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
    • 71 Metascore
    • 53 Critic Score
    A perfectly average beat-em-up that will likely keep fans of the cartoon enthralled. [Nov 2003, p.202]
    • 57 Metascore
    • 62 Critic Score
    I find it sharp, fast, and stylish, which is just what this kind of game needs to be. Just keep the volume low—these Turtles be talking too damn much.
    • 64 Metascore
    • 62 Critic Score
    As a car-combat game, it's passable but not exceptional. As a postacopalyptic "GTA" clone, it falls well short of the mark in terms of story, mission diversity, and replay value. [Nov 2003, p.171]
    • Electronic Gaming Monthly
    • 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
    • 61 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
    • 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
    • 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
    • 78 Metascore
    • 72 Critic Score
    Tremendously deep warrior-customization options and rich strategy elements make Gladius absolutely worthwhile and fun, but prepare to invest serious time. [Dec 2003, p.185]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 72 Critic Score
    The snazzy visuals will initially draw you in, but you'll stick around for the instinctive, responsive gameplay. [Dec 2003, p.201]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 67 Critic Score
    Still a user-friendly pigskin experience with lightning-fast over-the-top gameplay. Yet I'm forced to throw a penalty flag at the lack of big passing plays I've come to love from this franchise. [Nov 2003, p.172]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 67 Critic Score
    It's hardly original (not to mention short and sometimes ugly), but Namco's got both the control and the difficulty level just right. [Dec 2003, p.184]
    • 79 Metascore
    • 72 Critic Score
    Tremendously deep warrior-customization options and rich strategy elements make Gladius absolutely worthwhile and fun, but prepare to invest serious time. [Dec 2003, p.185]
    • Electronic Gaming Monthly
    • 89 Metascore
    • 90 Critic Score
    Top Spin's control is wonderfully simple... With an incredibly deep Career mode and online opponents, all that's missing from this glorious package is mixed doubles matches. [Dec 2003, p.228]
    • 72 Metascore
    • 65 Critic Score
    It's a solid game with lots of good stuff...But its slow, repetitive pace keeps the thrills in check, and the bosses are either pitifully easy or painstakingly annoying. [Nov 2003, p.188]
    • Electronic Gaming Monthly
    • 80 Metascore
    • 83 Critic Score
    "Quite challenging" is quite right. Casual freeriders should stay off these slopes: If you're not serious about nailing those sick-scoring combos, you won't get very far in this game. [Dec 2003, p.222]
    • Electronic Gaming Monthly
    • 63 Metascore
    • 58 Critic Score
    Problem is the game is about as friendly as a Cylon; there's no tutorial to ease you into all those moves or the different mission types, and the difficulty spikes at odd moments, making some levels painfully tedious.
    • 69 Metascore
    • 72 Critic Score
    The snazzy visuals will initially draw you in, but you'll stick around for the instinctive, responsive gameplay. [Dec 2003, p.201]
    • Electronic Gaming Monthly
    • 63 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
    • 75 Metascore
    • 67 Critic Score
    It's hardly original (not to mention short and sometimes ugly), but Namco's got both the control and the difficulty level just right. [Dec 2003, p.184]
    • Electronic Gaming Monthly
    • 82 Metascore
    • 72 Critic Score
    Tremendously deep warrior-customization options and rich strategy elements make Gladius absolutely worthwhile and fun, but prepare to invest serious time. [Dec 2003, p.185]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 72 Critic Score
    The snazzy visuals will initially draw you in, but you'll stick around for the instinctive, responsive gameplay. [Dec 2003, p.201]
    • 90 Metascore
    • 93 Critic Score
    While THUG offers some innovation, it remains fundamentally the same game...Fundamantally, Hawk hasn't evolved enough. [Jan 2004, p.112]
    • Electronic Gaming Monthly
    • 85 Metascore
    • 75 Critic Score
    Thanks to its incredibly deep Season mode, Pain is easily the best wrasslin' title since the days of the Nintendo 64. [Jan 2004, p.140]
    • Electronic Gaming Monthly
    • 85 Metascore
    • 93 Critic Score
    While THUG offers some innovation, it remains fundamentally the same game...Fundamantally, Hawk hasn't evolved enough. [Jan 2004, p.112]
    • Electronic Gaming Monthly
    • 89 Metascore
    • 93 Critic Score
    While THUG offers some innovation, it remains fundamentally the same game...Fundamantally, Hawk hasn't evolved enough. [Jan 2004, p.112]
    • Electronic Gaming Monthly
    • 65 Metascore
    • 52 Critic Score
    Most gamers, however, will be immediately overwhelmed - it's just so hard to get into, and quality results demand a monumental time commitment. [Dec 2003, p.216]
    • Electronic Gaming Monthly
    • 83 Metascore
    • 82 Critic Score
    I'm all about bringing the embarrassment, insanity, and fun of karaoke bars into living rooms across our nation - this is a game that anyone can pick up and instantly enjoy. [Dec 2003, p.216]
    • Electronic Gaming Monthly
    • 87 Metascore
    • 90 Critic Score
    Until the developers master the riddle of team A.I. (players here don't always respond properly in certain situations), work remains undone. Even so, this year's model is great.
    • 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
    • 79 Metascore
    • 77 Critic Score
    I was terribly bored the first couple of hours. Then I grew to like it more and more. But it never felt like a good Castlevania game - just a good action game. [Dec 2003, p.212]
    • Electronic Gaming Monthly

Top Trailers