games(TM)'s Scores

  • Games
For 3,166 reviews, this publication has graded:
  • 23% higher than the average critic
  • 4% same as the average critic
  • 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: 100 Demon's Souls
Lowest review score: 10 Darkstar: The Interactive Movie
Score distribution:
3166 game reviews
    • 66 Metascore
    • 50 Critic Score
    Its attempt at being a jack-of-all-trades could seem quite appealing to gamers who casually approach the driving genre. Connoisseurs, on the other hand, will own the highest quality examples of each trade that do the job better, leaving R: Racing Evolution feeling mostly redundant. [Mar 2004, p.98]
    • games(TM)
    • 67 Metascore
    • 50 Critic Score
    Its attempt at being a jack-of-all-trades could seem quite appealing to gamers who casually approach the driving genre. Connoisseurs, on the other hand, will own the highest quality examples of each trade that do the job better, leaving R: Racing Evolution feeling mostly redundant. [Mar 2004, p.98]
    • games(TM)
    • 67 Metascore
    • 50 Critic Score
    Its attempt at being a jack-of-all-trades could seem quite appealing to gamers who casually approach the driving genre. Connoisseurs, on the other hand, will own the highest quality examples of each trade that do the job better, leaving R: Racing Evolution feeling mostly redundant. [Mar 2004, p.98]
    • games(TM)
    • 64 Metascore
    • 30 Critic Score
    Dilute, disjointed and uninspiring. Feeling more like a staggered set of obstacles than a wholesome game, the action sadly boils down to little more than a tediously dull showcase for your equipment and abilities, which are put into use against some questionable AI stooges. [Jan 2004, p.118]
    • games(TM)
    • 77 Metascore
    • 50 Critic Score
    Many of the puzzles are somewhat straightforward in design, and while ensuring players are less likely to hit those infuriating brick walls typically found in the genre's great titles, your input into the proceedings once again tends to feel slightly shallow and less rewarding than before. [Christmas 2003, p.108]
    • games(TM)
    • 72 Metascore
    • 50 Critic Score
    Even regular space travel proves trying; rescued from the unconvincing hands-on control by an efficient autopilot system, your journeys become a case of merely clicking on where you want to go and fast-forwarding time until you get there. This reduces the game to a dirge of menu surfing and loses all the sense of adventure on which the genre was built. [Feb 2004, p.119]
    • 57 Metascore
    • 20 Critic Score
    If quality control was an issue, we doubt SpyHunter 2 would have passed the planning stage. This will be back in the box before you know it. [Mar 2004, p.117]
    • games(TM)
    • 89 Metascore
    • 80 Critic Score
    Sands of Time is very much a 21st century product - sumptuous visuals, intuitive control and many unique ideas. Buy it, play it, love it. [Dec 2003, p.92]
    • games(TM)
    • 80 Metascore
    • 80 Critic Score
    Early flaws give way to a masterpiece. The game's countless interweaving pathways will stand out as one of the year's most impressive design achievements, offering a mind-boggling array of routes while readjusting the world to the player's action. [Mar 2004, p.108]
    • games(TM)
    • 66 Metascore
    • 30 Critic Score
    Diluted, disjointed and uninspiring. Feeling more like a staggered set of obstacles than a wholesome game, the action sadly boils down to little more than a tediously dull showcase for your equipment and abilities, which are put into use against some questionable AI stooges. [Jan 2004, p.118]
    • games(TM)
    • 84 Metascore
    • 80 Critic Score
    Early flaws give way to a masterpiece. The game's countless interweaving pathways will stand out as one of the year's most impressive design achievements, offering a mind-boggling array of routes while readjusting the world to the player's action. [Mar 2004, p.108]
    • games(TM)
    • 79 Metascore
    • 40 Critic Score
    A relentless conveyor belt of cannon fodder ensures the carnage is kept at a suitably frantic rate, yet with every wave of cookie-cutter thrown to the mercy of your crosshair, repetition becomes an increasingly prevalent factor. [Mar 2004, p.116]
    • games(TM)
    • 87 Metascore
    • 80 Critic Score
    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)
    • 72 Metascore
    • 50 Critic Score
    Maybe it's the rather lacklustre music, the numerous side-quests that feel more bolted on than they should, or the forehead-slappingly stupid AI of the enemies and your companion, but the whole experience feels decidedly flat at times; not a good sign for a game that's supposed to absorb you into its world. [Jan 2004, p.117]
    • games(TM)
    • 73 Metascore
    • 70 Critic Score
    A pleasant surprise. It certainly does not offer the same experience that "SSX 3's" genre-leading gameplay does, but because Avalanche is just as good for different reasons, it doesn't necessarily have to. [Christmas 2003, p.94]
    • games(TM)
    • 55 Metascore
    • 40 Critic Score
    As limiting as it may be, the recreation of a Pokemon universe is a delightfully escapist one, but after the first week or so it'll take some serious staying power to keep coming back to your yellow friend. [Mar 2004, p.106]
    • games(TM)
    • 55 Metascore
    • 50 Critic Score
    The action is a little too samey, and things become just too repetitive. Aside from scenery variations, FMV cut-scenes and the odd boss fight, the game is practically the same from start to finish. [Jan 2004, p.125]
    • games(TM)
    • 73 Metascore
    • 60 Critic Score
    It's one of those mixed-bag situations - flashes of genius and genuinely enjoyable moments of success, occasionally mired by unbalanced weapon damage, clumsy AI and the odd bit of unfair level design that requires astounding feats of memory. [Dec 2003, p.98]
    • games(TM)
    • 57 Metascore
    • 20 Critic Score
    If quality control was an issue, we doubt SpyHunter 2 would have passed the planning stage. This will be back in the box before you know it. [Mar 2004, p.117]
    • games(TM)
    • 83 Metascore
    • 80 Critic Score
    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)
    • 66 Metascore
    • 50 Critic Score
    Gamers will revel in the destruction that unfolds as they guide Spanx and Redmond through the Genron labs, but you soon realise that the humorous touches are hiding a basic and rather childish title. [Mar 2004, p.119]
    • games(TM)
    • 72 Metascore
    • 60 Critic Score
    It's one of those mixed-bag situations - flashes of genius and genuinely enjoyable moments of success, occasionally mired by unbalanced weapon damage, clumsy AI and the odd bit of unfair level design that requires astounding feats of memory. [Dec 2003, p.98]
    • games(TM)
    • 73 Metascore
    • 60 Critic Score
    It's one of those mixed-bag situations - flashes of genius and genuinely enjoyable moments of success, occasionally mired by unbalanced weapon damage, clumsy AI and the odd bit of unfair level design that requires astounding feats of memory. [Dec 2003, p.98]
    • games(TM)
    • 76 Metascore
    • 30 Critic Score
    What we have here is the absolute bare bones of the stealth genre mixed with shock video scenes that attempt to add flavour to the otherwise bland action. Essentially, the gameplay works as follows: track down a Hunter, get behind him, hold down the X-button...and...that's it. [Jan 2004, p.122]
    • games(TM)
    • 81 Metascore
    • 70 Critic Score
    Highly entertaining and, above all, fun. Despite being filled with all manner of videogame cliches, Metal Arms somehow feels refreshingly new and not at all like the cobbled together title that it so undoubtedly is. [Christmas 2003, p.103]
    • games(TM)
    • 85 Metascore
    • 70 Critic Score
    While the core game is strong enough to hold its own in the Final Fantasy universe, the dress-up combat and whimsical approach could easily deter less patient or open-minded players. Even for the more easygoing gamer, there are times when the 'you go, girl' attitude can grate a little. [Jan 2004, p.102]
    • games(TM)
    • 73 Metascore
    • 70 Critic Score
    While I-Ninja has borrowed ideas from practically every classic platformer, it's been done with such wide-eyed innocence that you can't help smiling. [Mar 2004, p.119]
    • games(TM)
    • 79 Metascore
    • 70 Critic Score
    This is one of the few examples of real SEGA magic this generation. The classic 'Simon Says' gameplay has been only slightly tweaked... to give the game a better feeling of progression and variety. [July 2004, p.108]
    • games(TM)
    • 74 Metascore
    • 60 Critic Score
    Not only does this look nigh-on identical to the PC version, it still feels as though the two analogue sticks used to control your operative are but a placeholder for the mouse/keyboard combo that shot Counter-Strike to fame. One for Live players only. [Jan 2004, p.112]
    • games(TM)
    • 90 Metascore
    • 90 Critic Score
    What bumps PGR2 into the league of truly great racers is the extensive Xbox Live support. It really does feel like you're part of a community full of gamers vying to be the ultimate Project Gotham racer. [Christmas 2003, p.92]
    • games(TM)
    • 92 Metascore
    • 80 Critic Score
    Sands of Time is very much a 21st century product - sumptuous visuals, intuitive control and many unique ideas. Buy it, play it, love it. [Dec 2003, p.92]
    • games(TM)
    • 82 Metascore
    • 70 Critic Score
    Highly entertaining and, above all, fun. Despite being filled with all manner of videogame cliches, Metal Arms somehow feels refreshingly new and not at all like the cobbled together title that it so undoubtedly is. [Christmas 2003, p.103]
    • games(TM)
    • 68 Metascore
    • 50 Critic Score
    Gamers will revel in the destruction that unfolds as they guide Spanx and Redmond through the Genron labs, but you soon realise that the humorous touches are hiding a basic and rather childish title. [Mar 2004, p.119]
    • games(TM)
    • 74 Metascore
    • 60 Critic Score
    It's one of those mixed-bag situations - flashes of genius and genuinely enjoyable moments of success, occasionally mired by unbalanced weapon damage, clumsy AI and the odd bit of unfair level design that requires astounding feats of memory. [Dec 2003, p.98]
    • games(TM)
    • 92 Metascore
    • 80 Critic Score
    Sands of Time is very much a 21st century product - sumptuous visuals, intuitive control and many unique ideas. Buy it, play it, love it. [Dec 2003, p.92]
    • games(TM)
    • 83 Metascore
    • 70 Critic Score
    Highly entertaining and, above all, fun. Despite being filled with all manner of videogame cliches, Metal Arms somehow feels refreshingly new and not at all like the cobbled together title that it so undoubtedly is. [Christmas 2003, p.103]
    • games(TM)
    • 64 Metascore
    • 40 Critic Score
    The story is much the same as the game itself, and while there are moments when it seems it could be picking up, it shoots itself in the foot. Normal enemies that take full clips to dispatch, 'puzzles' that make Doom look like a brainteaser... the potholes are all too common and apparent. [Nov 2003, p.127]
    • games(TM)
    • 47 Metascore
    • 40 Critic Score
    The story is much the same as the game itself, and while there are moments when it seems it could be picking up, it shoots itself in the foot. Normal enemies that take full clips to dispatch, 'puzzles' that make Doom look like a brainteaser... the potholes are all too common and apparent. [Nov 2003, p.127]
    • games(TM)
    • 82 Metascore
    • 50 Critic Score
    Many of the puzzles are somewhat straightforward in design, and while ensuring players are less likely to hit those infuriating brick walls typically found in the genre's great titles, your input into the proceedings once again tends to feel slightly shallow and less rewarding than before. [Christmas 2003, p.108]
    • games(TM)
    • 85 Metascore
    • 50 Critic Score
    Boy racers will love Underground's edgy urban chic, otherwise you should stick with the less fashionable but ultimately more enjoyable "Burnout 2." [Christmas 2003, p.125]
    • games(TM)
    • 82 Metascore
    • 50 Critic Score
    Boy racers will love Underground's edgy urban chic, otherwise you should stick with the less fashionable but ultimately more enjoyable "Burnout 2." [Christmas 2003, p.125]
    • games(TM)
    • 81 Metascore
    • 80 Critic Score
    Friends of Mineral Town is an absorbingly deep and enjoyable game, even if it does turn out to be little more than a 2D remake of the PlayStation's "Harvest Moon: Back To Nature." [Mar 2004, p.112]
    • games(TM)
    • 90 Metascore
    • 90 Critic Score
    It may not lean enough in either direction for hardcore platform or RPG fanatics to find everything they're looking for, but as far as genre-crossing titles go, they don't come much more enjoyable or extensive than this. [Jan 2004, p.104]
    • games(TM)
    • 80 Metascore
    • 70 Critic Score
    Surprisingly good. By being considerably different to the 'bigger' games in the series, Infiltrator is a title worthy of attention from fans and doubters alike, while still having enough links to real events to make it deserving of the Medal of Honor moniker. [Jan 2004, p.116]
    • games(TM)
    • 83 Metascore
    • 50 Critic Score
    Boy racers will love Underground's edgy urban chic, otherwise you should stick with the less fashionable but ultimately more enjoyable "Burnout 2." [Christmas 2003, p.125]
    • games(TM)
    • 87 Metascore
    • 80 Critic Score
    As enjoyable as anything you'll play this year. The mechanics and weapons can leave something to be desired at times, but 'one more go' syndrome is seldom this acute and this is by far the game's biggest strength. [Christmas 2003, p.90]
    • games(TM)
    • 83 Metascore
    • 50 Critic Score
    Boy racers will love Underground's edgy urban chic, otherwise you should stick with the less fashionable but ultimately more enjoyable "Burnout 2." [Christmas 2003, p.125]
    • games(TM)
    • 86 Metascore
    • 80 Critic Score
    The atmosphere in the game really is fantastic - it plays very much like a stealth shooter but the action is fast and brutal when it does happen. Along with the headset, this consistent tension offers an experience that you simply will not find with any other squad-based shooters, regardless of format. [Christmas 2003, p.96]
    • games(TM)
    • 75 Metascore
    • 70 Critic Score
    We can't help but have a soft spot for Defiance, if only because it not only looks impressive, but it kept us captivated right up to yet another tense climax; a rare combination for most recent games. [Christmas 2003, p.121]
    • games(TM)
    • 86 Metascore
    • 80 Critic Score
    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)
    • 68 Metascore
    • 40 Critic Score
    We were disappointed when "Frontline" failed to take advantage of its World War II settings, but it's galling to see that EA still hasn't got it right with Rising Sun. If there's ever a case against World War III, then surely this is it. [Christmas 2003, p.100]
    • games(TM)
    • 90 Metascore
    • 60 Critic Score
    The key word here is definitely 'more'; more weapons, more gadgets, more planets and plenty more instances where the platform-based exploration takes a back seat in favour of what can only be described as mini-games that try desperately to integrate themselves into the rest of the game. [Dec 2003, p.117]
    • games(TM)
    • 68 Metascore
    • 30 Critic Score
    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)
    • 70 Metascore
    • 30 Critic Score
    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)
    • 74 Metascore
    • 70 Critic Score
    We can't help but have a soft spot for Defiance, if only because it not only looks impressive, but it kept us captivated right up to yet another tense climax; a rare combination for most recent games. [Christmas 2003, p.121]
    • games(TM)
    • 80 Metascore
    • 60 Critic Score
    There's plenty to do and see (within the golf spectrum, naturally) but at the end of the day, there's just not enough real magic to keep you coming back for more. [Christmas 2003, p.125]
    • games(TM)
    • 65 Metascore
    • 40 Critic Score
    We were disappointed when "Frontline" failed to take advantage of its World War II settings, but it's galling to see that EA still hasn't got it right with Rising Sun. If there's ever a case against World War III, then surely this is it. [Christmas 2003, p.100]
    • games(TM)
    • 68 Metascore
    • 40 Critic Score
    We were disappointed when "Frontline" failed to take advantage of its World War II settings, but it's galling to see that EA still hasn't got it right with Rising Sun. If there's ever a case against World War III, then surely this is it. [Christmas 2003, p.100]
    • games(TM)
    • 92 Metascore
    • 80 Critic Score
    Sands of Time is very much a 21st century product - sumptuous visuals, intuitive control and many unique ideas. Buy it, play it, love it. [Dec 2003, p.92]
    • games(TM)
    • 78 Metascore
    • 60 Critic Score
    While Sphinx's adventures are rather average and play very similarly to "Starfox Adventures" and the Zelda games, the Mummy levels are a different matter - stealth and laughs abound in equal measures and there are some extremely clever puzzles that fully exploit the Mummy's undead status. [Mar 2004, p.119]
    • games(TM)
    • 79 Metascore
    • 60 Critic Score
    While Sphinx's adventures are rather average and play very similarly to "Starfox Adventures" and the Zelda games, the Mummy levels are a different matter - stealth and laughs abound in equal measures and there are some extremely clever puzzles that fully exploit the Mummy's undead status. [Mar 2004, p.119]
    • games(TM)
    • 79 Metascore
    • 60 Critic Score
    While Sphinx's adventures are rather average and play very similarly to "Starfox Adventures" and the Zelda games, the Mummy levels are a different matter - stealth and laughs abound in equal measures and there are some extremely clever puzzles that fully exploit the Mummy's undead status. [Mar 2004, p.119]
    • games(TM)
    • 69 Metascore
    • 70 Critic Score
    The biggest enhancements come in the single-player experience - always the worst part of the previous games. This time, Nintendo has clearly put some thought into it and come up with a story mode that actiually has a point, rather than being a player-vs-computer rehash of Party mode. [Jan 2004, p.113]
    • games(TM)
    • 77 Metascore
    • 60 Critic Score
    Even with its overly ambitious new 'Off The Ball' interface the FIFA series is still a long way from capturing the true essence of the beautiful game. [Dec 2003, p.127]
    • games(TM)
    • 87 Metascore
    • 60 Critic Score
    We can't help feel this game deserves better; that Sony should have better prepared its overachieving child for its second run at online domination. Sadly, it's still the average game that SOCOM was, and without any novelties to paper over the mundane gameplay it's hard to see this repeating the success of its predecessor. [Apr 2004, p.96]
    • games(TM)
    • 84 Metascore
    • 60 Critic Score
    Even with its overly ambitious new 'Off The Ball' interface the FIFA series is still a long way from capturing the true essence of the beautiful game. [Dec 2003, p.127]
    • games(TM)
    • 72 Metascore
    • 60 Critic Score
    Only dedicated fans of the series will get enough mileage out of the add-ons to make it a worthwhile purchase, while the standalone elements lack the sense of achievement and progression of Dynasty Warriors 4. That said, the core game is accomplished enough, and XL is an affordable and enjoyable pick-up-and-play option for those looking for a little no-nonsense mass slaughter. [Feb 2004, p.109]
    • games(TM)
    • 96 Metascore
    • 90 Critic Score
    Xbox gamers have been granted superior versions of two of the best mainstream games of this generation. [Christmas 2003, p.124]
    • games(TM)
    • 84 Metascore
    • 50 Critic Score
    It's considerably better than last year's sorry attempt but there's still plenty of room for improvement. [Christmas 2003, p.127]
    • games(TM)
    • 82 Metascore
    • 60 Critic Score
    Even with its overly ambitious new 'Off The Ball' interface the FIFA series is still a long way from capturing the true essence of the beautiful game. [Dec 2003, p.127]
    • games(TM)
    • 83 Metascore
    • 60 Critic Score
    Even with its overly ambitious new 'Off The Ball' interface the FIFA series is still a long way from capturing the true essence of the beautiful game. [Dec 2003, p.127]
    • games(TM)
    • 77 Metascore
    • 40 Critic Score
    Half the game it should have been. Whoever came up with the inventive level structuring or spent months mapping LA has every reason to be furious with the lacklustre implementation of their ideas. [Christmas 2003, p.106]
    • games(TM)
    • 88 Metascore
    • 80 Critic Score
    For its few flaws, Fire Emblem rivals the "Advance Wars" duo in terms of addictiveness and style, only really falling short due to its straightforward approach and character mortality that will frustrate those used to more forgiving titles. [Feb 2004, p.102]
    • games(TM)
    • 77 Metascore
    • 40 Critic Score
    Half the game it should have been. Whoever came up with the inventive level structuring or spent months mapping LA has every reason to be furious with the lacklustre implementation of their ideas. [Christmas 2003, p.106]
    • games(TM)
    • 77 Metascore
    • 40 Critic Score
    Half the game it should have been. Whoever came up with the inventive level structuring or spent months mapping LA has every reason to be furious with the lacklustre implementation of their ideas. [Christmas 2003, p.106]
    • games(TM)
    • 57 Metascore
    • 50 Critic Score
    The action is a little too samey, and things become just too repetitive. Aside from scenery variations, FMV cut-scenes and the odd boss fight, the game is practically the same from start to finish. [Jan 2004, p.125]
    • games(TM)
    • 91 Metascore
    • 70 Critic Score
    One of the game's greatest achievements is in how the heavily scripted action manages to escape the feeling of linearity that blighted MOH. Most probably due to the sheer intensity and urgent pacing of proceedings, it feels surprisingly fitting for players to be swept along at the mercy of the situation. [Christmas 2003, p.110]
    • games(TM)
    • 61 Metascore
    • 30 Critic Score
    Rigidity under the façade of freedom … prevents Rogue Ops from being aything other than a sub-standard stealth clone. Against the competition, which is growing stronger by the month, it's hardly surprising, but we expected better than this. [Feb 2004, p.110]
    • games(TM)
    • 65 Metascore
    • 30 Critic Score
    Rigidity under the façade of freedom … prevents Rogue Ops from being aything other than a sub-standard stealth clone. Against the competition, which is growing stronger by the month, it's hardly surprising, but we expected better than this. [Feb 2004, p.110]
    • games(TM)
    • 78 Metascore
    • 70 Critic Score
    A brave game that deserves recognition. Gladius rises above its initial shortcomings and delivers a lengthy and enjoyable experience. [Dec 2003, p.112]
    • games(TM)
    • 69 Metascore
    • 60 Critic Score
    While all the pieces seem to be in place to deliver something special, they never quite gel. That's not to say that Chrome isn't a reasonably good game, but too many inadequacies prevent the action from seriously challenging the big guns. [Nov 2003, p.114]
    • games(TM)
    • 85 Metascore
    • 70 Critic Score
    If it weren't for a few titles like "City Of Heroes" taking the genre in interesting new directions, we'd find it far easier to recommend this more traditional life-consuming abyss of a game.
    • games(TM)
    • 73 Metascore
    • 50 Critic Score
    In a perfect world all budget games would be of kill.switch's quality - that's where it would soar, that's where it would be ideal. As it is, it's almost exactly six hours of gung-ho entertainment from the moment you switch on your machine. But that's still just six hours. [Feb 2004, p.104]
    • games(TM)
    • 79 Metascore
    • 70 Critic Score
    A brave game that deserves recognition. Gladius rises above its initial shortcomings and delivers a lengthy and enjoyable experience. [Dec 2003, p.112]
    • games(TM)
    • 89 Metascore
    • 90 Critic Score
    The great tennis game lineage now has a new addition. It's subtle and complex without losing the pick-up-and-play appeal that all tennis games need. It is, in short, the best tennis game ever made. [Dec 2003, p.100]
    • games(TM)
    • 80 Metascore
    • 50 Critic Score
    Disappointment, thy name is Amped 2. [Christmas 2003, p.122]
    • games(TM)
    • 63 Metascore
    • 30 Critic Score
    Rigidity under the façade of freedom … prevents Rogue Ops from being aything other than a sub-standard stealth clone. Against the competition, which is growing stronger by the month, it's hardly surprising, but we expected better than this. [Feb 2004, p.110]
    • games(TM)
    • 75 Metascore
    • 50 Critic Score
    In a perfect world all budget games would be of kill.switch's quality - that's where it would soar, that's where it would be ideal. As it is, it's almost exactly six hours of gung-ho entertainment from the moment you switch on your machine. But that's still just six hours. [Feb 2004, p.104]
    • games(TM)
    • 82 Metascore
    • 70 Critic Score
    A brave game that deserves recognition. Gladius rises above its initial shortcomings and delivers a lengthy and enjoyable experience. [Dec 2003, p.112]
    • games(TM)
    • 90 Metascore
    • 80 Critic Score
    Year on year, the main modes in the THPS games have moved further away from traditional over-the-top skating to encompass more and more 'crazy' goals, something we're not entirely sure we approve of. One thing we are sure of, though, is that the core skating engine makes for by far the best extreme sports game of this generation. [Christmas 2003, p.98]
    • games(TM)
    • 85 Metascore
    • 80 Critic Score
    Year on year, the main modes in the THPS games have moved further away from traditional over-the-top skating to encompass more and more 'crazy' goals, something we're not entirely sure we approve of. One thing we are sure of, though, is that the core skating engine makes for by far the best extreme sports game of this generation. [Christmas 2003, p.98]
    • games(TM)
    • 89 Metascore
    • 80 Critic Score
    Year on year, the main modes in the THPS games have moved further away from traditional over-the-top skating to encompass more and more 'crazy' goals, something we're not entirely sure we approve of. One thing we are sure of, though, is that the core skating engine makes for by far the best extreme sports game of this generation. [Christmas 2003, p.98]
    • games(TM)
    • 83 Metascore
    • 60 Critic Score
    The main problem with Karaoke Revolution is one of range, and the list of over 30 songs throws in only a few old favourites among a lot of curveballs. Nevertheless, the technology that drives this is absolutely spot-on and, save for a few niggles, this is a unique gaming experience that shows promise for the future. [Jan 2004, p.121]
    • games(TM)
    • 80 Metascore
    • 40 Critic Score
    PopTop has spent a significant amount of time creating its own 3D engine to show off the trains. But once you've zoomed in on your new Norris locamotive a few times and watched it disappear into the tunnel you've just built, the novelty does wear thin. [Nov 2003, p.123]
    • games(TM)
    • 57 Metascore
    • 50 Critic Score
    Rather than feeling like a mastermind escapologist, your actual role resembles that of an errand boy collecting the pieces of a pre-scripted plan. Yet while nothing here really shines, the overall package is solid enough to counter our gripes. [Oct 2003, p.114]
    • games(TM)
    • 79 Metascore
    • 60 Critic Score
    The biggest complaint is the size of the game - despite the 3D stylings making everything seem bigger, the game is just too darn small to last that long for any but the most inexperienced Castlevania player. [Jan 2004, p.110]
    • games(TM)
    • 59 Metascore
    • 50 Critic Score
    The action is a little too samey, and things become just too repetitive. Aside from scenery variations, FMV cut-scenes and the odd boss fight, the game is practically the same from start to finish. [Jan 2004, p.125]
    • games(TM)
    • 75 Metascore
    • 80 Critic Score
    The game's only letdown comes from the very occasional glitch whose presence is sadly amplified by the precise nature of play, but these minor flaws have to be put into perspective against the sheer quality and quantity on offer that makes H&D2 stand out from everything else in its class. [Christmas 2003, p.104]
    • games(TM)
    • 88 Metascore
    • 60 Critic Score
    While the accessible arcade action delivers thrill-a-minute multiplayer dogfights, over time the game's inherent lack of substance becomes increasingly evident. [Dec 2003, p.121]
    • games(TM)
    • 66 Metascore
    • 60 Critic Score
    Everything is so vibrant and colourful that no matter how frustrating or repetitive it all becomes, you simply won't be able to put that pad down. [Christmas 2003, p.117]
    • games(TM)

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