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
- By Date
- By Critic Score
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- Critic Score
Of all the launch titles, while it may be the most basic visually, I find Ape Escape the most entertaining. Once a great game, always a great game. [May 2005, p.68]- Play Magazine
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- Critic Score
The four Kirbys apsect is also a decent idea: I don't see the need for the forced CPU-controlled allies in single-player mode, but having a multiplayer option is indeed cool. [Dec 2004, p.100]- 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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It may not keep you busy for long, but Ninja Blade is a goofy, thrilling roller-coaster ride of a game that’s hard not to enjoy.- Play Magazine
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I think maybe Konami went overboard in some cases - specifically with the deteriorating inventory items and a severely stingy continue system (you have to pay to continue, and then you only get half your health back.) [Nov 2004, p.89]- Play Magazine
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- Critic Score
While it's not exactly triple-A, Alter Echo is one of the most innovative and all-around interesting action-adventures you're likely to play this year. [Oct 2003, p.73]- Play Magazine
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- Critic Score
It's a prime example of the modern brand-endemic video game, focus-tested to death and then some. Whether you hold that against it or not is an individual decision. [Nov. 2006, p.83]- Play Magazine
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To date, the essential DBZ gme. Go Atari! [Aug 2003, p.76]- Play Magazine
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Grand Phantasm is capable of scratching that RPG itch with its enjoyable Afterworlds, innovative battle system, and exceptional soundtrack, but its thin quest won't linger in your memories for long. [May 2007, p.64]- Play Magazine
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One cinematic pulp action extraveganza starring a take-no-prisoners potty-mouthed pistol, comin’ up! A2M hit the bullseye with WET succeeding where others have failed by not overthinking the gameplay and letting the action and stylization do the talking.- Play Magazine
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Online's not bad at all, but certainly nothing that will keep you locked in for hours. [Jan 2005, p.68]- Play Magazine
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There's still a massive learning curve, but it's about as accessible as a program of this type can be. [Aug 2005, p.51]- Play Magazine
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As I discovered during my first few days with the game, the real fun in Soldner-X can be found in its smart balancing, addictive chain patterns and accumulated stats. [Jan 2008, p.76]- Play Magazine
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Some may balk at the limited modes of play; the game as a whole is a bit underdeveloped, and the single-player skirmished do run light, but things truly heat up when you go online, warring in teams of eight on eight. [Oct 2004, p.73]- Play Magazine
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The decision to go stealth was a good one and even though scripted and prompted, the gameplay hits the broad mark.- Play Magazine
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The game is huge fun to play, but I can't say that I enjoyed the experience more than the N64 version. [Sept 2003, p.77]- 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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- Play Magazine
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- 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
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- Critic Score
Why risk changing an already perfect passing sytem? I guess when you're the only game in town, you can do what you want. [Oct 2005]- Play Magazine
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The speeds are insane, the courses almost incomprehensible and the immersion factor deep, provided you have patience and surgical analog skills. [Oct 2003, p.72]- Play Magazine
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This Katamari is forever. Still good, but stuck in its ways. Rolling up the cosmos is fun, even if the King and Robo-King scold you often. The 2D rolling mini-game at the credits is almost worth the price of admission.- Play Magazine
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- Critic Score
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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- Critic Score
Visually TT is nothing to write home about, the AI is brutal and the learning curve is mega-steep, but if you've come for some seriously fine tuned tournament competition, TT offers a deeply nuanced excursion through the fine art of ping-pong. [July 2006, p.72]- Play Magazine
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- Critic Score
In the stupidly scripted, overly basic single-player missions, you'll probably find interest trailing off by the swift end. [Feb 2005, p.64]- Play Magazine
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- Critic Score
The micromanagement portion of lair maintenance and minion development is intuitive and entertaining. [Nov 2004, p.87]- Play Magazine
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Episode II feels less grand than the original, almost like an epilogue to the first game. [Feb 2005, p.61]- Play Magazine
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- Critic Score
I especially like the whole manager/teammate interaction. It was a nice touch. [Apr 2005, p.76]- Play Magazine
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- 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
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- Critic Score
Control is still a tad clunky but a super fun game nevertheless. [Nov p.94]- Play Magazine
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Exactly the game I wanted, delivered right when I needed it most...a great time with a great character in a great genre - plug and play, instant fun. [Apr 2004, p.56]- Play Magazine
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- Critic Score
The environments are lushly vivid, featuring top-notch hand-drawn art, and the puzzles can be maddeningly complex, so if you're looking for a solid adventure title, Runaway is the way to go. [Nov 2003, p.96]- Play Magazine
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The animation is sweet, depth of faces and places deep like Def Poetry, the play mechanics are superb and the controls are nicely laid. [July 2003, p.79]- Play Magazine
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I only wish they didn't vocally prod you to death to such a mind numbing degree. [July 2004, p.73]- Play Magazine
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- Critic Score
Atelier Iris 2: Azoth of Destiny may seem out of place on the PS2, but it has a simple charm that will win over anyone with fond memories of the 16-bit RPG era. [May 2006, p.47]- Play Magazine
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- Play Magazine
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- Critic Score
Why risk changing an already perfect passing sytem? I guess when you're the only game in town, you can do what you want. [Oct 2005]- Play Magazine
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- Critic Score
The important things is that the Looney Tunes are back in a game that does the namesake complete justice. [Oct 2007, p.84]- Play Magazine
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- Play Magazine
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- Critic Score
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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- 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
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- Critic Score
Excellent progression and flow are at hand; detonations, interactive environments, timing platforms, memory and action puzzles, pattern-based obstacles, killer bosses, gut-busting 3D movies, excellent level design, spot-on visuals, a vivid soundtrack. [Sept 2003, p.69]- Play Magazine
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I think everyone should experience this game, especially horror fans, but in order to do so, you're going to have to suffer through times of sheer agony--just like poor, unlucky Jennifer. [Oct. 2006, p. 53]- Play Magazine
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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
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Great sound and remarkably smooth animation. [Dec 2005, p.71]- Play Magazine
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Although EA's game lacks the spark and depth that Sega's "College Hoops 2K5" provides, it's still a great game that deserves props for some pretty cool and innovative gameplay additions. [Jan 2005, p.81]- Play Magazine
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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
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Scrapland's parts make a pretty decent whole, but there just wasn't that old black magic there, that feeling that captivates you and keeps you glued to your seat longing for more. [Apr 2005, p.57]- Play Magazine
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Mega Man's platforming and weapon-swiping action are still infinitely playable. [May 2005, p.52]- Play Magazine
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The whole concoction makes for one super-stylized, decidedly different action game. [May 2005, p.43]- Play Magazine
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The visuals are pleasing enough without being obtrusive. [Oct 2003, p.71]- Play Magazine
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The lack of online play for Black is notable, but not necessarily crippling. Black works well as a single-player adventure, despite its uneven patches, and certainly does its part to advance the genre of the console shooter. [Apr 2006, p.61]- Play Magazine
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- Critic Score
What I liked most abou this title was how it managed to improve the already perfect control system from the original - especially with respect to Style Moves. [Feb 2005, p.79]- Play Magazine
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- Critic Score
The speeds are insane, the courses almost incomprehensible and the immersion factor deep, provided you have patience and surgical analog skills. [Oct 2003, p.72]- Play Magazine
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- Critic Score
It's a prime example of the modern brand-endemic video game, focus-tested to death and then some. Whether you hold that against it or not is an individual decision. [Nov. 2006, p.83]- Play Magazine
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- Critic Score
The decision to go stealth was a good one and even though scripted and prompted, the gameplay hits the broad mark.- Play Magazine
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- Critic Score
As always, the dynasty mode is incredibly robust. [Dec 2003, p.98]- Play Magazine
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Taken by themselves, the 12 minigames and other features of EyeToy:Play are fun diversions, but they get old kind of quickly. However, if you have a group of friends, gamer or non-gamer, it makes an ideal party game. [Nov 2003, p.92]- Play Magazine
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The decision to go stealth was a good one and even though scripted and prompted, the gameplay hits the broad mark.- Play Magazine
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Where Inside Drive draws the fouls are in the visuals. [Dec 2003, p.98]- Play Magazine
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Pressure Driller adds a nice twist to the standard formula. [Jan 2005, p.85]- Play Magazine
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They've gone the realism route, and the end result is a mixed bag. [Oct 2003, p.83]- Play Magazine
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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
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Personally, I found the game laborious by design but so engaging of character that I couldn't put it down, although, admittedly, I'm not absorbing the half of it. [Sept 2004, p.66]- Play Magazine
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This is, simply put, a great tennis game in the vein of Tennis, where it's all about intuitive control and fun. [Oct 2003, p.83]- Play Magazine
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Gameplay in NFL Street is fast and furious and, at times, unrelenting. [Mar 2004, p.70]- Play Magazine
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Atelier Annie is a charming and enjoyable little sim RPG that I wish had been more sim and less RPG.- Play Magazine
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I narrowly recommend it for series die-hard, unless it keeps you from buying "Rush", in which case you should opt for your DS all the way. [Dec 2005, p.58]- Play Magazine
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Something a bit more aboriginal would be nice too... it's definitely time for Ty to get some edge. [Nov p.95]- Play Magazine
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- Critic Score
As always, the dynasty mode is incredibly robust. [Dec 2003, p.98]- Play Magazine
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It's a prime example of the modern brand-endemic video game, focus-tested to death and then some. Whether you hold that against it or not is an individual decision. [Nov. 2006, p.83]- Play Magazine
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It's big, deep and dripping with rhymes. A few framerate hits aside, it looks good, too, if not a bit excessively neon. [Oct 2004, p.75]- Play Magazine
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The control is simple yet fun and the tracks, consistently impressive. [Aug 2003, p.75]- Play Magazine
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"The old cart racing mold has (finally) been broken...make that shattered" [Nov p.87]- Play Magazine
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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
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- Critic Score
One cinematic pulp action extraveganza starring a take-no-prisoners potty-mouthed pistol, comin’ up! A2M hit the bullseye with WET succeeding where others have failed by not overthinking the gameplay and letting the action and stylization do the talking.- Play Magazine
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- Critic Score
The visuals have their respective platforms humming at their storybook best. [July 2004, p.72]- Play Magazine
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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
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What a shame that Medal of Honor Heroes 2 is yet another worn-out march through the battlefields of World War II. [Jan 2008, p.60]- Play Magazine
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I really am looking forward to playing friends who have moved across country, recapturing the good old days. [Jan 2005, p.69]- Play Magazine
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RTX shocked me with its design, music, and especially story integration which borders on greatness. [Aug 2003, p.77]- Play Magazine
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Who can argue with this level of artistry? [Jan 2005, p.67]- Play Magazine
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When not playing single-player or against friends, spend some time with one of seven mini-games; okay, so they're not all that fun, but playing it will unlock pieces for building your own custom Robo Ky, which is. [May 2006, p.61]- Play Magazine
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Rianna's a refreshing refrain from the traditional light-saber-wielding goon. [Mar 2007, p.66]- Play Magazine
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The enjoyment is in the details; it's just that here, the details rely on skilled understatement. [Oct 2004, p.77]- Play Magazine
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- Critic Score
They've gone the realism route, and the end result is a mixed bag. [Oct 2003, p.83]- Play Magazine
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Exactly the game I wanted, delivered right when I needed it most...a great time with a great character in a great genre - plug and play, instant fun. [Apr 2004, 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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The stealth in Rogue Ops is serious business, residing somewhere between "Metal Gear" and "Splinter Cell" in terms of mechanics, i.e., not at all passive. [Nov 2003, p.79]- Play Magazine
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Another highly polished title in a fantastic series. If you're into fighting games, you can't go wrong here. [Jan 2004, p.75]- 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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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
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Hits all the right notes with the same simple stay-alive-power-up-kick-ass formula that always brings me back for more. [July 2004, p.73]- Play Magazine
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This is impressive stuff, especially given the amount of characters, vehicles and effects that the engine is shuffling around. [Nov 2004, p.84]- Play Magazine
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A fine, if not predictable, bit of movie gaming. [Jan 2006, p.49]- Play Magazine
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- Play Magazine
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NNights 2 is a huge, engrossing adventure with scads of player-influenced character development and plot twists. [Dec. 2006, p.94]- Play Magazine
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- Play Magazine
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Add variable weather and a sea of upgrades and these are the depths you need to plumb, right now. [Oct 2003, p.72]- Play Magazine
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A free-form action-adventure spilling over with platforming goodness, depth and originality. [Apr 2004, p.61]- Play Magazine