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
    • 65 Metascore
    • 48 Critic Score
    The controls are great once you get them customized properly*fire buttons on L1 and R1), with nimble movement and crazy bursts of speed seldom seen outside of anime, but this dexterity is wasted on short missions, bare-bones multiplayer, and the same ol' gameplay AC has been recycling for years. [Apr 2007, p.85]
    • Electronic Gaming Monthly
    • 65 Metascore
    • 48 Critic Score
    Don’t get me wrong, I love weird games as much as the next guy, but SP never moves beyond what feels like an elastic 3D engine tech demo. [Sept 2001, p.144]
    • Electronic Gaming Monthly
    • 65 Metascore
    • 48 Critic Score
    The game is stupidly, punishingly difficult. And its save "system," pardon my Latin, blows syphilitic goats. [Jan 2004, p.108]
    • Electronic Gaming Monthly
    • 65 Metascore
    • 55 Critic Score
    What a dreadfully bland disappointment this turned out to be. [Apr 2006, p.107]
    • Electronic Gaming Monthly
    • 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
    • 65 Metascore
    • 35 Critic Score
    I thought I’d sooner see Sasquatch ride a Chimera bareback through the streets than a bland series like Mega Man X last through six installments. [Feb 2002, p.172]
    • Electronic Gaming Monthly
    • 65 Metascore
    • 48 Critic Score
    The game is stupidly, punishingly difficult. And its save "system," pardon my Latin, blows syphilitic goats. [Jan 2004, p.108]
    • Electronic Gaming Monthly
    • 65 Metascore
    • 60 Critic Score
    Straightforward run-and-gun action gets the blood pumping...Until you have to stop to check the map, which is all the time. That's a problem because looking at the map doesn't suspend the action. [June 2004, p.94]
    • Electronic Gaming Monthly
    • 65 Metascore
    • 45 Critic Score
    Playing Tao Feng is a lot like diarrhea; the longer it lasts, the more irritated you get. [May 2003, p.134]
    • 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
    • 65 Metascore
    • 57 Critic Score
    If I only owned this game, I'd watch more television. [Mar 2006, p.102]
    • 65 Metascore
    • 70 Critic Score
    Once I got used to the orchestral score, Mad Maestro was surprisingly enjoyable, long and difficult (which isn't exactly the norm in the genre). [May 2002, p.107]
    • Electronic Gaming Monthly
    • 65 Metascore
    • 50 Critic Score
    Later sorties throw so much annoying crap at you—too many enemies who pop out of nowhere, too many mission objectives. [Jan 2002, p.222]
    • Electronic Gaming Monthly
    • 65 Metascore
    • 63 Critic Score
    Heat's mushy [control] scheme relies too heavily on context, making your beach bunny set when you intended an unstoppable spike, and its overbearing interface banishes guesswork (and psych-out strategy) from the game. Still, the virtual volleyball action is fast-paced fun. [Sept 2003, p.112]
    • Electronic Gaming Monthly
    • 65 Metascore
    • 68 Critic Score
    It's all style and relentless action so over the top it makes "Doom" look like "Mary Kate and Ashley: Girls Night Out." [Oct 2002, p.179]
    • Electronic Gaming Monthly
    • 65 Metascore
    • 58 Critic Score
    Besides the poor enemy A.I., the paint-by-numbers gameplay (requiring surgically precise cursor movement for actions like jumping or climbing) makes the action feel canned. [Dec 2003, p.195]
    • Electronic Gaming Monthly
    • 64 Metascore
    • 60 Critic Score
    The minigames are simply too short - newbies might find a game ending just when they've gotten the hang of it. [Jan 2006, p.125]
    • 64 Metascore
    • 60 Critic Score
    The game boasts some delightful hi-resolution 1080 Snowboarding on-crack graphics, and a fantastic create-a-player mode. [Mar 2002, p.139]
    • Electronic Gaming Monthly
    • 64 Metascore
    • 42 Critic Score
    What a thermonuclear disappointment. To someone like me, who loved all three Fallout role-playing games on PC, this is a power fist to the face - an insult. [March 2004, p.114]
    • 64 Metascore
    • 60 Critic Score
    The game looks so unspectacularly similar to an N64 game at times, you’ll wonder if the PS2’s graphics chip went on vacation. [Oct 2001, p.148]
    • 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]
    • 64 Metascore
    • 40 Critic Score
    It's like an old-school Sonic game minus anything that made those games good. [Jan. 2007, p.106]
    • Electronic Gaming Monthly
    • 64 Metascore
    • 70 Critic Score
    Stringent pilot-training courses and competitions seem dull at first, but as you unlock cooler aircraft, the fun blossoms. [Apr 2003, p.111]
    • Electronic Gaming Monthly
    • 64 Metascore
    • 50 Critic Score
    Missions degrade into mindless, clunky combat, in which imprecise fisticuffs and useless, fragile weapons abound. Don't bother. [June 2004, p.92]
    • Electronic Gaming Monthly
    • 64 Metascore
    • 63 Critic Score
    Unfortunately, it feels a bit dull after performing your 50th 200-hit combo. [Nov 2005, p.146]
    • Electronic Gaming Monthly
    • 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
    • 64 Metascore
    • 67 Critic Score
    You'll have to complete a few too many fetch quests, and listening to the in-game tunes is about as pleasant as Sandshrew's nails on a chalkboard. Even so, if you haven't spent quality time with Pikachu for a while, Gale is a good series re-entry point.
    • 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
    • 64 Metascore
    • 63 Critic Score
    The Incredibles game had some great material to work with, but the energy and humor that really made the movie great just isn't there - out-of-context voice clips and poorly connected cut-scenes certainly don't add anything. [Jan 2005, p.132]
    • Electronic Gaming Monthly
    • 64 Metascore
    • 62 Critic Score
    A woefully uneven mix, but one that true Sonic fans will probably still want to own just for "Sonic CD," aka the best Sonic game ever. [Sept 2005, p.115]
    • Electronic Gaming Monthly

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