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
    • 73 Metascore
    • 75 Critic Score
    Contact offers a creative island-hopping adventure that stands taller than many recent portable RPG's. [Oct. 2006, p.119]
    • Electronic Gaming Monthly
    • 87 Metascore
    • 88 Critic Score
    It's amazing how well Bully nails a huge assortment of activities. Everything, from midway games to English class, is fun. [Dec. 2006, p.146]
    • Electronic Gaming Monthly
    • 85 Metascore
    • 83 Critic Score
    Splinter Cell still offers the most unique multiplayer around, and Double Agent will keep me happily entertained for quite some time--probably well past Fisher's retirement party. [Dec. 2006, p.121]
    • Electronic Gaming Monthly
    • 74 Metascore
    • 70 Critic Score
    DAH2 still suffers from its share of frustrating escort missions, cross-map fetch quests, and ugly graphical pop-up, but Pandemic's strides make second contact more pleasing than the first. [Dec. 2006, p.138]
    • 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
    • 80 Metascore
    • 72 Critic Score
    Anyway, 07 plays just fine, but once again this edition leaves you wanting (and expecting) much more. [Dec. 2006, p.132]
    • 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
    • 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
    • 74 Metascore
    • 70 Critic Score
    DAH2 still suffers from its share of frustrating escort missions, cross-map fetch quests, and ugly graphical pop-up, but Pandemic's strides make second contact more pleasing than the first. [Dec. 2006, p.138]
    • Electronic Gaming Monthly
    • 77 Metascore
    • 57 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
    • 74 Metascore
    • 72 Critic Score
    I admit it's no blockbuster, but Summoner, like Ms. Hilton's opus, still makes for a fine guilty-pleasure rental. [Nov. 2006, p.124]
    • Electronic Gaming Monthly
    • 78 Metascore
    • 73 Critic Score
    Abbyss defaults to basic roleplaying conventions too often to be unique, but it's hard to hate this well-rounded, classic RPG. [Dec. 2006, p.142]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 63 Critic Score
    Hardcore quirky-game fans will want to slow down for a peek at this car wreck, while everyone else is better off speeding on by. [Nov. 2006, p.125]
    • 75 Metascore
    • 57 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
    • 75 Metascore
    • 65 Critic Score
    "GTA" cribbed from Scarface and Scarface returns the favor, except Scarface has better controls on-foot, in-car, and in-boat. [Nov. 2006, p.122]
    • Electronic Gaming Monthly
    • 76 Metascore
    • 65 Critic Score
    "GTA" cribbed from Scarface and Scarface returns the favor, except Scarface has better controls on-foot, in-car, and in-boat. [Nov. 2006, p.122]
    • Electronic Gaming Monthly
    • 52 Metascore
    • 28 Critic Score
    It is simply a portable piece of ugliness that lacks humility, wit, or any entertainment value whatsoever. It is singularly unpleasant in the way it handles its subject matter, and it lacks the style or panache to carry its inadequacies with any dignity.
    • 67 Metascore
    • 67 Critic Score
    The finicky grappling hook controls lack the intuitive ease you'd like from such an integral control element (never mind the fact that you can't hook onto buildings or trees...wha--?). Even by the game's end, I'd still stumble when trying to sling from car to passing helo.
    • 73 Metascore
    • 67 Critic Score
    A spectacularly unrealistic collision of "Grand Theft Auto's" swipe-anything-that-moves sensibilities and "Mercenaries'" revolutionary warfare.
    • 59 Metascore
    • 45 Critic Score
    "Need for Speed Underground 2" did two years ago everything this game does, but with much more style and variety. [Nov. 2006, p.124]
    • Electronic Gaming Monthly
    • 84 Metascore
    • 83 Critic Score
    Finally, a Japanese role-playing game for everyone who hates how talky and slow-moving the genre has become--Silmeria thrusts you into an action-packed quest laden with complex dungeons, tricky puzzles, and plenty of intense, strategic combat. [Sept. 2006, p.104]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 63 Critic Score
    What this amounts to is a classic example of how a simple yet typically enjoyable experience can fall apart due to poor game design. [Nov. 2006, p.132]
    • Electronic Gaming Monthly
    • 47 Metascore
    • 33 Critic Score
    A game of chess could take forever, but when you pick up a piece, it doesn't take an hour to move it. But that's what Souls' slowdown-laden mess is like. Souls is one of the worst-optimized PS2-to-PSP ports I've played.
    • 74 Metascore
    • 67 Critic Score
    The finicky grappling hook controls lack the intuitive ease you'd like from such an integral control element (never mind the fact that you can't hook onto buildings or trees...wha--?). Even by the game's end, I'd still stumble when trying to sling from car to passing helo.
    • 76 Metascore
    • 72 Critic Score
    I like how it's pretty easy to complete any of the levels, but achieving a gold star on each and collecting all the various coins and cards require strategy that's just challenging enough to stimulate the noggin here and there. [Nov. 2006, p.139]
    • Electronic Gaming Monthly
    • 59 Metascore
    • 40 Critic Score
    In the end, Live 07 reminds me of Shaq at the charity stripe: It throws up way too many bricks. [Dec. 2006, p.126]
    • Electronic Gaming Monthly
    • 84 Metascore
    • 80 Critic Score
    The game plays substantially better than last year's 360 debut, with a greater sense of rebounds and loose balls being tipped around and more control on defense. [Nov. 2006, p.119]
    • Electronic Gaming Monthly
    • 75 Metascore
    • 57 Critic Score
    It's just a shame the wonky battle system forces this game to fold. [Nov. 2006, p.132]
    • Electronic Gaming Monthly
    • 93 Metascore
    • 92 Critic Score
    Okami developer Clover obviously put a lot of love into its creation and, as you travel the countryside, painting barren landscapes into bloom, that love radiates from the screen. [Sept. 2006, p.100]
    • Electronic Gaming Monthly
    • 83 Metascore
    • 80 Critic Score
    Rocket Slime is that rarest of breeds: a kid's game that completely rocks. [Oct. 2006, p.118]
    • Electronic Gaming Monthly

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