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
    • 79 Metascore
    • 83 Critic Score
    Graphics and sound are, as expected, top-notch (I love the remix of old Green Hill music), and the bosses are outstanding. [July 2004, p.71]
    • Play Magazine
    • 86 Metascore
    • 91 Critic Score
    It's hard to fathom how a game that speaks through elementary text, not voice, with characters that look like the once I drew on my Trapper Keeper in fifth grade (barking such eloquent lines as "Link, did you defeat that giant stone eye-thing?), can still hold me captive. But, somehow, it does. [Aug 2004, p.55]
    • Play Magazine
    • 67 Metascore
    • 58 Critic Score
    When compared to its crossover cousin, "Spyro Orange," Crash Purple is clearly a superior game...It still feels cheap, but it's much easier to stomach. [June 2004, p.72]
    • Play Magazine
    • 60 Metascore
    • 42 Critic Score
    Instead of proceeding to that final stage, I was told to backtrack through the entire game, beat every minigame two more times, and then trudge all the way back. Sorry, but that's not fun - that's lazy desing and artifical lengthening through tedious repetition. [June 2004, p.72]
    • Play Magazine
    • 56 Metascore
    • 58 Critic Score
    Ironically, some of the most enjoyable levels were the sub-missions, where just your heroes and a small band of troops must crawl through monster-infested caverns. [July 2004, p.75]
    • Play Magazine
    • 66 Metascore
    • 75 Critic Score
    This shooter is absolutey brilliant, literally offering a layer of depth rarely seen in this genre. [Aug 2004, p.61]
    • Play Magazine
    • 66 Metascore
    • 58 Critic Score
    The custom course editor is still a highlight, and better yet, now you can even save your courses. [Aug 2004, p.61]
    • Play Magazine
    • 84 Metascore
    • 91 Critic Score
    Still infinitely playable and impeccably designed. [Aug 2004, p.61]
    • Play Magazine
    • 84 Metascore
    • 91 Critic Score
    More than any other game in the Classic NES series, The Legend of Zelda is just as good now as it was back in the '80s. [Aug 2004, p.61]
    • Play Magazine
    • 53 Metascore
    • 50 Critic Score
    Due to adjustments made to the diagnosis, vertical movement is often an exercise in frustration. [Aug 2004, p.61]
    • Play Magazine
    • 48 Metascore
    • 75 Critic Score
    A drop-dead gorgous game. If eye candy had calories, this game would make you fat...And then I beat it in four hours. Cue the crickets. [May 2004, p.44]
    • Play Magazine
    • 67 Metascore
    • 75 Critic Score
    I only wish they didn't vocally prod you to death to such a mind numbing degree. [July 2004, p.73]
    • Play Magazine
    • 84 Metascore
    • 75 Critic Score
    The presentation is handled so well that you end up disregarding how ultimately arbitrary the setup can be. [Aug 2004, p.58]
    • Play Magazine
    • 89 Metascore
    • 100 Critic Score
    This game is everything FPS and movie games need to be, chewing up and spitting out the vast majority of the competition. [July 2004, p.68]
    • Play Magazine
    • 76 Metascore
    • 75 Critic Score
    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
    • 85 Metascore
    • 83 Critic Score
    This is a case where the synergy between compelling gameplay and environment design, enabled by great technology, is too important to compromise. [July 2004, p.74]
    • Play Magazine
    • 75 Metascore
    • 67 Critic Score
    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
    • 82 Metascore
    • 83 Critic Score
    The way the AI reacts to your specific presence is eerily keen. [Aug 2004, p.56]
    • Play Magazine
    • 81 Metascore
    • 83 Critic Score
    A fresh take on an old premise that's impossible to put down, filled with old friends (Shy Guys, Boos, Ram-Rams, Monchees...), crisp, vivid graphics and sound, and osme yummy cinemas. [July 2004, p.71]
    • Play Magazine
    • 75 Metascore
    • 75 Critic Score
    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
    • 61 Metascore
    • 58 Critic Score
    The targeting system, offensive and defensive balance and especially the design are all surprisingly adept, as is the integrated story, about nomadic Earthlings on the run from alien hordes. [June 2004, p.61]
    • Play Magazine
    • 60 Metascore
    • 58 Critic Score
    The targeting system, offensive and defensive balance and especially the design are all surprisingly adept, as is the integrated story, about nomadic Earthlings on the run from alien hordes. [June 2004, p.61]
    • Play Magazine
    • 65 Metascore
    • 83 Critic Score
    Graduating from story mode into Grand Battle, you can lost yourself in the game's meticulous art of fighting if you so desire, via a level of give-and-take that knows no bounds (this game could last you months.) [July 2004, p.73]
    • Play Magazine
    • 63 Metascore
    • 58 Critic Score
    The targeting system, offensive and defensive balance and especially the design are all surprisingly adept, as is the integrated story, about nomadic Earthlings on the run from alien hordes. [June 2004, p.61]
    • Play Magazine
    • 73 Metascore
    • 58 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
    • 64 Metascore
    • 50 Critic Score
    This is a repetitious, laborious adventure, riddled with poor character models (what they've done to Kate Beckinsale is a crime...that hair!), shoddy collision and sub-par animation. [July 2004, p.73]
    • Play Magazine
    • 63 Metascore
    • 50 Critic Score
    This is a repetitious, laborious adventure, riddled with poor character models (what they've done to Kate Beckinsale is a crime...that hair!), shoddy collision and sub-par animation. [July 2004, p.73]
    • Play Magazine
    • 65 Metascore
    • 75 Critic Score
    Would the game have succeeded on a much higher level had the focus been placed completely on either a one-player campaign or just the multiplayer? In the end, I feel like the experience was diluted for unnecessary reasons, with the game appearing to walk the fence, trying to offer a compelling foundation spread across two different modes of play. [May 2004, p.51]
    • Play Magazine
    • 79 Metascore
    • 67 Critic Score
    The story centers on wall-to-wall teenage girls of the squeaky kind, but La Pucelle certainly delivers as advertised. [June 2004, p.61]
    • Play Magazine
    • 87 Metascore
    • 83 Critic Score
    It's astonishingly detailed, wicked fun and the music streams non-stop to drive it all home. [June 2004, p.61]
    • Play Magazine
    • 73 Metascore
    • 83 Critic Score
    Seldom have I been so invested in an overal premise; and what beter than a down-and-dirty Western? [June 2004, p.54]
    • Play Magazine
    • 55 Metascore
    • 75 Critic Score
    The visuals have their respective platforms humming at their storybook best. [July 2004, p.72]
    • Play Magazine
    • 74 Metascore
    • 83 Critic Score
    Seldom have I been so invested in an overal premise; and what beter than a down-and-dirty Western? [June 2004, p.54]
    • Play Magazine
    • 71 Metascore
    • 75 Critic Score
    The visuals have their respective platforms humming at their storybook best. [July 2004, p.72]
    • Play Magazine
    • 72 Metascore
    • 75 Critic Score
    The visuals have their respective platforms humming at their storybook best. [July 2004, p.72]
    • Play Magazine
    • 70 Metascore
    • 75 Critic Score
    The visuals have their respective platforms humming at their storybook best. [July 2004, p.72]
    • Play Magazine
    • 85 Metascore
    • 83 Critic Score
    Even if you only play CoH for the duration of the first free month, it's well worth the purchase. Chances are you'll be sticking around, though. [July 2004, p.75]
    • Play Magazine
    • 85 Metascore
    • 75 Critic Score
    A classically charged action game. [July 2004, p.73]
    • Play Magazine
    • 65 Metascore
    • 58 Critic Score
    A lack of variety hurts in the end, and while the visual style is enjoyably simple and nicely handled within its constraints, you start to want more meat on the bones. [May 2004, p.56]
    • Play Magazine
    • 72 Metascore
    • 75 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
    • 80 Metascore
    • 67 Critic Score
    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
    • 74 Metascore
    • 67 Critic Score
    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
    • 73 Metascore
    • 58 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
    • 74 Metascore
    • 58 Critic Score
    The gameplay that's presented is fun, especially with the variety of weapons and upgradeable skills, and the ability to play with four players is much appreciated, but I really wish they'd added more depth and diversity to the experience. [Dec 2003, p.97]
    • Play Magazine
    • 78 Metascore
    • 67 Critic Score
    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
    • 68 Metascore
    • 75 Critic Score
    While World Tour Soccer 2005 may not play better than "Winning Eleven 7," it's certainly a nice alternative to EA's "FIFA." [June 2004, p.71]
    • Play Magazine
    • 81 Metascore
    • 83 Critic Score
    The striking image quality of this absolutely gorgeous pastiche of tainted purgatory is a big factor in Painkiller's appeal. [June 2004, p.66]
    • Play Magazine
    • 69 Metascore
    • 58 Critic Score
    A lack of variety hurts in the end, and while the visual style is enjoyably simple and nicely handled within its constraints, you start to want more meat on the bones. [May 2004, p.56]
    • 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
    • 64 Metascore
    • 67 Critic Score
    A gorgeous game, painstakingly detailed and lit, and the deeper you go, the better it gets. [May 2004, p.52]
    • Play Magazine
    • 76 Metascore
    • 75 Critic Score
    It's rather disappointing how little this game has changed compared to its handheld cousin - all the minigames are identical to the GBA version, right down to the graphics and sound. [May 2004, p.55]
    • Play Magazine
    • 83 Metascore
    • 91 Critic Score
    Phatty houses, cars, jewelry...women - if you've seen it on MTV Cribs, you're going to see it here. [May 2004, p.68]
    • Play Magazine
    • 85 Metascore
    • 100 Critic Score
    But what's truly astounding about Fight Night is the damage inflicted on the Boxers...Using state-of-the-art facial mo-caps, players will see a boxer's face bruise, swell and get cut during fights. [Apr 2004, p.72]
    • Play Magazine
    • 85 Metascore
    • 100 Critic Score
    But what's truly astounding about Fight Night is the damage inflicted on the Boxers...Using state-of-the-art facial mo-caps, players will see a boxer's face bruise, swell and get cut during fights. [Apr 2004, p.72]
    • Play Magazine
    • 82 Metascore
    • 91 Critic Score
    Phatty houses, cars, jewelry...women - if you've seen it on MTV Cribs, you're going to see it here. [May 2004, p.68]
    • Play Magazine
    • 57 Metascore
    • 67 Critic Score
    The physics on the cars are kept too simple and there's too much of a reliance on power-ups, but go online and the energy level doubles. [May 2004, p.56]
    • 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
    • 75 Metascore
    • 83 Critic Score
    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
    • 65 Metascore
    • 58 Critic Score
    As pretty and nice as the surface is, the gameplay beneath is surprisingly shallow. [Apr 2004, p.60]
    • Play Magazine
    • 59 Metascore
    • 75 Critic Score
    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
    • 59 Metascore
    • 75 Critic Score
    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
    • 85 Metascore
    • 100 Critic Score
    I can honestly say that I have logged more hours playing Final Fantasy XI than any other game in my life. [May 2004, p.46]
    • Play Magazine
    • 89 Metascore
    • 83 Critic Score
    The game consistently looks and sounds incredible. [May 2004, p.60]
    • Play Magazine
    • 53 Metascore
    • 67 Critic Score
    The epitome of a solid game: smooth engine, well-balanced gameplay, slick interface...My only real problem with the game is the amount of backtracking involved. [Mar 2004, p.59]
    • Play Magazine
    • 93 Metascore
    • 91 Critic Score
    Digging into the online experience can take hours, simply becoming accustomed to the deep strategy of play, which sizzles in the three modes pitting spies against mercenaries. [Apr 2004, p.53]
    • Play Magazine
    • 75 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
    • 78 Metascore
    • 83 Critic Score
    Animations are silky smooth and the over 3,500 personalized animations put the realism over the top. [Apr 2004, p.73]
    • 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
    • 52 Metascore
    • 75 Critic Score
    Exceptionally well produced - almost seamless segueing in and out of spoken dialogue and story breaks - and has a strong script brought to life by seasoned anime and voice-over professionals. [Apr 2004, p.64]
    • 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
    • 74 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
    • 69 Metascore
    • 67 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
    • 70 Metascore
    • 75 Critic Score
    The level design and enemy placement at work here are simply brilliant, and if the devil is in the details, Return From Darkness is evil to the core. [May 2004, p.54]
    • Play Magazine
    • 77 Metascore
    • 75 Critic Score
    The game can be thrilling, poorly executed, compelling, expertly crafted and everything in between. [Apr 2004, p.54]
    • Play Magazine
    • 57 Metascore
    • 42 Critic Score
    Just like in real life, the Corvettes on display possess wicked oversteer and, adding insult to injury, grace some of the most lackluster course designs I've ever traversed while good-'ol-boy rock and swanky sax music crackles in the background. [June 2004, p.61]
    • Play Magazine
    • 63 Metascore
    • 67 Critic Score
    Very creative bosses and a worthwhile back story make Firefighter well worth checking out for anyone with the slightest interest in teh premise. [Apr 2004, p.64]
    • Play Magazine
    • 90 Metascore
    • 100 Critic Score
    With a revamped Dynasty mode, a new batting system, and my favorite feature, Big Play Control, MVP Baseball 2004 is the complete package. [Apr 2004, p.73]
    • Play Magazine
    • 77 Metascore
    • 75 Critic Score
    The game can be thrilling, poorly executed, compelling, expertly crafted and everything in between. [Apr 2004, p.54]
    • Play Magazine
    • 90 Metascore
    • 100 Critic Score
    With a revamped Dynasty mode, a new batting system, and my favorite feature, Big Play Control, MVP Baseball 2004 is the complete package. [Apr 2004, p.73]
    • Play Magazine
    • 85 Metascore
    • 83 Critic Score
    It's too bad that The Twin Snakes isn't the perfect update of MGS it could have been, but this game is still packed with quality, providing a great experience to MGS rookes and Fox Hound veterans alike. [Mar 2004, p.54]
    • Play Magazine
    • 89 Metascore
    • 100 Critic Score
    With a revamped Dynasty mode, a new batting system, and my favorite feature, Big Play Control, MVP Baseball 2004 is the complete package. [Apr 2004, p.73]
    • Play Magazine
    • 84 Metascore
    • 83 Critic Score
    The best game ever launched at $19.99? Most assuredly. [Apr 2004, p.63]
    • Play Magazine
    • 54 Metascore
    • 42 Critic Score
    I suppose MMBCC pulls off the light strategy it's attempting well enough, but I'm afraid that doesn't make it any more fun to play. [Jan 2004, p.76]
    • Play Magazine
    • 62 Metascore
    • 50 Critic Score
    There's a cartoon approach to the combat and presentation that kind of works at first, but again, it all comes to a halt once the old-school charm wears thin. [Dec 2003, p.83]
    • Play Magazine
    • 77 Metascore
    • 91 Critic Score
    Where Left Field shine, and do they ever shine, is in course design, AI and control. MTX is a gas to see and play. [Mar 2004, p.66]
    • Play Magazine
    • 61 Metascore
    • 58 Critic Score
    The voice recognition just isn't up to par - it's frustrating during exploration and infuriating during battle. I often found myself begging to just be playing wiht a standard controller interface. [Mar 2004, p.59]
    • Play Magazine
    • 63 Metascore
    • 50 Critic Score
    The main problem with the game is that it gets old really fast. [Apr 2004, p.64]
    • Play Magazine
    • 55 Metascore
    • 67 Critic Score
    Mystery Mayhem offers ex-stoners and kids of all ages a multi-episode mystery for the ages by pretty much reinventing the old Genesis "Ghosbusters" in 3D, only with all the extra refinements 3D affords. [Mar 2004, p.59]
    • Play Magazine
    • 91 Metascore
    • 100 Critic Score
    What Team Ninja have achieved is no less than a modern miracle, a game that somehow conjures the same stickiness and addictive spirit as its 8-bit juggernaut. Ninja Gaiden for the Xbox is, quite simply, a perfect video game. [Apr 2004, p.53; Grade = A+]
    • Play Magazine
    • 79 Metascore
    • 91 Critic Score
    Where Left Field shine, and do they ever shine, is in course design, AI and control. MTX is a gas to see and play. [Mar 2004, p.66]
    • 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
    • 64 Metascore
    • 58 Critic Score
    Carve's saving grace is its online, multiplayer, handset-compatible, team-based play. [May 2004, p.56]
    • Play Magazine
    • 73 Metascore
    • 75 Critic Score
    A free-form action-adventure spilling over with platforming goodness, depth and originality. [Apr 2004, p.61]
    • Play Magazine
    • 84 Metascore
    • 83 Critic Score
    The challenge can be steep. Running and gunning without taking cover and finding calculated ways of clearing a path is death. [Mar 2004, p.52]
    • Play Magazine
    • 80 Metascore
    • 83 Critic Score
    Tearing a page from their old Motocross Madness tome, they've inserted a beefy mission-based free-roamer into the mix, allowing you to essentially go f'ing bananas between venues. [Mar 2004, p.69]
    • Play Magazine
    • 68 Metascore
    • 75 Critic Score
    The controls may be simple, but the game is not. Between fighting, gunplay, stealth an dexterity challenges..., repetition is kept at bay but do-overs aren't. [Mar 2004, p.56]
    • Play Magazine
    • 93 Metascore
    • 100 Critic Score
    Without a doubt, the most definitive soccer game ever released. [Mar 2004, p.70]
    • Play Magazine
    • 83 Metascore
    • 83 Critic Score
    The challenge can be steep. Running and gunning without taking cover and finding calculated ways of clearing a path is death. [Mar 2004, p.52]
    • Play Magazine
    • 81 Metascore
    • 83 Critic Score
    Tearing a page from their old Motocross Madness tome, they've inserted a beefy mission-based free-roamer into the mix, allowing you to essentially go f'ing bananas between venues. [Mar 2004, p.69]
    • Play Magazine
    • 84 Metascore
    • 83 Critic Score
    The challenge can be steep. Running and gunning without taking cover and finding calculated ways of clearing a path is death. [Mar 2004, p.52]
    • Play Magazine

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