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
    • 72 Metascore
    • 53 Critic Score
    Siren is an experiment gone awry -- a confusing fog-sacked combination of stealth and survival-horror that'll drive you batty with frustration before it can creep you out.
    • 79 Metascore
    • 53 Critic Score
    It's an uneven collection where high scores disappear when the power goes off, just like they did in the '80s. [Oct 2001, p.158]
    • Electronic Gaming Monthly
    • 62 Metascore
    • 53 Critic Score
    Gamers weaned on faster smackdowns and who aren't turned on by the idea of a showdown between Megalon and Destoroyah should proceed with caution. [Holiday 2004, p.106]
    • Electronic Gaming Monthly
    • 75 Metascore
    • 53 Critic Score
    The series' much ballyhooed new FielderCam is underwhelming - this behind-the-fielder view controls well enough, but it's virtually impossible to know the tragectory and speed of the ball, leaving you to rely on onscreen indicators. [May 2004, p.90]
    • 62 Metascore
    • 53 Critic Score
    None of this stuff is actually much fun - I just had such a good laugh watching the awkward character animations that I figure this sucker's a must-rent for comedy value alone. [May 2004, p.98]
    • Electronic Gaming Monthly
    • 61 Metascore
    • 53 Critic Score
    Too many levels center on mindless droid hacking. [Aug 2005, p.110]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 53 Critic Score
    Passes and shots occur long after you've pushed the appropriate button, which in turn severely handicaps your ability to score and shut down the opposition. [June 2004, p.96]
    • Electronic Gaming Monthly
    • 57 Metascore
    • 53 Critic Score
    The plot is intriguing, but a poor translation drags it down. Compared to the likes of "Silent Hill 4," though, Kuon feels as ancient as its setting. [Holiday 2004, p.115]
    • Electronic Gaming Monthly
    • 53 Metascore
    • 53 Critic Score
    I guess the developer of this game didn’t get the memo about zone defense. [Nov 2001, p.220]
    • Electronic Gaming Monthly
    • 61 Metascore
    • 53 Critic Score
    The lack of a career mode and create-a-wrestler (both considered genre norms) makes Bandai's grappler one of the shallowest wrasslin' titles out there. [July 2004, p.98]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 53 Critic Score
    Offers less gameplay than the first and lacks the ingenuity and novelty. [Feb 2002, p.154]
    • Electronic Gaming Monthly
    • 72 Metascore
    • 53 Critic Score
    Both the hokey dialogue and overly dramatic voiceovers are on par with a late-night B-movie on Cinemax. [Oct 2004, p.111]
    • Electronic Gaming Monthly
    • 58 Metascore
    • 53 Critic Score
    Faceless-cyborg-smashing melee battles are repetitive, uninspired, and glitchy. And with each story line presented in a series of minimissions averaging 3 to 4 minutes apiece, you spend a lot of your time switching characters and saving and loading instead of just playing the darn game.
    • 75 Metascore
    • 53 Critic Score
    The always-excellent controls and wide assortment of different planes are fairly entertaining, but <i>Zero's</i> a huge step down from either of the last two games. [Jun 2006, p.113]
    • Electronic Gaming Monthly
    • 58 Metascore
    • 53 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
    • 66 Metascore
    • 53 Critic Score
    A sloppy mess of nonsensical plot points, dumb puzzles (which often boil down to trial-and-error guessing), and yet more bland blasting sections toward the end of the game, when this whole ghost train really derails. [Sept 2005, p.114]
    • 57 Metascore
    • 53 Critic Score
    Unfortunately, the game suffers from so much slowdown when multiple cars are onscreen that it curtails any fun you might be having. [Sept 2003, p.116]
    • Electronic Gaming Monthly
    • 63 Metascore
    • 53 Critic Score
    Why my laziness? Because some of the "minigames" here are actually mind-numbing test of mental endurance, about as fun as working in an Indonesian sweatshop. [Nov. 2006, p.134]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 53 Critic Score
    I agree the premise isn't as intriguing as the first game's, but Manhunt 2's still got plenty of creeps and creepy atmosphere--it's the 8mm and Hostel of videogames. [Holiday 2007, p.69]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 53 Critic Score
    As for enemy behavior, it's so embarrassingly bad at times, it's hard not to laugh. [Jan 2004, p.122]
    • Electronic Gaming Monthly
    • 56 Metascore
    • 53 Critic Score
    I'm thinking Koei should've just dubbed this one My First Dynasty Warriors, as this romp through ancient China is ridiculously basic. [Aug 2007, p.81]
    • Electronic Gaming Monthly
    • 54 Metascore
    • 53 Critic Score
    Faceless-cyborg-smashing melee battles are repetitive, uninspired, and glitchy. And with each story line presented in a series of minimissions averaging 3 to 4 minutes apiece, you spend a lot of your time switching characters and saving and loading instead of just playing the darn game. [Nov 2005, p.138]
    • 63 Metascore
    • 53 Critic Score
    Gamers weaned on faster smackdowns and who aren't turned on by the idea of a showdown between Megalon and Destoroyah should proceed with caution. [Holiday 2004, p.106]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 53 Critic Score
    Lots of SS's gameplay mechanics don't really work; it gets too fast and chaotic at times, leaving you disoriented, out of control, and bouncing off objects like a pinball. [May 2002, p.109]
    • Electronic Gaming Monthly
    • 65 Metascore
    • 53 Critic Score
    It's too simplistic. While the game gives the illusion of Splinter Cell-style freedom in how you want to take out your enemies, Batman only really ever has one course of action: knock something over, scare the bad guys into dropping their guns, then come in punching and kicking.
    • 72 Metascore
    • 53 Critic Score
    Things pick up around chapter 8, but by then you may be in deep sleep. [June 2007, p.84]
    • Electronic Gaming Monthly
    • 62 Metascore
    • 53 Critic Score
    I agree the premise isn't as intriguing as the first game's, but Manhunt 2's still got plenty of creeps and creepy atmosphere--it's the 8mm and Hostel of videogames. [Holiday 2007, p.69]
    • Electronic Gaming Monthly
    • 58 Metascore
    • 53 Critic Score
    While it's got heart and spirit in spades - heck, even the cutscenes are up to snuff - it sorely lacks depth. [July 2005, p.113]
    • Electronic Gaming Monthly
    • 70 Metascore
    • 53 Critic Score
    The blah environments and goofy animation do little to draw you into what's supposed to be a realistic combat experience. Spotty A.I. and clunky controls make it even harder to maintain gung-ho enthusiasm. [March 2004, p.118]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 53 Critic Score
    As for enemy behavior, it's so embarrassingly bad at times, it's hard not to laugh. [Jan 2004, p.122]
    • Electronic Gaming Monthly

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