Play Magazine's Scores
- Games
For 2,350 reviews, this publication has graded:
-
65% higher than the average critic
-
3% same as the average critic
-
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:
-
Positive: 1,523 out of 2350
-
Mixed: 684 out of 2350
-
Negative: 143 out of 2350
2350
game
reviews
-
- Play Magazine
-
- Critic Score
With less focus on micromanagement and a solid, cohesive story, there's a lot more action this time around for Marvel's action-RPG franchise.- Play Magazine
-
- Critic Score
But the surprise is that they'll enjoy every minute of it; with a wide variety of mission objectives, enemies, purchasable weapons and unlockable characters, Snoopy vs. The Red Baron never stops trying to please. [Dec. 2006, p.66]- Play Magazine
-
- Critic Score
Episode II feels less grand than the original, almost like an epilogue to the first game. [Feb 2005, p.61]- Play Magazine
-
- Critic Score
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
-
- Critic Score
The action is always set on high and the immediacy of the appeal lends itself to strong replay. [Dec 2002, p.86]- Play Magazine
-
- Play Magazine
-
- Critic Score
Unique, but I think you'll find it utterly engaging as well. [June 2002, p.67]- Play Magazine
-
- Play Magazine
-
- Critic Score
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
-
- Play Magazine
-
- Critic Score
I can't help wondering how it would have turned out had it been developed originally for GC. [Mar 2002, p.51]- Play Magazine
-
- Critic Score
With one simple change, everything old in KOF is new again, and that change is an actual tag system that allows players to swap characters at almost any time. [Jan 2004, p.66]- Play Magazine
-
- Critic Score
This really is a special game for the truest fans. [Dec 2007, p.84]- Play Magazine
-
- Critic Score
They've gone the realism route, and the end result is a mixed bag. [Oct 2003, p.83]- Play Magazine
-
- Critic Score
True, there's nothing special at work here but it more than gets the job done. [Nov 2003, p.92]- Play Magazine
-
- Critic Score
The developers deserve credit for tons of on-screen foes, good aesthetics and a nice, high frame rate, but for me, the gameplay grows too stale too fast. [May 2004, p.56]- Play Magazine
-
- Critic Score
This is one of those rare games that is so great, on so many levels, that you get butterflies in your stomach just thinking about it. [Mar 2002, p.18]- Play Magazine
-
- Critic Score
In theory, it's great, in execution, it falls short mostly from the lack of impact imparted by the fighting. [Dec 2005, p.64]- Play Magazine
-
- Critic Score
A mostly successful game that feels like it's simply bored of its own existence. [Aug 2005, p.47]- Play Magazine
-
- Critic Score
This is a real racer, and a really big racer developed by the reigning kings of the kind, Rainbow Studios, who worked closely with Pixar and all of the celebrity talent from the film...to create a companion game as high-performance as the movies it's based on. [July 2006, p.70]- Play Magazine
-
- Critic Score
The balance of enemies is deftly tuned to not hold you in one place for too long. [June 2005, p.86]- Play Magazine
-
- Critic Score
I love the urgency of a slow-to-load rifle, the way your fumbling and learned cadence strikes a unique tension in the shootouts; too bad the clumsy grenades aren't nearly as much fun. [Jan 2005, p.60]- Play Magazine
-
- Critic Score
Even though the 20+ songs are all good for dancing, Groove only feels like a fraction of a complete game. [May 2004, p.56]- Play Magazine
-
- Critic Score
Spartan Total Warrior doesn't remind me of anything before it, which is extremely rare. [Nov p.70]- Play Magazine
-
- Play Magazine
-
- Critic Score
Strategy fans who are hungry for a change of pace will appreciate Soul Nomad's many innovations, but be forewarned--they come wrapped in a pretty lousy game. [Oct 2007, p.82]- Play Magazine
-
- Critic Score
It's as free-form as a game can possibly be while retaining the qualities needed to remain a compelling interactive experience. [May 2003, p.64]- Play Magazine
-
- Critic Score
Were it not for some minor draw-in and the fact that it's a bit easy, I would call it the perfect Star Wars racer. [Mar 2002, p.42]- Play Magazine
-
- Critic Score
Spartan Total Warrior doesn't remind me of anything before it, which is extremely rare. [Nov p.70]- Play Magazine
-
- Critic Score
The top dog in large-scale fighting. The fact that it's covered with melted Japanese cheese is merely icing on the cake. [Nov 2002, p.90]- Play Magazine
-
- Critic Score
I still find the control too slow and awkward, and this once again hampers my enjoyment of the game somewhat. [Oct 2004, p.75]- Play Magazine
-
- Critic Score
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
-
- Critic Score
Dragon Ball Z: Budokai Tenkaichi 2 is the type of game that will only give you back what you're willing to put into it. [Nov. 2006, p.85]- Play Magazine
-
- Critic Score
The biggest problem I have with the game is that these vast planes are often too vast, making for some occasionally dull moments. [Nov 2002, p.86]- Play Magazine
-
- Critic Score
Mini Ninjas is simply wonderful on PS3 and 360. An original break-the-mold adventure filled with tight, constantly evolving action spread across 6 super cool ninja, and more (and better) exploration than the majority of open-worlds. Biggest surprise yet, this year.- Play Magazine
-
- Play Magazine
-
- Critic Score
Awesome story mode, beautiful graphics, and Pong-what's not to like? [July 2002, p.82]- Play Magazine
-
- Critic Score
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
-
- Critic Score
A great adventure. It's this combination of unique elements that creates and action-RPG experience unlike any other, and it still holds up well today. [Dec 2004, p.100]- Play Magazine
-
- Critic Score
The most underrated of all the launch titles, Excite Truck takes some getting used to(all of the tilt style racers do)but once you're in the zone, this is an adrenaline-charged racer with a lot to offer. [Jan. 2007, p.76]- Play Magazine
-
- Critic Score
But when so much is this good, a few hazards along the way don't ruin the hugely entertaining ride. [May 2007, p.61]- Play Magazine
-
- Critic Score
Capcom is billing the PSP version of their classics collection a "remix" but really, it's a whole new album. [May 2006, p.58]- Play Magazine
-
- Critic Score
Scrapland is a pretty shocking effort from a small developer, in terms of ambition and production quality. [Dec 2004, p.86]- Play Magazine
-
- Critic Score
When it comes to balls-to-the-wall kitchen sink FPSs, Sam is the man. [Dec 2005, p.66]- Play Magazine
-
- Critic Score
The game never advances the genre, but its use of a protective riot shield, one that progressively takes damage to the point where it's almost impossible to see through, is certainly a nice touch. [July 2006, p.72]- Play Magazine
-
- Critic Score
A mostly successful game that feels like it's simply bored of its own existence. [Aug 2005, p.47]- Play Magazine
-
- Critic Score
What it lacks in architecture and evolving gameplay, it makes up for in mood, ambience and polish. [June 2004, p.58]- Play Magazine
-
- Critic Score
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
-
- Critic Score
It takes patience and tremendous dedication to learning new ways to draw on instinct for progression. Even when it's not all clicking, Siren's a rare breed of new imagination. [May 2004, p.48]- Play Magazine
-
- Critic Score
Visually, it can't even begin to compete with the superlative graphics of "2K3" or EA's "Live 2003." [Dec 2002, p.90]- Play Magazine
-
- Critic Score
Activating the new easy-combo Fever Mode is an interesting concept, but it's a bit on the cheap side, while the variations on Endless mode provide the most fun in the single-player experience. [Aug 2004, p.58]- Play Magazine
-
- Critic Score
Bring a friend or three, and find out why Monster Hunter Freedom 2 is the most important Japanese PSP game yet. [July 2007, p.69]- Play Magazine
-
- Critic Score
In a game that is billed as a "true filmic crossover," neither the story nor the play provide any pull, and their inability to work in tandem reveals the cracks even deeper. [Mar 2003, p.44]- Play Magazine
-
- Critic Score
Sometimes it's cool to suspend disbelief and go back to what got us here in the first place - aiding villagers and killing monsters. [March 2005, p.50]- Play Magazine
-
- Critic Score
Things start off a little dodgy, but in the end this is a fitting game for a film that has so very much to live up to. [Dec 2005, p.64]- Play Magazine
-
- Critic Score
Tecmo has shown once again that it doesn't take mega licenses or millions of dollars to make a great video game. [Jan 2006, p.50]- Play Magazine
-
- Critic Score
There's a lot to be said about plowing through town with a zombie horde, biting brains. [Dec 2005, p.59]- Play Magazine
-
- Play Magazine
-
- Critic Score
Who can argue with this level of artistry? [Jan 2005, p.67]- Play Magazine
-
- Critic Score
With so many RPG’s vying for those last few PS2 dollars, Namco sought to make theirs stick out like a troll at an elves’ convention and so they’ve reached deep into their bag of tricks to present something truly original, while sticking to the genre’s time-honored covenants and their decidedly storybook-meets-manga design etiquette. [Jan 2006]- Play Magazine
-
- Play Magazine
-
- Critic Score
Endless Ocean is a perfect non-game, whatever that means. [Jan 2008, p.60]- Play Magazine
-
- Critic Score
The lack of multiplayer is especially rough since your AI partners have all the intelligence of your average oak tree. [Jan 2004, p.74]- Play Magazine
-
- Critic Score
One of the prettiest games I've ever played...With any luck, the role-playing elements in "Sudeki 2" will match the integrity of the battle system and visuals. [Sept 2004, p.67]- Play Magazine
-
- Critic Score
Demands forgiveness for being over-the-top in its attempt to be wacky. [Jan 2006, p.46]- Play Magazine
-
- Critic Score
Pandemic delivers one of their best efforts, offering an experience that innovates both the sandbox and WWII genres. It’s not without its flaws, but its slick action, cinematic style, and colorful characters rise above its shortcomings.- Play Magazine
-
- Critic Score
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
-
- Critic Score
It's everything you'd expect from Climax Japan, let alone a handheld. [Dec 2005, p.72]- Play Magazine
-
- Critic Score
Japanese quirk plus puzzle-centric platforming plus affordability plus ridiculously cute mushrooms make for a tasty, if brief, treat. Soup’s on.- Play Magazine
-
- Critic Score
Ultimate Ghosts 'n Goblins is "2D" but it's also a highly-produced, meticulously planned, big-budget release. This is no throwback to side-scrollers gone by, this is 2D handheld gaming. [Aug 2006, p.16]- Play Magazine
-
- Play Magazine
-
- Critic Score
The handling and physics, damage accumulation, and detail are all highly polished and the car models beam with next-gen wax-on. [Dec 2007, p.86]- Play Magazine
-
- Critic Score
The game is in serious need of some diversity – namely, some platforming and/or puzzle elements. [Apr 2002, p.59]- Play Magazine
-
- Critic Score
Sonic Heroes will fill you with a sense of pure fun seldom seen in the annals of modern game design. [Jan 2004, p.50]- Play Magazine
-
- Critic Score
Upgrades on the variety of cars gradually up the speeds and intensity. [Aug 2005, p.50]- Play Magazine
-
- Critic Score
Slick sci-fi palettes, strong sound design and stable performance pull you into Section 8. Sub-orbital drops, zippy character movement and effortless mission tracking make navigation dynamic and fun. A scarcely adequate campaign means life for S8 proceeds online, where teamplay is rewarding, the loadout system is fairly nuanced, and both 360 and PC enjoy detailed multiplayer portals.- Play Magazine
-
- Critic Score
Visually there's nothing like it--it is a purely artistic endeavor and as shooters go there's nothing here not to love. [Dec. 2006, p.81]- Play Magazine
-
- Critic Score
What hasn't changed, however, is the series' incredibly addictive and impressive-looking wall-to-wall action. [Nov 2003, p.92]- Play Magazine
-
- Critic Score
A big, sweeping epic with a deep party and magic system, a fully fleshed out universe, gorgeous locales and excellent character models. [May 2003, p.63]- Play Magazine
-
- Critic Score
There's enough to unlock to keep young fans engaged but I was hoping for more TM Naruto action. [May 2006, p.54]- Play Magazine
-
- Critic Score
While a bit unbalanced in its current incarnation, the MP Crusade mode is a nice bonus that should improve over time. [Dec. 2006, p.100]- Play Magazine
-
- Critic Score
If you loved "DW3," you'll love this enhancement. [Jan 2003, p.76]- Play Magazine
-
- Critic Score
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
-
- Critic Score
While I really like beating the crap out of my caddy (girl on girl never looked so good), I wish the interface had a few more nuances and a more comphrehensive putting mechanism. [Jan 2003, p.78]- Play Magazine
-
- Critic Score
Smart, unothordox, creepy as hell. I can’t recommend Deadly Creatures enough. One of the rare few third-party Wii games you should be proud to add to your collection.- Play Magazine
-
- Critic Score
The fighting in all its forms proves to be a sticking point, and Godfather suffers accordingly. [May 2006, p.49]- Play Magazine
-
- Critic Score
The best looking light gun game I have ever seen. This thing is astounding. [Nov 2002, p.94]- Play Magazine
-
- Critic Score
This is how you do the basics. Solid, familiar JRPG that is better-than-good. And you get to fly around the earth in an awesome airship!- Play Magazine
-
- Critic Score
Not a title that you'd likely want to spend much time with alone, but can be a good deal of fun in a party environment or for younger players. [Jan 2004, p.67]- Play Magazine
-
- Critic Score
The game's depth and customization is quite strong, as is its sweeping storyline, but the overall presentation, and user interface especially, are quite unfriendly to those who don't live and breathe grid-lined maps and screens overflowing with stats. [Aug 2006, p.65]- Play Magazine
-
- Critic Score
Despite the fun combat, decent visuals and eclectic but strangely catchy soundtrack, the lack of depth and unfulfilling story left me lukewarm and yearning for another adventure with Arc, Elc or Alec... A solid RPG, nothing less, but nothing more. [July 2003, p.75]- Play Magazine
-
- Critic Score
One of the improvements over Rivals is tighter feel in control, and the visual style takes a turn for the better. [Dec 2005, p.74]- Play Magazine
-
- Critic Score
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
-
- Critic Score
There are just too many design flaws within the monotony of the dungeon-crawling template. [Oct 2003, p.73]- Play Magazine
-
- Critic Score
Unlike "Yoshi's Touch and Go" and "Kirby: Canvas Curse," I found myself growing tired of moving Pac-Man along in this fashion. Maybe I'm just lazy. [Sept 2005, p.62]- Play Magazine
-
- Critic Score
This game smokes from start to much-too-abrupt ending. [Feb 2002, p.60]- Play Magazine
-
- Critic Score
The characters and animation are the stuff of 16-bit legend. [May 2002, p.71]- Play Magazine
-
- Critic Score
Could have been much worse, but with similar games like "Banjo-Kazooie" offering better, deeper gameplay, it's a bit tough to recommend. [Jan 2004, p.76]- Play Magazine
-
- Critic Score
The beauty is in the execution. They've elevated the experience with better production values and a more integrated story, a seemingly simple tweak that goes a long way in a genre plagued by repetition. [Oct 2003, p.69]- Play Magazine