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
    • 57 Metascore
    • 50 Critic Score
    It was the mission objectives that put fear in my heart. Many are downright illogical to the point where I could only figure out what to do by screwing up over and over. [Oct 2003, p.142]
    • Electronic Gaming Monthly
    • 58 Metascore
    • 50 Critic Score
    A number of flaws kill the game's flow, namely a particularly atrocious camera, a weak lock-on system, a frustrating lack of checkpoints, and poor enemy A.I. [March 2005, p.124]
    • 69 Metascore
    • 50 Critic Score
    Shawn's right about the wonky enemy A.I., and SWAT's crude, blocky graphics feel seriously dated. Some exciting teamwork potential exists (especially in co-op missions), but sloppy execution bogs it down. [Dec 2003, p.192]
    • Electronic Gaming Monthly
    • 60 Metascore
    • 50 Critic Score
    Basically, it's a game with loads of potential, but awful physics and endless technical glitches are the real crime here.
    • 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
    • 77 Metascore
    • 50 Critic Score
    But EndWar's biggest flaw? Insane micromanagement. [Dec 2008, p.68]
    • 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
    • 53 Metascore
    • 50 Critic Score
    Newcomers to the series will enjoy the mindless destruction and blowing up people indiscriminately - I'm just getting tired of retreading old ground. [Apr 2008, p.70]
    • Electronic Gaming Monthly
    • 59 Metascore
    • 50 Critic Score
    Basically, it's a game with loads of potential, but awful physics and endless technical glitches are the real crime here.
    • Electronic Gaming Monthly
    • 58 Metascore
    • 50 Critic Score
    It's official. Splinter Cell is not meant to be a portable game. I think these other reviewers are too forgiving because Splinter Cell's so great to begin with. But I'm a fan of the series, and I think this one stinks.
    • 62 Metascore
    • 50 Critic Score
    Problem is, getting to the good stuff requires battling through a blitzkrieg of banality. [May 2006, p.98]
    • Electronic Gaming Monthly
    • 57 Metascore
    • 50 Critic Score
    Without the ability to transform when you want, Spy Hunter 2's confining missions are just too monotonous. [Feb 2004, p.106]
    • 52 Metascore
    • 50 Critic Score
    Darkness' [control] scheme is more ponderous than ever and feels like it was designed by 10 people who didn't get along. [Sept 2003, p.128]
    • Electronic Gaming Monthly
    • 48 Metascore
    • 50 Critic Score
    Sure, there's a little car crushing, but not wanton crushing, and that's what I want in a monster truck game. [Feb 2004, p.110]
    • Electronic Gaming Monthly
    • 69 Metascore
    • 50 Critic Score
    Fun for about an hour, and after that I doubt you'll ever pick it up again. [Apr 2002, p.146]
    • Electronic Gaming Monthly
    • 49 Metascore
    • 50 Critic Score
    Sure, there's a little car crushing, but not wanton crushing, and that's what I want in a monster truck game. [Feb 2004, p.110]
    • 51 Metascore
    • 48 Critic Score
    The overly sensitive dirt bikes simply don't have the physics for the rigors of competitive driving, leading to spill after spill. [Aug 2006, p.90]
    • Electronic Gaming Monthly
    • 61 Metascore
    • 48 Critic Score
    Combat is sloppy, with poor hit detection and enemies that score cheap shots; all of the fun special moves have to be unlocked, which requires meeting unreasonably difficult time and health goals; and most of the levels devolve into tiresome thug/robot hunts.
    • 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
    • 59 Metascore
    • 48 Critic Score
    Played it, beat it, forgot it... Oh, and it has the worst unlockable secret ever - an art gallery of the load screens...that's right, the ones burned into your memory during the long load times. Gee, thanks. [Oct 2003, p.139]
    • Electronic Gaming Monthly
    • 53 Metascore
    • 48 Critic Score
    Pretty levels and power chords can't hide Dawn of Fate's real weakness: crappy gameplay. [Nov 2002, p.304]
    • Electronic Gaming Monthly
    • 46 Metascore
    • 48 Critic Score
    Too bad the actual b-balling action has been done before and better. [July 2006, p.92]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 48 Critic Score
    The repetitive challenges are uncreative, and the game's choppy graphics and collision-detection isues make the whole experience head-splitting. [Aug 2003, p.116]
    • Electronic Gaming Monthly
    • 62 Metascore
    • 48 Critic Score
    Something is wrong with a football title when you spend more time laughing at the instant replays than actually playing the game. [Oct 2001, p.154]
    • Electronic Gaming Monthly
    • 58 Metascore
    • 48 Critic Score
    Perhaps I wasn't clear enough the first time: THIS GAME NEEDS VOICE CHAT. [May 2005, p.135]
    • Electronic Gaming Monthly
    • 53 Metascore
    • 48 Critic Score
    This Frankenstein seems to have been assembled from the Pariah spare-parts bin. [May 2006, p.104]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 48 Critic Score
    Control is stiff and floaty, while boss battles often require stubborn persistence instead of strategy. [July 2004, p.95]
    • Electronic Gaming Monthly
    • 54 Metascore
    • 48 Critic Score
    What we have here is a title that tries hard to impress with its flash, yet stumbles over fundamentally busted gameplay. [June 2005, p.99]
    • Electronic Gaming Monthly
    • 63 Metascore
    • 48 Critic Score
    Ostensibly a real-time strategy title, Future Tactics is really a glorified game of hide-and-seek: You either fall into your enemy's sights or manage to luck out for another turn. [July 2004, p.94]
    • Electronic Gaming Monthly
    • 60 Metascore
    • 48 Critic Score
    The whole package amounts to a single "Vice City" car mission in which you tail jalopies along rigidly scripted trails, but without the room for improvisation you'd find in "GTA." [Nov 2003, p.173]
    • Electronic Gaming Monthly

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