games(TM)'s Scores
- Games
For 3,166 reviews, this publication has graded:
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23% higher than the average critic
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4% same as the average critic
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73% lower than the average critic
On average, this publication grades 8.3 points lower than other critics.
(0-100 point scale)
Average Game review score: 67
| Highest review score: | Demon's Souls | |
|---|---|---|
| Lowest review score: | Darkstar: The Interactive Movie |
Score distribution:
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Positive: 1,101 out of 3166
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Mixed: 1,711 out of 3166
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Negative: 354 out of 3166
3166
game
reviews
- By Date
- By Critic Score
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- Critic Score
A game of two halves, neither of which is finished … It is so cursed by glitches and bugs, and so devoid of anything approaching AI, that it's really impossible to believe the code sitting in your local store is anywhere near complete. [Aug 2004, p.100]- games(TM)
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Patience is still a virtue, and fans of mindless action titles should still give Splinter Cell a wide berth. Unless you're partial to a little online gaming, that is. Put simply, Pandora Tommorrow's multiplayer takes your breath away. [Apr 2004, p.108]- games(TM)
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Hurtling through dark tunnels to suddenly find yourself bathed in glorious sunshine as you emerge the other side is a breathtaking experience that is only superceded by the ridiculously fast speeds your Blades can reach. [June 2004, p.110]- games(TM)
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The best game of its kind currently available. [Aug 2004, p.110]- games(TM)
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The percentage of actual game in Front Mission 4 is the best piece of mech strategy that you will play on the PS2. If only it was built just as a game and not to tell a story mimed by blathering idiots, we’d be looking at something very special indeed. [Sept 2004, p.108]- games(TM)
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Hurtling through dark tunnels to suddenly find yourself bathed in glorious sunshine as you emerge the other side is a breathtaking experience that is only superceded by the ridiculously fast speeds your Blades can reach. [June 2004, p.110]- games(TM)
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- Critic Score
An average single-player game with competent but not brilliant multiplayer modes tacked onto the side. [Aug 2004, p.106]- games(TM)
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This really is one of those great games where you’re constantly thinking ‘I wonder if I could do that…’ only to discover that in most instances (and usually with a huge grin filling the majority of your face), you probably can. [Sept 2004, p.104]- games(TM)
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This really is one of those great games where you're constantly thinking 'I wonder if I could do that…' only to discover that in most instances (and usually with a huge grin filling the majority of your face), you probably can. [Sept 2004, p.104]- games(TM)
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Okay, so it's hard to knock the presentation... but when the game's this bland and has virtually no replay value, it hardly seems worth bothering. [Apr 2004, p.114]- games(TM)
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All manner of multiplayer modes play out fairly well and even the single-player competitions are, while tough, as enjoyable as just about any other tennis title this generation…once you get to grips with them, that is. [July 2004, p.123]- games(TM)
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It’s a whole different ball (well, frog) game when a human player sneaks in a huge round or even a Frog-In-One rather than watch the AI do it time and time again in the main game – when the playing field is obviously even, there’s much more fun to be had. [Oct 2004, p.107]- games(TM)
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Easily the best Sonic title for a long time...there's something here for everyone, no matter which era of Sonic you prefer. [July 2004, p.118]- games(TM)
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The expense of having to use four GBAs, each with their own link cable, can't be avoided if you want to experience the game as it was intended; however, doing so gives you access to a world that proves that connectivity is more than just a gimmick - done properly, it can offer a wealth of new gameplay experiences. [July 2004, p.106]- games(TM)
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The real deal, and anyone after something more cerebral than another heavy dose of gunning down swathes of [insert fashionable victim here] should seriously consider tracking this one down. War is finally good for something. [July 2004, p.124]- games(TM)
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Sets a new standard for not only visuals but licences games in general. And we never thought we'd hear ourselves saying that. [Sept 2004, p.102]- games(TM)
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Lead character Garrett slides effortlessly from the shadows in order to pick a lock (or pocket) before silently dropping out of sight. It's an effect you simply never tire of, and it's why it never feels stupid to be hiding three inches away from a patrolling guard without being seen (as is so often the case in "Splinter Cell"). [July 2004, p.104]- games(TM)
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The feeling of accomplishment that that emerges from the wake of a particularly tough challenge makes all the hair-tearing worthwhile. [Aug 2004, p.104]- games(TM)
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The game's tagline speaks volumes; calling Battlecry III "The original role-playing strategy game" is a fine way of declaring the game's legacy, but at the same time it highlights just how little has really changed since the first title was released. [Aug 2004, p.108]- games(TM)
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Fun, but too annoying and limited to be anything more. It's technically impressive, but that's not all you pay for and, sadly, the gameplay can't cash the cheques that the visuals write. [May 2004, p.100]- games(TM)
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One of the most frustrating aspects is the unbalanced difficulty curve. You’re thrust into some tough and often unfair opening levels, only to find the challenge dropping dramatically as you progress deeper into the admittedly enjoyable storyline. [Sept 2004, p.116]- games(TM)
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- Critic Score
One of the most frustrating aspects is the unbalanced difficulty curve. You're thrust into some tough and often unfair opening levels, only to find the challenge dropping dramatically as you progress deeper into the admittedly enjoyable storyline. [Sept 2004, p.116]- games(TM)
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Battles soon take their toll on your controllers due to their frenetic nature and generally lack the strategy or refinement of many other mechanical adventures. [July 2004, p.110]- games(TM)
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One of the most frustrating aspects is the unbalanced difficulty curve. You're thrust into some tough and often unfair opening levels, only to find the challenge dropping dramatically as you progress deeper into the admittedly enjoyable storyline. [Sept 2004, p.116]- games(TM)
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To call Samurai Warriors one of the brownest games ever would be no word of a lie - the lack of colour is arguably the game's weakest area and this, coupled with the repetitive nature of this style of game, can make it feel that much more tedious at times. [July 2004, p.109]- games(TM)
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The genre has moved on, and after over two years in the making we expected more than a basic continuation of the PSone game complete with all the trappings of that generation's first clutch of action titles. [July 2004, p.120]- games(TM)
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Another superb feat of strategy gaming...and while the depth of "Disgaea" simply isn't present, there's more than enough here to please the more cerebral gamer. [July 2004, p.121]- games(TM)
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The 'new' simplicity makes for a fun and fast game that, courtesy of the excellent passing system and decent AI, finds a firm balance between real football and the arcade fun of a five-minute kick about. [June 2004, p.120]- games(TM)
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- Critic Score
The 'new' simplicity makes for a fun and fast game that, courtesy of the excellent passing system and decent AI, finds a firm balance between real football and the arcade fun of a five-minute kick about. [June 2004, p.120]- games(TM)
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Thankfully, the speed comes at the cost of realistic handling, allowing the player to rip around the tracks with maximum enjoyment and minimum frustration, making Rallisport 2 one of the few games that provides enjoyment even in defeat. [June 2004, p.104]- games(TM)
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- Critic Score
The 'new' simplicity makes for a fun and fast game that, courtesy of the excellent passing system and decent AI, finds a firm balance between real football and the arcade fun of a five-minute kick about. [June 2004, p.120]- games(TM)
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When we say that Red Dead is a great little game, the emphasis is as much on the 'little' as it is on the 'great'. [June 2004, p.102]- games(TM)
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When we say that Red Dead is a great little game, the emphasis is as much on the 'little' as it is on the 'great'. [June 2004, p.102]- games(TM)
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City of Heroes is the shot in the arm that the genre so desperately needed. Thanks to some extremely accessible gameplay it's a title that appeals to old hands and newcomers alike. [Aug 2004, p.116]- games(TM)
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That Onimusha 3 is the final chapter is a shame, given its stellar mix of action and puzzles. Combine this with a new control system and it's clear that the series is only just hitting its stride. [July 2004, p.102]- games(TM)
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By trying to compete in the 'ultimate first-person shooter' squabble, many a title finds its grasp underplayed by its reach. The beauty of Serious Sam is its totally nonchalent attitude towards the genre and the way it plays what could be seen as its weakest card as its strength. [June 2004, p.109]- games(TM)
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In a game so clearly reliant on tension, ambience and atmosphere, it's almost unthinkable that somebody at one of the largest entertainment companies in the world would not choose dubbing rather than subtitling in such an Eastern title but, worse still, green-light the appalling finished dub which may well have permanently damaged our ears. [Mar 2004, p.94]- games(TM)
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The whole thing smacks of laziness - of the 12 missions, we count a total of four completely new ones...the annoying thing is that Contracts is an enjoyable game; that IQ had the cheek to crib from its previous work almost doesn't matter when the result is still worth playing. [June 2004, p.98]- games(TM)
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The whole thing smacks of laziness - of the 12 missions, we count a total of four completely new ones...the annoying thing is that Contracts is an enjoyable game; that IQ had the cheek to crib from its previous work almost doesn't matter when the result is still worth playing. [June 2004, p.98]- games(TM)
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The choice and number of tracks are our major gripes with the game. But play it as intended - with lots of people who are not necessarily fully aware of what's going on - and it'll no doubt be popping in and out of your PS2 tray for a while. [Dec 2003, p.122]- games(TM)
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Shining Soul II doesn't really pack enough charm to distinguish itself as anything other than a solid yet unspectacular RPG. It even struggles to differentiate itself from the first game, looking and playing almost exactly the same. [Apr 2004, p.101]- games(TM)
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The whole thing smacks of laziness - of the 12 missions, we count a total of four completely new ones...the annoying thing is that Contracts is an enjoyable game; that IQ had the cheek to crib from its previous work almost doesn't matter when the result is still worth playing. [June 2004, p.98]- games(TM)
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Toca 2 lacks the ambition and verve found elsewhere in the genre... Uneventful jaunts down the middle of the road just don't excite us anymore. [May 2004, p.102]- games(TM)
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As a celebration of the FPS genre's base instincts, Painkiller crosses the finishing line in first place; anything more than that and it doesn't even make it out of the blocks. [June 2004, p.100]- games(TM)
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By trying to compete in the 'ultimate first-person shooter' squabble, many a title finds its grasp underplayed by its reach. The beauty of Serious Sam is its totally nonchalent attitude towards the genre and the way it plays what could be seen as its weakest card as its strength. [June 2004, p.109]- games(TM)
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It might not sound like much of a change, but the shift of focus into multiplayer territory is quite enough to make Wario Ware appealing all over again. [May 2004, p.108]- games(TM)
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Each confrontation is generally exactly the same and victory is sometimes dependent on whether the irritating catch-up AI decides to beat you or not. [Oct 2004, p.120]- games(TM)
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The confines of boxing itself impose some limitation in areas such as variation but, in taking this genre from a dead end to the cutting edge of gameplay authenticity, Fight Night is an absolute triumph. [May 2004, p.104]- games(TM)
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Each confrontation is generally exactly the same and victory is sometimes dependent on whether the irritating catch-up AI decides to beat you or not. [Oct 2004, p.120]- games(TM)
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Despite ticking all the correct boxes Arenas lacks any synergy between components, making it the "Turok Evolution" of racing sequels. [Feb 2004, p.123]- games(TM)
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Admittedly, the classes and jobs have been wonderfully balanced to make large parties fit together perfectly but this is no excuse for making solo play so difficult for anything but the toughest classes and so distinctly unrewarding. [Oct 2004, p.114]- games(TM)
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Treading a fine line between jaw-dropping realism and high-res synthetic sheen, you can't help but be impressed by the composition of the environments, and if your PC is speedy enough you're in for a real treat. [Apr 2004, p.92]- games(TM)
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Patience is still a virtue, and fans of mindless action titles should still give Splinter Cell a wide berth. Unless you're partial to a little online gaming, that is. Put simply, Pandora Tommorrow's multiplayer takes your breath away. [Apr 2004, p.108]- games(TM)
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Patience is still a virtue, and fans of mindless action titles should still give Splinter Cell a wide berth. Unless you're partial to a little online gaming, that is. Put simply, Pandora Tommorrow's multiplayer takes your breath away. [Apr 2004, p.108]- games(TM)
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If you've ever so much as seen an Unreal Tournament game, you'll know what to expect here and, thanks to the addition of vehicles, modes and maps galore, this clearly represents the culmination of genre evolution thus far. [May 2004, p.108]- games(TM)
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If only Namco had put a bit more variation into the actual content of the game instead of placing all the emphasis on the innovative interface, this might have been more than just a good starting point for the future. [July 2004, p.117]- games(TM)
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The game has made an incredibly successful transition into glorious 3D. This lavish graphical overhaul brings the quaint village of Forget-Me-Not and its quirky residents to life superbly and exudes a hypnotically tranquil ambience that epitomises the ideology of the series. [May 2004, p.120]- games(TM)
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Despite blinding us with pretty visuals and spot-on gameplay, there was always a nagging feeling that Inferno couldn't keep it up for long. And we were right … there's nothing to stop you tearing through this in a couple of hours. [May 2004, p.114]- games(TM)
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The fact that 1942 was such an enjoyable title means the gameplay's already a proven factor, but combine this with all the other new goodness you get for your money... and you get a game that really entertains, albeit in a fashion that some of us might well have seen before. [Apr 2004, p.102]- games(TM)
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While Worms 3D essentially delivers what it says on the tin, in surrendering its intuitive interface the concept has evolved into a far less attractive proposition. A shame. [Dec 2003, p.126]- games(TM)
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While Worms 3D essentially delivers what it says on the tin, in surrendering its intuitive interface the concept has evolved into a far less attractive proposition. A shame. [Dec 2003, p.126]- games(TM)
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While Worms 3D essentially delivers what it says on the tin, in surrendering its intuitive interface the concept has evolved into a far less attractive proposition. A shame. [Dec 2003, p.126]- games(TM)
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It's not that this is a bad game, but to ignore the more important elements of gameplay in order to add more gratuitous elements to the cauldron is unforgivable, and in that sense The Suffering is most similar to Soldier of Fortune II and the like. [June 2004, p.123]- games(TM)
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It's not that this is a bad game, but to ignore the more important elements of gameplay in order to add more gratuitous elements to the cauldron is unforgivable, and in that sense The Suffering is most similar to Soldier of Fortune II and the like. [June 2004, p.123]- games(TM)
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Worthy, but better if you're new to the series. If it's just nostalgia you're after … you could probably pick up the original …- it won't be pretty, but it will be a similar experience. [Apr 2004, p.98]- games(TM)
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Handling and pop-up have been pretty much fixed, but in exchange we're greeted with a problematic multiplayer mode, some annoying graphical glitches and several other elements that perhaps wouldn't grate so much if Colin McRae 3 hadn't already tested the next-generation water. [Oct 2003, p.110]- games(TM)
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It's with some remorse that we bestow upon it a fairly low score, but don't let it fool you... anyone with the means to play Lifeline shouldn't let a chance to sample this unique title pass them by. [July 2004, p.114]- games(TM)
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A breathtaking romp that juxtaposes superbly implemented combat with intrusive CGI cut-scenes and the sort of archaic puzzles that would make the "Resident Evil" franchise proud. [May 2004, p.96]- games(TM)
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The whole tone of the game has shifted; it's no longer a community, just a vast gladiatorial arena. [Aug 2004, p.118]- games(TM)
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Capcom may well have delivered a game that can offer an online experience like nothing else currently available, but it's presented in such a haphazard fashion that many gamers will grow frustrated with the connection problems and simply go back to their other online titles. [May 2004, p.106]- games(TM)
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Those able to get a feel for the menu-heavy gameplay will revel in the kind of breathtaking depth and infinite scope you simply won't find in any other console title. [Apr 2004, p.120]- games(TM)
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You'll get most out of the game on Xbox Live. Working alone or with friends, Carve's online races are unique as the properties of water allow for some novel gameplay. By crossing in front of rivals you can create waves that make life more difficult for them - something that works particularly well when working as part of a team. [Feb 2004, p.120]- games(TM)
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With just as many levels where you'll pray for it to be over than where you're actually having fun, the game turns out to be a mixture of styles that don't meld together as solidly as they should, as well as having several frustrating joypad-throwing moments and often demanding extraordinary feats of memory from the player. [Mar 2004, p.114]- games(TM)
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If you've already got a version of Winning Eleven 7 or "Pro Evo 3," this is not enough of an update to warrant re-buying, but newcomers who have the means to play import games may want to consider picking it up. [May 2004, p.111]- games(TM)
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With just as many levels where you'll pray for it to be over than where you're actually having fun, the game turns out to be a mixture of styles that don't meld together as solidly as they should, as well as having several frustrating joypad-throwing moments and often demanding extraordinary feats of memory from the player. [Mar 2004, p.114]- games(TM)
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With just as many levels where you'll pray for it to be over than where you're actually having fun, the game turns out to be a mixture of styles that don't meld together as solidly as they should, as well as having several frustrating joypad-throwing moments and often demanding extraordinary feats of memory from the player. [Mar 2004, p.114]- games(TM)
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If you were piecing together the ultimate stereotypical PC game, our guess is that the end result would look a lot like Spellforce. [Christmas 2003, p.127]- games(TM)
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If your appetite for RPGs is insatiable ... then four-way multiplayer and online capabilities are excuse enough for a purchase. [Apr 2004, p.116]- games(TM)
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Most gamers will complete Nightshade within a weekend - it's a fine example of style over substance. But this game is all about its scoring system and it offers plenty of incentives to ensure that you'll be going back for just one more go. [Mar 2004, p.110]- games(TM)
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It's the game's bare-bones approach (card battling, deck editing and very little else) that makes WCT 2004 so damn intriguing. Under the simplistic exterior lies a game so laden with strategy and tactics that it makes our brains hurt just thinking about it. [Apr 2004, p.118]- games(TM)
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The biggest problem with Colosseum is that you'll find it not only filed under 'mixed bag' but practically stapled to the sign itself... It seems that one man's inter-console collectathon finale is another's last ditch attempt to save the over-flogged horses of connectivity and Pokemon. [May 2004, p.116]- games(TM)
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As much as we enjoy Zero Mission, we can't help feel disappointed with the many boss encounters you'll face throughout Samus' adventure. ... It's all very well filling Zero Mission with an array of huge, well-animated bosses but they're crippled by extremely poor attack patterns and being incredibly easy to dispose of. [Apr 2004, p.104]- games(TM)
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Unfortunately, though the multiplayer game is certainly better than the experience offered by playing alone, it has its own flaws that turn what could have been great fun into something lacklustre. Perhaps if Square Enix had tried something a bit more traditional rather than being blinded by Nintendo's claim that connectivity is the way forward, this wouldn't have been the case. [Mar 2004, p.102]- games(TM)
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The unmistakable quality persists but only the keenest fans are likely to find the online component draw enough to upgrade, while the same newbie-repelling difficulty as before may struggle to attract fresh followers. [Jan 2004, p.115]- games(TM)
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It's possible to sit through the game in one (admittedly long) sitting and this comes dangerously close to ruining the game. Fortunately, with five initial characters to play as and the typical Dark Alliance secrets, you'll still find yourself going back long after the main adventure is finished. [Feb 2004, p.100]- games(TM)
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A no-nonsense, honest-to-goodness platformer. It knows what it wants to do and presents things in a way that looks good and works well. But despite being sturdily put together and instantly enjoyable, it's hard not to think that it loses the impact it once held in the face of the latest batch of fresh and technologically impressive titles in the genre. [Feb 2004, p.106]- games(TM)
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It's possible to sit through the game in one (admittedly long) sitting and this comes dangerously close to ruining the game. Fortunately, with five initial characters to play as and the typical Dark Alliance secrets, you'll still find yourself going back long after the main adventure is finished. [Feb 2004, p.100]- games(TM)
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While it may not be anywhere near the calibre of the PC titles, it does become a perfectly playable action RPG (with the emphasis on 'action') after the first trudging hour or so. [Apr 2004, p.122]- games(TM)
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While the game mechanics are solid enough, the Street methods and ideals simply don't work when transferred basketball to American football. Gamebreakers are now far too effective, basically giving guaranteed points rather than the more balanced advantage of "NBA Street." [Feb 2004, p.117]- games(TM)
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If ever a title were to prove that 3D fighters don't work with sprite-based characters on a small screen, Sonic Battle would be that game. Attack connection is nothing short of a joke and the appalling character balancing doesn't make it any funnier. [Feb 2004, p.116]- games(TM)
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While matching up well to its obvious inspiration, CT Special Forces still lacks the spark of imagination and intensity that made Metal Slug so special; nevertheless, it's a pretty good take on the landmark game and a blast to play. [Oct 2003, p.118]- games(TM)
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For what it is and on its own merits, it's the ultimate version of the world's best online game, period. However, we can't escape the fact that this is little more than Counter-Strike 1.6 with decent bots - a game we've been playing for years and for free. [May 2004, p.118]- games(TM)
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It's the faintest of pulses on a cadaver we've seen many times before - identikit dungeons, faceless monsters and convoluted menu systems should be a thing of the past by now. [Christmas 2003, p.126]- games(TM)
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For every area in which Max slips up the sheer magnitude of the technical achievement saves the day. Aside from slight grievances with accuracy and unseen foes, this is as faithful a port as you're likely to play on a handheld this year. [Feb 2004, p.108]- games(TM)
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Despite a veritable host of respectable changes and additions, this still can't live up to the standards of the original game. An improvement over the last console effort, but with so much more potential than is actually realised, Bustin' Out still disappoints a little. [Christmas 2003, p.126]- games(TM)
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Ironically, the developer has actually been very successful in mapping a superbly intuitive control system to the gamepad, and by enabling direct control of your Titan a basic action element is introduced. Yet by totally amputating any strategic scope from the RTS equation, the ensuing battles becoming virtually pointless affairs. [Mar 2004, p.111]- games(TM)
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Despite a veritable host of respectable changes and additions, this still can't live up to the standards of the original game. An improvement over the last console effort, but with so much more potential than is actually realised, Bustin' Out still disappoints a little. [Christmas 2003, p.126]- games(TM)
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Despite a veritable host of respectable changes and additions, this still can't live up to the standards of the original game. An improvement over the last console effort, but with so much more potential than is actually realised, Bustin' Out still disappoints a little. [Christmas 2003, p.126]- games(TM)
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Rather than force you from one style of gameplay to another depending on which level you're on, BG&E blends the transitions together almost seamlessly. The additional styles never really encroach on the main crux of the adventure; they're always peripheral and therefore serve to enrich the experience, rather than dilute it. [Dec 2003, p.114]- games(TM)
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Exploring the lost village is a terrifying experience that's enhanced by a greatly improved graphics engine and a well-structured soundtrack. Tecmo's latest effort may be flawed and far from innovative, but it's still an enjoyably scary experience. [Feb 2004, p.114]- games(TM)