Play Magazine's Scores
- Games
For 2,350 reviews, this publication has graded:
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65% higher than the average critic
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3% same as the average critic
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32% lower than the average critic
On average, this publication grades 0.8 points higher than other critics.
(0-100 point scale)
Average Game review score: 76
| Highest review score: | Shin Megami Tensei: Persona 3 FES | |
|---|---|---|
| Lowest review score: | Dragon Ball Z: Taiketsu |
Score distribution:
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Positive: 1,523 out of 2350
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Mixed: 684 out of 2350
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Negative: 143 out of 2350
2350
game
reviews
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- Critic Score
Not since the original "Silent Hill" have I been this chilled by a game. [Sept 2004, p.69]- Play Magazine
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Nearly everything in your way can be smashed or bowled over, which becomes almost illegal fun when your bug is replaced by a city bus. [July 2003, p.79]- Play Magazine
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Still, as a pack-in, it's hard to take pot-shots at a game that so perfectly acclimates users to the new control. [Jan. 2007, p.76]- Play Magazine
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- Play Magazine
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Suikoden V is easily twice as long as the next-longest title in the series, a length it achieves not with filler dungeons and needlessly frequent battles, but by sheer weight of story. [Apr 2006, p.57]- Play Magazine
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The controls also lend themselves nicely to Nintendo's quirky hardware; honestly, it's like the Wiimote was made for stunning, wrangling and trapping paranormal menaces.- Play Magazine
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This game experiences such highs and lows, it's as if three separate teams worked on it. [Dec 2003, p.60]- Play Magazine
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Jak X: Combat Racing is the best thing to happen to the genre on PS2 [Nov p.90]- Play Magazine
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Not only is the interface clumsy and hard to view, but the bonus content is poorly edited and sloppily thrown together. [Dec 2003, p.83]- Play Magazine
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Elite excels at creating an atmosphere of paranoia and alienation... [Nov p.93]- Play Magazine
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I welled up every time she said "f--ker" or went into her slow-motion death dance after killing a particularly high-ranking official. [Nov 2002, p.77]- Play Magazine
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There is one thing I absolutely loathe, and that's the super-hyper-lame-ass "ooh-yeah" and "woo!" they feel necessary to slide in every time you pull off anything even remotely cool, and the similar "what the?" and "careful!" every time you get bumped. [Sept 2002, p.73]- Play Magazine
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Control is still a tad clunky but a super fun game nevertheless. [Nov p.94]- Play Magazine
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There's a lot to be said about plowing through town with a zombie horde, biting brains. [Dec 2005, p.59]- Play Magazine
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The fighting in all its forms proves to be a sticking point, and Godfather suffers accordingly. [May 2006, p.49]- Play Magazine
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It’s finally here. Big-time motocross and off-road racing with REAL dirt and separate bike and rider control... Rainbow Studios deliver a pot of pure gold.- Play Magazine
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If you don't dig Pokemon, do DQM. Or, if you've already beaten Pokemon, take a stab at DQM. In the end, though, it's just more of the same. [Nov 2007, p.77]- Play Magazine
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A long and riveting story, plenty of freedom and a fantastic battle system have earned it a spot on my all-time Playstation 2 top 10 list. [Sept 2006, p.52]- Play Magazine
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But here again, another fun idea inevitably joins what feels like a game thrown together out of genre spare parts. [May 2005, p.39]- Play Magazine
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If you're down for another BMXer, Hoffman 3 is without a doubt the best it gets. [Oct 2002, p.85]- Play Magazine
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It's not about visuals; it's about a throwback to "Doom" with a balls-out style that is outrageous fun. [Nov 2002, p.84]- Play Magazine
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Control is still a tad clunky but a super fun game nevertheless. [Nov p.94]- Play Magazine
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The lax AI from last year's game has been stepped up...An improved Dynasty Mode and the inclusion of the World Cup of Hockey round out this great hockey title. [Sept 2004, p.84]- Play Magazine
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It's all about the career mode in Top Spin 2, where you can build your own superstar through the ranks. [May 2006, p.54]- Play Magazine
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I haven't enjoyed a hockey game this much in a long time (it's just cheaper on the original Xbox). [Jan 2006, p.48]- Play Magazine
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While Westwood got the big things right, they could have done better on the little things that us gardcore gamers pick up on. [May 2002, p.57]- Play Magazine
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Better suited for those who want to play an impressive companion piece to the movies rather than play a compelling RPG. [Dec 2004, p.62]- Play Magazine
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All 6 games (and one bonus) still stand as some of the best and most challenging of 2D gaming, starring one of the most revered characters in the gaming universe. [Jan 2006, p.49]- Play Magazine
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This is a game born for the Wiimote and Nunchuck and Kuju makes the best of it. [Dec 2007, p.76]- Play Magazine
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Ground-breaking visuals (for real) and tons of new gameplay; bigger worlds, more characters, more management, more tactics and more mistresses! Plus a truly inspired original score and no crap online modes!- Play Magazine
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An odd camera which focuses on the enemies seems a rotten idea, then you get used to it, and discover a fairly deep and great looking shooter. [July 2002, p.82]- Play Magazine
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Fantastic little touches abound, adding up to a firmly cohesive, engagingly structured, marvelously imagined setting to explore. [Oct 2004, p.67]- Play Magazine
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Sega Rally Revo, like its predecessors, is all about the thrill of flying around a track. [Nov 2007, p.73]- Play Magazine
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The lax AI from last year's game has been stepped up...An improved Dynasty Mode and the inclusion of the World Cup of Hockey round out this great hockey title. [Sept 2004, p.84]- Play Magazine
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Highly pleasing graphically, and the British humor entertains, but once again, Rare's penchant for annoying sound effects rears its ugly head. [Nov 2003, p.101]- Play Magazine
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To date, the essential DBZ gme. Go Atari! [Aug 2003, p.76]- Play Magazine
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If this is Armageddon for Mortal Kombat, it certainly is a most delightful way to kill a series--at least until it rises like a phoenix for the next generation. [Dec. 2006, p.86]- Play Magazine
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Stuntman: Ignition would benefit from a more style substance, and its methods start to run a bit thin, but that doesn't keep it from hitting an acceptable summer-blockbuster-style mark. [Sept 2007, p.77]- Play Magazine
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When it comes off slightly undercooked, it's not for lack of strong ingredients. [Nov p.89]- Play Magazine
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The game is juts totally multidimensional; easily the freshest fighting game to come along since "Powerstone". [july 2006, p.71]- Play Magazine
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Rayman 3's most awesome attribute, as incredible as the movies, dialogue, and gameplay are, is a level of visual splendor that defies everything I've come to know about lighting effects in a video game. [Mar 2003, p.47]- Play Magazine
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Although the game holds an intriguing and extremely likable protagonist in the plucky slacker Zoe Castillo, the rest of the game in the gritty parlance of the streets, blows enormous monkey chunks. [Jun 2006, p.49]- Play Magazine
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Trackmania DS ends up not only a technologically-impressive game, but more importantly, a fun one. There are things it could have done better, but they don't deter from everything that the game got right.- Play Magazine
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Maybe it's time to teach this dog some new tricks and enter the realm of hub-based platforming with fantasy elements. Now that'd be something. [Jan 2006, p.49]- Play Magazine
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The micromanagement portion of lair maintenance and minion development is intuitive and entertaining. [Nov 2004, p.87]- Play Magazine
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The game itself is a very competent dungeon-exploration affair that neither looks great nor is that polished, but it's very addictive. [Apr 2003, p.62]- Play Magazine
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Some easy fixes would have made Sonic Mega Collection a celebration rather than a somwhat missed opportunity. [Nov 2002, p.90]- Play Magazine
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Not only does the game look better than its predecessor but it outperforms it in nearly every way: the puzzles are even more intelligent..., the fighting is on par and benefits from multiple characters, the difficulty scale has been skillfully balanced. [Sept 2003, p.70]- Play Magazine
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Nosgoth is a captivating place to exist in, decadent and elegant, shadowy and mysterious. [Jan 2004, p.56]- Play Magazine
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The true fun is the teamwork aspect, where combined effort gets the job done. [Nov 2003, p.96]- Play Magazine
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The visuals at work here are arguably the best ever in high-speed, open-highway gameplay, especially considering the self-induced slow motion and course study, which is wicked cool. [Oct 2002, p.84]- Play Magazine
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Other games have tried to slow the pace down a bit, forcing you to strategize with a more real-world instinct, but none have ever been able to do so with this level of intensity and keen sense of design. [Nov 2003, p.64]- Play Magazine
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The other big talking point of this game is the inclusion of ground missions, and again, I turn a slightly blind eye to the sloppy control and sometimes frustrating camera because these missions look good and are fun, if only because you are running around blasting Stormtroopers like you pretended to as a kid. [Nov 2003, p.68]- Play Magazine
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A solid 10-level package rife with impressive demonic hordes. [Jan 2005, p.77]- Play Magazine
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You can develop into a deity so festering evil that your on-screen god hand becomes scaled and tattooed... [Nov p.103]- Play Magazine
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It's all carefully honed and balanced...and, furthermore, harnessed by elegant controls that are adaptable for any combat situation. [Apr 2004, p.58]- Play Magazine
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My only complaint is how your progress goes backwards when you fail at a given task; replaying is one thing, but the negative penalization is just kinda mean. [Jan 2005, p.84]- Play Magazine
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It's not that it's bad....it's just not as good as the last few games in the series. [May 2006, p.52]- Play Magazine
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Imagine trying to perform neurosurgery with mittens and this should hint at what it's like to put video bread into one of Elebits' toasters. [Jan. 2007, p.70]- Play Magazine
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With hundreds of items and RPG-like stat-tracking, side-scrolling beat-'em-ups just don't get any deeper than this. And with tons of options and new features like CPU allies, this version is even better than the endearing original. [June 2004, p.73]- Play Magazine
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Evoking a sense of otherworldliness is, I am assuming, the reason Folklore exists, and it succeeds at this in an almost heartbreakingly beautiful way no other game ever has. [Oct 2007, p.70]- Play Magazine
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A satisfying and often engaging sequel especially crafted for that seasoned fan who is able to put up with the leaden nature of turn-based strategy. [June 2004, p.60]- Play Magazine
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Here's the sticking point--the game is neither as fun nor as well-made as the other Katamari games. [May 2006, p.57]- Play Magazine
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Franchise mode is by far the deepest of any baseball game out there - including"MVP." [Apr 2004, p.73]- Play Magazine
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The deck-building and card-collecting aspects of Culdcept Saga have a powerful appeal, but the game-board mechanics aren't quite interesting enough to justify the excessive length of the matches. [Jan 2008, p.50]- Play Magazine
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Say hello to our little friend, great disappointment. [Oct. 2006, p.60]- Play Magazine
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The game packs some decent chills and engaging action when it's working ,carry over some addictive, classic deathmatch play into the online arena. [Jan 2006, p.37]- Play Magazine
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This Bandicoot's got plenty of gas left in his belly. Sometimes it smells, other times, it's fresh as a daisy. [Jan 2003, p.87]- Play Magazine
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With its weird mishmash of genres, art styles and difficulty levels, Chocobo and the Magical Picturebook is sort of a mess. But it's the good kind of mess, born of a passionate development team that was determined to pack a ton of ideas into a DS cartridge. [JPN Import; Feb 2007, p.79]- Play Magazine
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I welled up every time she said "f--ker" or went into her slow-motion death dance after killing a particularly high-ranking official. [Nov 2002, p.77]- Play Magazine
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There's something so satisfying about hearing the chopper as those first guests arrive...time to raise the price on those chili fries! [June 2003, p.56]- Play Magazine
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While better level design and improved pacing could have made Transformers even better, what's here is nothing if not enjoyable, and the unlockable bonus features are especially nice. [June 2004, p.55]- Play Magazine
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As expected, the story is completely convoluted, but the twists are still surprising (if not infuriating), resulting in a worthy but very different addition to the franchise. [May 2005, p.67]- Play Magazine
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True to its unrefined hero, THe Bard's Tale could use a little more class, depth and sophistication. Which certainly doesn't mean they're still not entertaining company to keep. [Nov 2004, p.50]- Play Magazine
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A game that reaches into your primal thirst for violence with no restraint... A bold, fantastic experiment. [Feb 2005, p.60]- Play Magazine
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If you don't already have these excellent games, then Mega Collection Plus is an awesome investment. [Nov 2004, p.76]- Play Magazine
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Tak 2 is a solid day's worth of trippy fun and visual euphoria...but they had to check "epic" at the door to make it happen. [Nov 2004, p.52]- Play Magazine
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My only focused gripe though is with the leaner trick system, which had been downgraded from implementation across the PS2's four shoulder buttons to a single PSP button. Small gripe. [May 2005, p.70]- Play Magazine
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So, take some of the best ideas from Mario and Kirby and throw in a lot of fun item collection and fantastic attention to detail and you have Super Princess Peach. [Apr 2006, p.73]- Play Magazine
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What sets Stella Deus apart from its predecessors, aside from its unique look... is the immensity and complexity of the overall quest. [May 2005, p.36]- Play Magazine
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The most important quality in any relationship is personality, and The King of Fighters XI has personality in abundance. [JPN Import, Oct 2006, p.78]- Play Magazine
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As much as DD die-hards will dig it, the non-initiated should take note: the visuals are a bit antiquated, and the slightly floaty action lacks the bone-crunching, impactful feel of superior brawlers like "Final Fight." [Jan 2004, p.75]- Play Magazine
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The big surprise comes from the strength of the narrative, which crackles with snappy dialogue and characters that show real emotion. [Jan 2006, p.47]- Play Magazine
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Straightforward, addictive, surprisingly complex. Don’t approach if you’re unwilling to part with many, many hours of your life, probably without your consent.- Play Magazine
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Goofiness serves as the game's great lubricant, helping to keep the ride relatively sputter-free. [Mar 2007, p.65]- Play Magazine
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What is here is handled extremely well, from the just-right control and intensely staged action to the cool weapons and nicely drawn world. [Apr 2003, p.62]- Play Magazine
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The overall result is a Robotech fan's dream come true (the amount of "Paint Designs" and extras to unlock, like cast interviews, is staggering) but also a unique mission-based mech game that (finally) breathes some fresh air into an otherwise stale category. [Oct 2002, p.70]- Play Magazine
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Flower power takes it on the chin here, and Love is agreeable enough to put it down for the count. And the mayhem here should be enough until Crypto turns his guns on bell-bottoms, disco, and Jimmy Carter. Watch the skies. [Nov. 2006, p.84]- Play Magazine
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Pokemon Trozei is a game I really wanted to like. Unfortunately, the gameplay falls flat. [May 2006, p.61]- Play Magazine
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Flatout: Head On may not contain guns, but who needs guns when you get plenty of explosive destruction by simply crashing your ride into oblivion. [May 2008, p.65]- Play Magazine
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Spartan Total Warrior doesn't remind me of anything before it, which is extremely rare. [Nov p.70]- Play Magazine
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The game is designed in such a way that it behooves the player to not just pass levels but excel at them. [Jan 2005, p.69]- Play Magazine
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If you manage to stay the course and get past Radiata Stories' early rough spots, you'll find an engaging adventure beneath the goofy exterior. [Sept 2005, p.54]- Play Magazine
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An amazing game. A perversion of the JRPG formula that is a must for fans of dark themes and morally complicated subject matter.- Play Magazine
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A pixel-precise 2D fighting gmae that builds upon its "Street Fighter" roots. [May 2005, p.68]- Play Magazine
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More importantly, it's necessary to use a teammate strategically, moving him around the battlefield like a chess piece. This war, you see, requires a brain. [Apr 2008, p.53]- Play Magazine
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It's a shame he's such a one-dimensional character, wasting an exceptional opportunity for a compelling psychological backdrop to join the pervasively strong imagery. [June 2004, p.56]- Play Magazine