fantastic 4 desperately tries to break up the button mashing with lame minigames, like hacking a door by doing preschool puzzles, which just made the game feel like a fantastic chore. [Sept 2005]- Electronic Gaming Monthly
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- 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
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- Critic Score
Well, for what it's worth, Dynasty Warriors: Gundam wins the distinction of being the first game that made me fall asleep while playing it. [Sept 2007, p.92]- Electronic Gaming Monthly
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- Critic Score
Like so many PS2-PSP ports, you won't find much compelling new content, either. [July 2006, p.93]- Electronic Gaming Monthly
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- 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
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- Critic Score
But it's mostly mediocre. Fantastic 4 desperately tries to break up the button mashing with lame minigames, like hacking a door by doing preschool puzzles, which just made the game feel like a fantastic chore.- Electronic Gaming Monthly
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- Critic Score
With a measly two play modes and no real solo campaign, it's hard to believe Microsoft expects anyone to pay $50 for what feels like one-third of a game. [Feb 2004, p.126]- Electronic Gaming Monthly
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- Critic Score
Victory goes to the guy who can jam on the buttons faster. [Aug 2001, p.109]- Electronic Gaming Monthly
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- Critic Score
The gameplay feels nearly identical to "Crash Team Racing's" (PS1), even down to the speed-boosting wumpa fruits, so if you loved it before, you'll still love it, and if not...not. [Jan 2004, p.110]- Electronic Gaming Monthly
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- Critic Score
The tracks get harder to follow and the AI racers become aggressive and nasty. I don’t know how many times I was set to win a race only to be spun around in the last stretch by some jerk. [Oct 2001, p.146]- Electronic Gaming Monthly
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- Critic Score
You'll never get lost instantly die from misjudged jumps, or have to play through difficult parts ten times over. Consequently, it's also a little too easy. [Oct 2003, p.135]- Electronic Gaming Monthly
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- Electronic Gaming Monthly
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- Critic Score
Slowdown, crappy animation, dumb A.I., and a laggy control scheme are bad enough, but it's the stupendously awful level design - with impassible areas that might as well be invisible walls - that really takes the cake. [Nov 2004, p.130]- 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
The developers should have spent more time fine-tuning the controls. [Jan. 2007, p.60]- Electronic Gaming Monthly
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- Critic Score
I remain a firm supporter of the original PS2 Roses, but this flaccid follow-up fails to get me in the mood. [May 2006, p.89]- Electronic Gaming Monthly
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- Electronic Gaming Monthly
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- Critic Score
It's pretty telling that it's a simple cash-in when the game is far better using last generation's controller. [Aug 2007, p.70]- Electronic Gaming Monthly
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- Critic Score
Too bad about all that aimless wandering, which would be annoying on its own but is even more bogged down by the frequent battles and their requisite load times. [Nov 2005, p.156]- Electronic Gaming Monthly
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- Critic Score
The requisite Franchise mode and instant replays are foolishly MIA - what gives? The graphics also fail to impress, and trying to control more than one runner at a time gave me headaches. [June 2003, p.131]- Electronic Gaming Monthly
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- Critic Score
As with the previous MK installment, Midway again augments the core fighting action with binus modes. Unfortunately, they suck. Konquest mode, a rudimentary action-RPG, and Motor Kombat, a widly unfun kart racer, both look and feel like PS1 budget titlees. [Dec. 2006, p.140]- Electronic Gaming Monthly
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- Critic Score
No matter who you play as, the near constant, incredibly frustrating puzzles paralyze the otherwise decent gameplay. [Apr 2004, p.122]- Electronic Gaming Monthly
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- Critic Score
But it's mostly mediocre. Fantastic 4 desperately tries to break up the button mashing with lame minigames, like hacking a door by doing preschool puzzles, which just made the game feel like a fantastic chore.- Electronic Gaming Monthly
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- Critic Score
You'll never get lost instantly die from misjudged jumps, or have to play through difficult parts ten times over. Consequently, it's also a little too easy. [Oct 2003, p.135]- Electronic Gaming Monthly
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- Critic Score
Fortune II doesn't have the same visual polish or addictive team-based onlne play of ["Return to Castle Wolfenstein"]. [Aug 2003, p.112]- Electronic Gaming Monthly
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- Critic Score
Wayward needs something to keep it interesting, like stronger melee weapons to discover or moves to learn. [Sept 2003, p.117]- Electronic Gaming Monthly
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- Critic Score
The arena-based combat is banal, combos are almost accidental, the dialogue consists of goo goos and gah gahs, and the difficulty curve seems designed to boost a baby's confidence. Overall, it's an all right little game, provided you're still in Pampers.- Electronic Gaming Monthly
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- Critic Score
Running from cover to cover, you'll need to master the art of popping out at just the right time to blow away the enemy. Unfortunately, Liberation seems unsure what to do with it, falling into a repeating loop of key hunts, escort missions, and increasingly impossible battles. Bummer. [Dec. 2006, p.156]- Electronic Gaming Monthly
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- Critic Score
If you have a PS2 and are interested in a solid, addictive squad shooter...get "SOCOM II." Oh, you say you really want to play "Rainbow Six 3"? Then buy an Xbox and play that version instead. [May 2004, p.94]- Electronic Gaming Monthly