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: 100 Shin Megami Tensei: Persona 3 FES
Lowest review score: 0 Dragon Ball Z: Taiketsu
Score distribution:
2350 game reviews
    • 72 Metascore
    • 75 Critic Score
    The visuals have their respective platforms humming at their storybook best. [July 2004, p.72]
    • Play Magazine
    • 72 Metascore
    • 70 Critic Score
    Shooter fans may not respect it, but they will enjoy it. [May 2008, p.54]
    • Play Magazine
    • 72 Metascore
    • 90 Critic Score
    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
    • 72 Metascore
    • 75 Critic Score
    If you'd enjoy a solid trade sim set in outer space, then check out X2, but don't forget to bring as much patience as possible. [Feb 2004, p.50]
    • Play Magazine
    • 72 Metascore
    • 91 Critic Score
    Franchise mode is by far the deepest of any baseball game out there - including"MVP." [Apr 2004, p.73]
    • Play Magazine
    • 72 Metascore
    • 90 Critic Score
    The entire game is bathed in ancient Chinese mystique, from its look to its captivating neo-Asian soundtrack - onf of the best for a platformer I've come across. [Sept 2005, p.]
    • Play Magazine
    • 72 Metascore
    • 60 Critic Score
    The Mummy has big-game production values, fluid animation, plenty of nice effects, and a somewhat intriguing character swapping feature. [Oct 2002, p.86]
    • Play Magazine
    • 71 Metascore
    • 80 Critic Score
    While lacking the polish and pacing of High Impact Games' Ratchet and Clank titles, The Lost Frontier is an easy recommendation for faithful fans, or even those just craving a solid platforming, puzzling, action-adventure. And the focus on air combat is something I hope to see in the duo's eventual PS3 outing.
    • Play Magazine
    • 71 Metascore
    • 50 Critic Score
    As much hype as the gesture system has generated, using the Wiimote to play a fighting game designed for a standard interface just doesn't work. [June 2007, p.80]
    • Play Magazine
    • 71 Metascore
    • 83 Critic Score
    Not a lot of surprises, not a lot to be called revolutionary...just a double-dose of some of the finest gameplay ever. [Dec 2003, p.72]
    • Play Magazine
    • 71 Metascore
    • 80 Critic Score
    Aero looks better than ever on the small screen, and this gameplay never gets old. [June 2002, p.69]
    • Play Magazine
    • 71 Metascore
    • 90 Critic Score
    A great videogame filled with some of the most impressive visuals you'll ever see, dripping with style and oozing with funk-essence. [Nov 2002, p.82]
    • Play Magazine
    • 71 Metascore
    • 85 Critic Score
    Highly replayable. It's also insanely beautiful. I'll wear this cart out; it's just a remarkable old-school shooter. [Aug 2005, p.55]
    • Play Magazine
    • 71 Metascore
    • 83 Critic Score
    I love the way it advances the story and expands on the world of PSO, and I love the card battling itself. It's basically a strategy game with the tension and excitement of a good poker hand. [Mar 2004, p.58]
    • Play Magazine
    • 71 Metascore
    • 65 Critic Score
    Fun combat, crazy depth, and varied character classes outshine clunky menus and complex interface issues.
    • Play Magazine
    • 71 Metascore
    • 85 Critic Score
    There's more than enough here to luv for Sega fans big and small. [Apr 2008, p.64]
    • Play Magazine
    • 71 Metascore
    • 60 Critic Score
    Perhaps a sequel with a cleaner look and feel? [Feb 2002, p.61]
    • Play Magazine
    • 71 Metascore
    • 60 Critic Score
    This is a seriously cool yet frustrating game - and I now hate directors. [July 2002, p.82]
    • Play Magazine
    • 71 Metascore
    • 80 Critic Score
    These oddball "survival of the fittest" games don't happen often, but, when they do, it's like we get to feel the drugs they were on when they made them. [Nov 2002, p.92]
    • Play Magazine
    • 71 Metascore
    • 55 Critic Score
    As with similar games, the concept is good, but the execution needs to be more compelling. [June 2005, p.56]
    • Play Magazine
    • 71 Metascore
    • 80 Critic Score
    Crafted by hard-core gamers - its strong point in terms of sheer satisfaction - and it shows. [Mar 2003, p.56]
    • Play Magazine
    • 71 Metascore
    • 91 Critic Score
    Demonstrates exactly the kind of pure, playful, unadulterated fun that got me into video games years ago. It's innovative platforming at the top of its game. [Sept 2003, p.72]
    • Play Magazine
    • 71 Metascore
    • 67 Critic Score
    While the social aspect is very interesting in Galaxies, the combat is relatively boring and uninspiring. If I have to shoot one more hopping rodent (to gain experience) I'm going to scream! [Sept 2003, p.85]
    • Play Magazine
    • 71 Metascore
    • 83 Critic Score
    I've been following Demon Stone for months now, watching it transform from a gorgeous looker with decent sword-and-magic hack-and-slash gameplay to a superbly complete D&D-based package. [Oct 2004, p.74]
    • Play Magazine
    • 71 Metascore
    • 95 Critic Score
    The gameplay is sheer perfection, the score is superb and the detail for a game this size is plain crazy.
    • Play Magazine
    • 71 Metascore
    • 60 Critic Score
    It has its moments but it's a bit buggy and surprisingly flat in the paint department. [Apr 2006, p.63]
    • Play Magazine
    • 71 Metascore
    • 85 Critic Score
    Who knew kicking arse with a chicken (wielding a yo-yo, no less) could be so super-cool? [Nov p.93]
    • Play Magazine
    • 71 Metascore
    • 60 Critic Score
    It's a challenging, fun game, but Shinobi is not what it could, and should, have been. [Dec 2002, p.65]
    • Play Magazine
    • 71 Metascore
    • 75 Critic Score
    Untimately, though, The Simpsons lives and dies on the strength of its gameplay and here it doesn't particularly shine. [Nov 2007, p.64]
    • Play Magazine
    • 71 Metascore
    • 70 Critic Score
    Upgrades on the variety of cars gradually up the speeds and intensity. [Aug 2005, p.50]
    • Play Magazine
    • 71 Metascore
    • 85 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
    • 71 Metascore
    • 85 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
    • 71 Metascore
    • 83 Critic Score
    What Terminal Reality has managed to create in the two years succeeding the Bloodrayne debut borders on miraculous. [Nov 2004, p.72]
    • Play Magazine
    • 71 Metascore
    • 58 Critic Score
    Central gameplay is little more than repetitive button-mashing that grows old quickly. [Aug 2004, p.58]
    • Play Magazine
    • 71 Metascore
    • 85 Critic Score
    Who knew kicking arse with a chicken (wielding a yo-yo, no less) could be so super-cool? [Nov p.93]
    • Play Magazine
    • 71 Metascore
    • 80 Critic Score
    At any rate, call of Juarez is a solid, serious and pleasantly woven first-person action yarn with a lot of value on the disc. [July 2007, p.64]
    • Play Magazine
    • 71 Metascore
    • 75 Critic Score
    They've gone the realism route, and the end result is a mixed bag. [Oct 2003, p.83]
    • Play Magazine
    • 71 Metascore
    • 50 Critic Score
    The story is way overdone and weighs down the gameplay..., and convoluted specifics of progression are unnecessary given the game's linear structure. [Nov 2003, p.93]
    • Play Magazine
    • 71 Metascore
    • 75 Critic Score
    Where Inside Drive draws the fouls are in the visuals. [Dec 2003, p.98]
    • Play Magazine
    • 71 Metascore
    • 75 Critic Score
    One thing I didn't expect from such a mainstream game was intense boss battles, but they're in here too. The first few are easy enough, but they're in here too. The first few are easy enough, but the last couple are a real bitch. [July 2003, p.70]
    • Play Magazine
    • 71 Metascore
    • 83 Critic Score
    If only Goblin Commander's visuals matched the majesty of its design... I absolutely love it, though. [Dec 2003, p.83]
    • Play Magazine
    • 71 Metascore
    • 80 Critic Score
    More fun than a post-game Laker riot. [Apr 2002, p.57]
    • Play Magazine
    • 71 Metascore
    • 75 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
    • 71 Metascore
    • 75 Critic Score
    To say Ty 2 is big would be an understatement. Krome has Super Sized it, spreading their funky animal kingdom as far and wide as the outback itself. [Dec 2004, p.81]
    • Play Magazine
    • 71 Metascore
    • 90 Critic Score
    Enclave on PC is illegally beautiful; in fact, I'd venture to say it ranks among PC's best-looking ever if you have the power to run it optimally. What a shame and horrible oversight that it doesn't allow you to use a control pad of any kind. [June 2003, p.58]
    • Play Magazine
    • 71 Metascore
    • 75 Critic Score
    What really makes this one tick, though, is a level of creativity imbedded into each scenario that makes it impossible to put down, regardless of your maturity or lack thereof. [Nov 2003, p.80]
    • Play Magazine
    • 71 Metascore
    • 60 Critic Score
    A nice alternative to "Gradius." [Feb 2002, p.66]
    • Play Magazine
    • 71 Metascore
    • 75 Critic Score
    Pacing becomes an issue too, as you see a conveniently placed line of goodies on the ground that can literally take a minute to retrieve as you sigh, watching the animation. Same goes for opening doors. [Apr 2004, p.59]
    • Play Magazine
    • 71 Metascore
    • 75 Critic Score
    They've gone the realism route, and the end result is a mixed bag. [Oct 2003, p.83]
    • Play Magazine
    • 71 Metascore
    • 80 Critic Score
    What's typical by SNK standards equates to a few hours of incredible old-school adrenaline rush. [June 2005, p.54]
    • Play Magazine
    • 71 Metascore
    • 70 Critic Score
    It's a decent game that feels ultimately out of its league. [Dec 2007, p.62]
    • Play Magazine
    • 71 Metascore
    • 67 Critic Score
    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
    • 71 Metascore
    • 70 Critic Score
    A leaden feel of backtracking and other nags here and there tie the game down from anything memorable. [May 2005, p.54]
    • Play Magazine
    • 71 Metascore
    • 100 Critic Score
    For someone who feeds off of the connection between game and player, the kind of connection that only the very best can forge, an hour of Wario is worth ten of a game that only pays of sporadically. Wario World pays off every second I'm holding the controller, and that, to me, is greatness. [June 2003, p.60]
    • Play Magazine
    • 71 Metascore
    • 83 Critic Score
    Tak is one of the most detailed platformers I've ever seen, and possesses a measure of style that sets the universe apart, akin to what Michel Ancel accomplished with "Rayman." [Nov 2003, p.82]
    • Play Magazine
    • 71 Metascore
    • 75 Critic Score
    What really makes this one tick, though, is a level of creativity imbedded into each scenario that makes it impossible to put down, regardless of your maturity or lack thereof. [Nov 2003, p.80]
    • Play Magazine
    • 71 Metascore
    • 60 Critic Score
    Elements such as stealth and stealth kills, blind firing, and the employment of cover in firefights add little to Trooper's mystique; they won't be used much as they slow down the pace to an almost unbearable crawl. [May 2006, p.53]
    • Play Magazine
    • 71 Metascore
    • 50 Critic Score
    Kain is stiff when mutilating the townspeople, and the clunky character designs collapse the mood even more. [Jan 2003, p.76]
    • Play Magazine
    • 71 Metascore
    • 65 Critic Score
    Thin humor does bring a few laughs to the satirical underpinnings. Not bad for 20 bucks. [June 2005, p.57]
    • Play Magazine
    • 71 Metascore
    • 70 Critic Score
    This is the second iteration of the Smackdown vs. Raw series to make it to next-generation platforms, and its blemishes are becoming more apparent. [Dec 2007, p.85]
    • Play Magazine
    • 71 Metascore
    • 90 Critic Score
    Despite being a bit burned out on the whole music-game craze, Guitar Hero 5's new features and ear-pleasing track list had me strumming and drumming on the plastic instrument peripherals all over again...and having a great time doing it.
    • Play Magazine
    • 71 Metascore
    • 75 Critic Score
    A mostly successful game that feels like it's simply bored of its own existence. [Aug 2005, p.47]
    • Play Magazine
    • 71 Metascore
    • 75 Critic Score
    You can only take so much away from FLOW before the effect wears off, but until then, it's a treat that hopefully will inspire more for the future. [Apr 2007, p.47]
    • Play Magazine
    • 71 Metascore
    • 67 Critic Score
    A lot of what you can do in this game - help the injured, trade items, interact more with the environment, use weapons in more unique ways, like boarding up doors with a nail gun - is more fantastic idea than really effective execution. [May 2004, p.50]
    • Play Magazine
    • 71 Metascore
    • 80 Critic Score
    As for Naya, well, I’m not wild about those bangs, but she does have nice moguls. [Feb 2002, p.59]
    • Play Magazine
    • 71 Metascore
    • 60 Critic Score
    Things also tend to get a bit redundant, with the later levels feeling like larger or more populated versions of earlier missions. [Mar 2002, p.50]
    • Play Magazine
    • 71 Metascore
    • 65 Critic Score
    A challenging drawing/action/puzzle game that delivers a unique take on a venerable classic. [May 2005, p.72]
    • Play Magazine
    • 71 Metascore
    • 90 Critic Score
    Wicked cool character design, cutting edge Wii visuals, great level design, a double-shot of great gameplay, massive bosses and a quirky score that ties it all together...what more could you ask for? [May 2008, p.56]
    • Play Magazine
    • 71 Metascore
    • 60 Critic Score
    Elements such as stealth and stealth kills, blind firing, and the employment of cover in firefights add little to Trooper's mystique; they won't be used much as they slow down the pace to an almost unbearable crawl. [May 2006, p.53]
    • Play Magazine
    • 71 Metascore
    • 75 Critic Score
    Untimately, though, The Simpsons lives and dies on the strength of its gameplay and here it doesn't particularly shine. [Nov 2007, p.64]
    • Play Magazine
    • 71 Metascore
    • 70 Critic Score
    If not for the loading, HP is a near perfect film adaptation. [Dec 2002, p.78]
    • Play Magazine
    • 71 Metascore
    • 60 Critic Score
    A slightly less appealing version compared to the PS2. [Aug 2002, p.70]
    • Play Magazine
    • 71 Metascore
    • 40 Critic Score
    I find Spy Hunter somewhat an exercise in memorization as you traverse each trecherous path discovering which weapon to use where. [May 2002, p.58]
    • Play Magazine
    • 71 Metascore
    • 100 Critic Score
    If this game doesn't make you smile then you probably don't have a mouth. [Dec 2002, p.68]
    • Play Magazine
    • 71 Metascore
    • 80 Critic Score
    It's fun to relive the experience we had years ago on a tiny handheld, and given the nature of the DS, you can forgive more of the rougher edges. [Apr 2006, p.69]
    • Play Magazine
    • 71 Metascore
    • 85 Critic Score
    Ar Tonelico pretty much has it all. The story and especially pacing is fantastic; the music is truly special, the battles are incredibly engaging via the Revyatelis, and the art is simply gorgeous. [Feb 2007, p.36]
    • Play Magazine
    • 71 Metascore
    • 58 Critic Score
    As a Vietnam War shooter, with its strong themes and unforgiving violence, Men of Valor succeeds. [Dec 2004, p.85]
    • Play Magazine
    • 71 Metascore
    • 67 Critic Score
    Personally, steering with my head, jumping and flailing my arms to do tricks didn't do it for me, but if you think you'd get a kick out of learning to race in a whole new way, definitely check it out. [Dec 2004, p.81]
    • Play Magazine
    • 71 Metascore
    • 70 Critic Score
    The customization adds an additional layer of strategy to Chromehounds, one that's very much welcome. [Aug 2006, p.59]
    • Play Magazine
    • 71 Metascore
    • 60 Critic Score
    A surreal, calming game – frustrating at times – but wholly rewarding. [Apr 2002, p.60]
    • Play Magazine
    • 71 Metascore
    • 80 Critic Score
    Throw in some fun surface sequences and you've got a really well-rounded, classic shooter. [Dec 2002, p.86]
    • Play Magazine
    • 71 Metascore
    • 75 Critic Score
    One thing I didn't expect from such a mainstream game was intense boss battles, but they're in here too. The first few are easy enough, but they're in here too. The first few are easy enough, but the last couple are a real bitch. [July 2003, p.70]
    • Play Magazine
    • 71 Metascore
    • 75 Critic Score
    The visuals have their respective platforms humming at their storybook best. [July 2004, p.72]
    • Play Magazine
    • 71 Metascore
    • 95 Critic Score
    You'll find yourself unable to stop. Monster Hunter Freedom is just that addictive, and just that dangerous. [May 2006, p.56]
    • Play Magazine
    • 71 Metascore
    • 100 Critic Score
    A more than welcome breath of fresh air on the GBA. [April 2002, p.71]
    • Play Magazine
    • 71 Metascore
    • 83 Critic Score
    Each turtle has his own attacks and skills, plus his own unique set of stages, and it's all tied together with great looks and sounds that make TMNT feel like a really polished SNES game - not a bad thing at all from where I sit. [Nov 2003, p.100]
    • Play Magazine
    • 70 Metascore
    • 80 Critic Score
    Hellgate: London arrives as an addictive and highly replayable action RPG. [Dec 2007, p.96]
    • Play Magazine
    • 70 Metascore
    • 90 Critic Score
    The tools of the demon-hunting trade define Curse. [Nov p.84]
    • Play Magazine
    • 70 Metascore
    • 83 Critic Score
    If only Goblin Commander's visuals matched the majesty of its design... I absolutely love it, though. [Dec 2003, p.83]
    • Play Magazine
    • 70 Metascore
    • 95 Critic Score
    The gameplay is sheer perfection, the score is superb and the detail for a game this size is plain crazy.
    • Play Magazine
    • 70 Metascore
    • 75 Critic Score
    While playing B2 on PS2 makes you appreciate the Xbox version all the more, by PS2 standards, TR has done a great job of cramming it into the PS2 shell. [Dec 2004, p.81]
    • Play Magazine
    • 70 Metascore
    • 85 Critic Score
    Even the most gruesome crime scenes have a haunting beauty about them...it's almost a strange intertwining of reality and the surreal. [June 2005, p.50]
    • Play Magazine
    • 70 Metascore
    • 58 Critic Score
    Dungeons are just plain dull, especially considering how much time you spend in them. Let's face it: The World wouldn't be a very fun game if it weren't for all the coma-inducing virus outbreaks. [Sept 2003, p.73]
    • Play Magazine
    • 70 Metascore
    • 70 Critic Score
    Trying to shoehorn a 360/PS3 game onto the Wii is like getting a Super Model to woof down a 10-pound ham. What comes out the other side just isn't pretty. Still tastes okay though! [Dec 2007, p.66]
    • Play Magazine
    • 70 Metascore
    • 80 Critic Score
    Distracted by the majesty of the visuals, it's difficult sometimes to keep your head in the game. [Oct 2002, p.67]
    • Play Magazine
    • 70 Metascore
    • 70 Critic Score
    Sure the A.I. is basic, but the action is so smooth and flowing, you'll enjoy your first kill as much as the 500th. [Oct 2002, p.83]
    • Play Magazine
    • 70 Metascore
    • 80 Critic Score
    Though the mini-games are all new, things haven't changed much from the previous entries. [Dec 2002, p.82]
    • Play Magazine
    • 70 Metascore
    • 80 Critic Score
    Online action provides the game's best thrills, with up to eight players slogging it out at one time. [Apr 2006, p.28]
    • Play Magazine
    • 70 Metascore
    • 70 Critic Score
    It's a decent game that feels ultimately out of its league. [Dec 2007, p.62]
    • Play Magazine
    • 70 Metascore
    • 75 Critic Score
    Use of certain weapons and locomotion across the map can be cumbersome, and the game just doesn't have that same pendulum energy of before in the fights. [Apr 2004, p.64]
    • Play Magazine

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