Game Informer's Scores

  • Games
For 7,739 reviews, this publication has graded:
  • 62% higher than the average critic
  • 4% same as the average critic
  • 34% lower than the average critic
On average, this publication grades 0.3 points higher than other critics. (0-100 point scale)
Average Game review score: 75
Highest review score: 100 Uncharted 2: Among Thieves
Lowest review score: 1 Legends of Wrestling II
Score distribution:
7754 game reviews
    • 77 Metascore
    • 70 Critic Score
    When you find the right offbeat item, or barely squeak by a guard in Escapists 2, it's incredibly refreshing. However, the monotony of gathering items and playing errand runner for other inmates sours the experience, and the awkward controls don't help. For those who crave unforgiving challenges, the Escapists 2 brings them in spades, but it often comes at the cost of your patience.
    • 63 Metascore
    • 70 Critic Score
    The noticeable graphical uptick and the Sixaxis controller are not nearly enough to warrant a purchase over Sony’s own current-gen NBA title, and certainly not over the 2K series.
    • 70 Metascore
    • 70 Critic Score
    It doesn’t correct any of the mistakes made by its PS2 predecessor. [Feb 2002, p.92]
    • Game Informer
    • 50 Metascore
    • 70 Critic Score
    Add in some middling environment and character visuals on top of the lackluster gameplay, and X-Men Destiny has some big problems.
    • 82 Metascore
    • 70 Critic Score
    I also got the feeling that my ship was more in control of me than I was of it – which means I had t rely on AI piloting. [Apr 2002, p.85]
    • Game Informer
    • 75 Metascore
    • 70 Critic Score
    This is my number one frustration, as any mistake puts you back much closer to square one. Any contraband you've hidden in your desk remains, but the on-hand keys, equipment, and weaponry you spent your time crafting are gone, and it's not quick or easy to regain. It wouldn't be so frustrating if the game allowed for manual saves, but the individual levels are tied to their online leaderboards and autosave every few seconds. I wish I could have turned this off for local play.
    • 72 Metascore
    • 70 Critic Score
    It's entertaining enough to plow through the two campaigns, but the fact that there are fairly clear-cut optimal solutions to all three facets of gameplay makes this nothing more than a mildly enjoyable look at part of the genre's history. [Nov 2007, p.163]
    • 69 Metascore
    • 70 Critic Score
    If your blood pressure can withstand the beatings that may seem unfair, there's a lot to like about Conan's combat system and adventure. [Nov 2007, p.140]
    • 61 Metascore
    • 70 Critic Score
    It's neat, but after a couple of hours you won't really feel the need to keep playing. [Dec 2003, p.158]
    • 77 Metascore
    • 70 Critic Score
    Still Wakes the Deep is a relatively short game (I completed the campaign in under five hours). The story is strictly linear, akin to some of The Chinese Room’s other games, with no collectibles or secrets. While it’s true that the game builds on the setting, atmosphere, tension, and body horror, it flubs the most crucial aspect: the moments when you actually face the creatures. It’s like if The Thing was “from another world,” but it’s revealed to be E.T. due to how harmless it is. In the end, this romp through an infested oil rig might look slick, but it spills over and slips when it matters most.
    • 67 Metascore
    • 70 Critic Score
    Poorly spaced checkpoints, dank too-similar environments, and magical teleporting allies are a few other annoying and strange traits that cause this game to fall down a few notches.
    • 71 Metascore
    • 70 Critic Score
    This game’s biggest selling point is the crazy juxtaposition of its units (ninjas, Triceratops, and jetpack-wearing Norsemen are all there), but it certainly doesn’t fall flat in other areas.
    • 59 Metascore
    • 70 Critic Score
    Zip Lash isn’t the game that’s ultimately going to convert people into being Chibi-Robo fans; it’s a competent platformer, but it sticks too close to the genre manual and is missing a much-needed spark.
    • 72 Metascore
    • 70 Critic Score
    Acclaim didn't go out of its way to elevate the series - this is simply an enhanced version of last year's game seen from a new perspective. [Apr 2004, p.92]
    • 82 Metascore
    • 70 Critic Score
    With the gameplay being such an unwanted distraction, the story is the only attraction. The plot delivers a cool science fiction twist in its final moments, but ultimately serves as a slave to mediocre gameplay for eight to nine hours.
    • 72 Metascore
    • 70 Critic Score
    While the controls on this PC port are okay, they are clearly not refined for a console experience. [Oct 2003, p.139]
    • Game Informer
    • 80 Metascore
    • 70 Critic Score
    With the gameplay being such an unwanted distraction, the story is the only attraction. The plot delivers a cool science fiction twist in its final moments, but ultimately serves as a slave to mediocre gameplay for eight to nine hours.
    • 73 Metascore
    • 70 Critic Score
    ZeptoLab continues to set a high bar with its presentation and gameplay, but Pudding Monsters comes up short in the innovative puzzle department. I ripped through it very fast, and though there is the promise of free additional puzzles in the future, I don’t think I will be returning to stick more blobs together.
    • 67 Metascore
    • 70 Critic Score
    This game is more ambitious than Sony's PSP baseball title, but MVP's gameplay hiccups may leave you looking elsewhere. [July 2005, p.126]
    • Game Informer
    • 66 Metascore
    • 70 Critic Score
    Concocting potions and humiliating dark wizards is fun for a while, but once the novelty is gone, Hogwarts loses all of its magic.
    • 72 Metascore
    • 70 Critic Score
    If you’re a diehard Disney fan in the mood for a short, breezy platformer, this may hit the spot. However, the core gameplay beneath the endearing Disney aesthetic left me wanting more.
    • 67 Metascore
    • 70 Critic Score
    The Park is more unnerving that outright scary, though there are a few attempts at jump scares scattered throughout the game.
    • 68 Metascore
    • 70 Critic Score
    Although the graphics are generally good, there is still something unappealingly sluggish about this game. [May 2002, p.85]
    • Game Informer
    • 62 Metascore
    • 70 Critic Score
    A bare bones approach to hockey that never distinguishes itself. [Nov 2005, p.151]
    • Game Informer
    • 82 Metascore
    • 70 Critic Score
    Hardcore platformer fans will find this a trying test of skills. Henry Hatsworth could have been one of the most unique and interesting games on the DS, but some baffling design choices hold it back from greatness.
    • 67 Metascore
    • 70 Critic Score
    It ends up feeling formulaic by modern standards.
    • 63 Metascore
    • 70 Critic Score
    These improvements stand in contrast to the continued weak goalie AI, unhelpful camera work, and iffy passing.
    • 76 Metascore
    • 70 Critic Score
    I think this game will be best suited to two groups: those who missed the GBA version, and hardcore WarioWare freaks. [Apr 2004, p.100]
    • 83 Metascore
    • 70 Critic Score
    Playing cards in connection to successfully racing a horse is a bizarre overlap I did not expect to enjoy.
    • 72 Metascore
    • 70 Critic Score
    The best Tiger in years just appeared on the Xbox 360 and PS3, but this game just doesn’t feel the same in comparison. Of course, with the Wii controller it shouldn’t – but it also shouldn’t leave me guessing half the time as to where my ball is going.

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