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
    • 70 Metascore
    • 90 Critic Score
    Not only is Xyanide a 3D space shooter but it is like no other you have ever seen or played. It's actually a benchmark title. [Dec. 2006, p.60]
    • Play Magazine
    • 70 Metascore
    • 80 Critic Score
    The game's biggest asset? The A.I. [May 2005, p.71]
    • Play Magazine
    • 70 Metascore
    • 90 Critic Score
    Once the starting gate drops you begin to see why they call it Untamed. [Dec 2007, p.66]
    • Play Magazine
    • 70 Metascore
    • 70 Critic Score
    Unlike other companies that concentrate on visuals, High Heat puts its energies on the fundamentals that make a great baseball game. [Apr 2003, p.71]
    • Play Magazine
    • 70 Metascore
    • 80 Critic Score
    As expected, it plays and looks great on the GBA, only giving up a bit of res due to the LCD screen. [Oct 2002, p.86]
    • Play Magazine
    • 70 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
    • 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
    • 70 Metascore
    • 70 Critic Score
    It's pretty short and linear, and as far as I can tell, you can't die. [Oct 2005]
    • Play Magazine
    • 70 Metascore
    • 85 Critic Score
    A very nice alternative to "GT4." Though its physics engine provides a proper challenge, the game itself is simpler and easier to pick up and make make progress. If you haven't got time for "GT4," play this instead. [May 2005, p.40]
    • Play Magazine
    • 70 Metascore
    • 70 Critic Score
    Upgrades on the variety of cars gradually up the speeds and intensity. [Aug 2005, p.50]
    • Play Magazine
    • 70 Metascore
    • 80 Critic Score
    A game very much in the spirit of the Japanese youth it portrays: sometimes unpredictable, often rough around the edges, yet never lacking in entertainment or charm.
    • Play Magazine
    • 70 Metascore
    • 75 Critic Score
    The visuals have their respective platforms humming at their storybook best. [July 2004, p.72]
    • Play Magazine
    • 70 Metascore
    • 85 Critic Score
    Bottom line, as with all the Hot Shots games (I have had enough golf though, thanks for the change Sony) Hots Shots Tennis is big on fun, end of story. [July 2007, p.63]
    • Play Magazine
    • 70 Metascore
    • 75 Critic Score
    There's nothing that boldly stands out about the progression, presentation or general set up in Full Auto; it's just a kick to get in the car and plow to the finish line for the next event. [Mar 2006, p.42]
    • Play Magazine
    • 70 Metascore
    • 70 Critic Score
    Great sound and remarkably smooth animation. [Dec 2005, p.71]
    • Play Magazine
    • 70 Metascore
    • 58 Critic Score
    Instead of revelations, we're left empty handed, as tantalizing mysteries are thoughtlessly swept under the rug. [Dec 2003, p.56]
    • Play Magazine
    • 70 Metascore
    • 67 Critic Score
    It's all a little generic and heavily recycled, but the powerslide system from "CTR" pulls it together. [Dec 2003, p.85]
    • Play Magazine
    • 70 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
    • 70 Metascore
    • 70 Critic Score
    Provides a fun, challenging time that makes the most out of its constraints. [Oct 2005]
    • Play Magazine
    • 70 Metascore
    • 50 Critic Score
    Whether head shot or grenade to the feet or shotgun blast at point-blank, aiming your weapon never feels efficiently precise. [Dec 2004, p.60]
    • Play Magazine
    • 70 Metascore
    • 80 Critic Score
    Strategy RPGs on the DS are in no short supply but neither are the people that play them, and this one has pretty much everything a fan could hope for provided you prefer live lengthy dialogue over quick breaks between venues. [Nov 2007, p.76]
    • Play Magazine
    • 70 Metascore
    • 67 Critic Score
    It looks absolutely incredible - easily the best-looking GBA game yet. [Feb 2004, p.53]
    • Play Magazine
    • 70 Metascore
    • 65 Critic Score
    Fun combat, crazy depth, and varied character classes outshine clunky menus and complex interface issues.
    • Play Magazine
    • 70 Metascore
    • 60 Critic Score
    The game needs either unlimited boost or longer time limits. Either one would have boosted its playability considerably. [Feb 2002, p.55]
    • Play Magazine
    • 70 Metascore
    • 80 Critic Score
    You may have been expecting yet another "Crash" afterthought scheming to fleece you of another fiddy, but this is a rebirth well worth the investment. [Nov 2007, p.68]
    • Play Magazine
    • 70 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
    • 70 Metascore
    • 75 Critic Score
    Borrowing some of the better elements from other games in the genre, Fossil Fighters manages to make it all fit together like T-Rex skeleton on display at the museum. Only with the game, you're encouraged to play with the exhibits.
    • Play Magazine
    • 70 Metascore
    • 75 Critic Score
    Atelier Annie is a charming and enjoyable little sim RPG that I wish had been more sim and less RPG.
    • Play Magazine
    • 70 Metascore
    • 90 Critic Score
    Vile and bizarre, refreshing and absorbing, Killer7 is an aggressive blessing to cleanse us from the masses. [July 2005, p.70]
    • Play Magazine
    • 70 Metascore
    • 90 Critic Score
    Crafted by hard-core gamers - its strong point in terms of sheer satisfaction - and it shows. [Mar 2003, p.56]
    • Play Magazine
    • 70 Metascore
    • 80 Critic Score
    They've caressed the music to great effect, made the bosses a bit more challenging, [and] adhered to a massive replayability standard that would drive any developer to drink. [Apr 2002, p.49]
    • Play Magazine
    • 70 Metascore
    • 70 Critic Score
    If you're down for another BMXer, Hoffman 3 is without a doubt the best it gets. [Oct 2002, p.85]
    • Play Magazine
    • 70 Metascore
    • 50 Critic Score
    The bosses are cool and Hunter has an expectedly grimy, dark edge, but it looked and felt better on Xbox. [Jan 2003, p.81]
    • Play Magazine
    • 70 Metascore
    • 75 Critic Score
    Wet
    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
    • 70 Metascore
    • 85 Critic Score
    The game is just fun to play, and the story is satisfying pulp. [May 2007, p.62]
    • Play Magazine
    • 70 Metascore
    • 75 Critic Score
    Pressure Driller adds a nice twist to the standard formula. [Jan 2005, p.85]
    • Play Magazine
    • 70 Metascore
    • 70 Critic Score
    A delightful movie game that's sure to satisfy. [Nov p.92]
    • Play Magazine
    • 70 Metascore
    • 80 Critic Score
    Captures the feeling of driving a car like no other game on the planet. The physics model is so highly developed and tuned that it actually makes this bare-bones game very engaging. [Oct 2002, p.83]
    • Play Magazine
    • 70 Metascore
    • 80 Critic Score
    To get the most out of the Turok experience, don't hesitate to go with the superior GameCube version. [Oct 2002, p.80]
    • Play Magazine
    • 70 Metascore
    • 75 Critic Score
    The value here ultimately comes down to the creativity of the Pariah community. Decent package overall. [June 2005, p.51]
    • Play Magazine
    • 70 Metascore
    • 80 Critic Score
    A few rough edges aside, Advent Rising is gaming's latest and most promising future epic. [July 2005, p.74]
    • Play Magazine
    • 70 Metascore
    • 80 Critic Score
    The game is also beautiful beyond measure, with water, weaving grass, snow, mud, and other terrain effects that, at least for now, are pretty much unequalled, and boast sound effects to match. [Oct 2002, p.68]
    • Play Magazine
    • 70 Metascore
    • 70 Critic Score
    If you own multiple consoles - although the game is solid across all three platforms - the Xbox game takes the prize, with eight competitors to the GC and PS2's six, along with a four-player mode compared to the other consoles' two. [Mar 2003, p.64]
    • Play Magazine
    • 70 Metascore
    • 75 Critic Score
    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
    • 69 Metascore
    • 38 Critic Score
    The game, like the movie it was also inspired by, has failed to properly tap into the vivid, dark energy of the comic book. [Feb 2005, p.62]
    • Play Magazine
    • 69 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
    • 69 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
    • 100 Critic Score
    The character designs and architecture at work here are pure vintage Core...Special doesn't begin to tell the tale. [Apr 2002, p.46]
    • Play Magazine
    • 69 Metascore
    • 83 Critic Score
    A vast sci-fi universe to explore, bounties to collect, and an intriguing story that bears telling. [Jan 2004, p.72]
    • Play Magazine
    • 69 Metascore
    • 70 Critic Score
    A deep, gorgeous, somewhat alternative view of the Rally genre, Climax Motorsports' Rally Fusion has a lot going for it. [Jan 2003, p.78]
    • Play Magazine
    • 69 Metascore
    • 70 Critic Score
    In a world where death is as temporary as heartburn, nothing is out of bounds. [Dec 2005, p.62]
    • Play Magazine
    • 69 Metascore
    • 70 Critic Score
    As much as I enjoyed most of what Mana Khemia had to offer, actively disliking three of the game's main characters(Vayne, Jess and Flay)made it easy to be apathetic every time a storyline cutscene kicked in. [Apr 2008, p.61]
    • Play Magazine
    • 69 Metascore
    • 70 Critic Score
    If you’re thinking of picking up the game, go into it knowing about the steep difficulty of the story mode, and try out the demo first. I recommend the game with the caveat that you may never obtain the skills needed to see the end of the story, just like arcade games of old.
    • Play Magazine
    • 69 Metascore
    • 80 Critic Score
    Driver: Parallel Lines is a slice of the '70's done right. [Apr 2006, p.63]
    • Play Magazine
    • 69 Metascore
    • 80 Critic Score
    Ah, battle...for it is here that the true potential of this title shines brightest. [Apr 2008, p.69]
    • Play Magazine
    • 69 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
    • 69 Metascore
    • 60 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
    • 69 Metascore
    • 80 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
    • 69 Metascore
    • 80 Critic Score
    [eM] is most impressive when placed in its proper context: From Software managed to craft a sprawling, 60-hour-long, traditional J-RPG on a next-generation platform in an incredibly short ammount of time....and it's actually pretty darn good. [Mar 2006, p.61]
    • Play Magazine
    • 69 Metascore
    • 70 Critic Score
    For 30 bucks, the capable haunts here are worth this house of horrors. [May 2008, p.60]
    • Play Magazine
    • 69 Metascore
    • 80 Critic Score
    The game has visuals and personality to burn. [Feb 2002, p.66]
    • Play Magazine
    • 69 Metascore
    • 100 Critic Score
    Anyone who reveled in the joy of the NES "Excitebike" and the original "Motocross Maniacs" will undoubtedly love this update. [April 2002, p.71]
    • Play Magazine
    • 69 Metascore
    • 80 Critic Score
    The game is also beautiful beyond measure, with water, weaving grass, snow, mud, and other terrain effects that, at least for now, are pretty much unequalled, and boast sound effects to match. [Oct 2002, p.68]
    • Play Magazine
    • 69 Metascore
    • 75 Critic Score
    The game aims for a classic War of the Worlds/Them/Godzilla vibe that no game has attempted to capture in years, and it does an excellent job of it. [JPN Import; Feb 2007, p.81]
    • Play Magazine
    • 69 Metascore
    • 90 Critic Score
    It's time to dive back in if you're already a citizen, and if you're not, gain access to the gaming world's most compelling simulated cyber space. [Nov. 2006, p.76]
    • Play Magazine
    • 69 Metascore
    • 80 Critic Score
    I haven't enjoyed a fighting game this much in years. [Oct 2005, p.70]
    • Play Magazine
    • 69 Metascore
    • 65 Critic Score
    Taking out the trash, I kid you not: 30 minutes of mundane pre-scripted yawn inducing tedium. They even mark where to go to on the map. [May 2007, p.65]
    • Play Magazine
    • 69 Metascore
    • 75 Critic Score
    Wet
    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
    • 69 Metascore
    • 85 Critic Score
    The seminal Wii FPA has arrived, loaded with top-fuel Wii tech, consistent, persistent, decidedly well-designed and executed gameplay, an excellent soundtrack, and enough originality to separate it from the first-person pack.
    • Play Magazine
    • 69 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
    • 69 Metascore
    • 70 Critic Score
    The best thing to happen to the Tony Hawk franchise since free roaming, Downhill Jam is allso, if not more so, an introduction to the challenge of re-acclimating oneself to tilt gameplay. [Jan. 2007, p.75]
    • Play Magazine
    • 69 Metascore
    • 90 Critic Score
    We would have paid in excess of $6400 for this collection, which you can now buy for less than the sales tax. [Apr 2008, p.57]
    • Play Magazine
    • 69 Metascore
    • 90 Critic Score
    Magnacarta 2 has all the spectacle, expanse, drama, combat, and nuance of an epic turn-based RPG, and none of the worn out conventions. SOFTMAX’s seamless real-time battle and field systems, great ensemble cast and boundless character development make all the difference.
    • Play Magazine
    • 69 Metascore
    • 65 Critic Score
    Regardless, whether you've been looking forward to this game for a decade or you're just now being introduced to Nightopia, this isn't NiGHTS. [Jan 2008, p.54]
    • Play Magazine
    • 69 Metascore
    • 90 Critic Score
    A spectacular, inventive, wondrous adventure. The lead is a bit of an odd-ball, but everything else is the stuff of dreams. [Jan 2003, p.68]
    • Play Magazine
    • 69 Metascore
    • 83 Critic Score
    Every level offers new challenges and new abilities, so the quest continues evolving and new areas are continuously unlocked. [Nov 2003, p.100]
    • Play Magazine
    • 69 Metascore
    • 60 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
    • 69 Metascore
    • 83 Critic Score
    Through some clever design, the Pelican Silent Scope Light Rifle replicates fairly well the experience of playing Silent Scope in the arcade. [Feb 2004, p.41]
    • Play Magazine
    • 69 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
    • 69 Metascore
    • 70 Critic Score
    It's time to either do the right thing or say goodbye. [Apr 2007, p.43]
    • Play Magazine
    • 69 Metascore
    • 75 Critic Score
    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
    • 69 Metascore
    • 80 Critic Score
    The R-Type shooters have always been tough-as-nails, and as it turns out, the strategy game is no different - a rarity and a blessing in Japanese games of late. [Jan 2008, p.69]
    • Play Magazine
    • 69 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
    • 69 Metascore
    • 90 Critic Score
    Spire is simply too niche for most. But if you can squeeze yourself into that niche, prepare for addiction to take root.
    • Play Magazine
    • 69 Metascore
    • 58 Critic Score
    The most interesting shakeup to the action is the emphasis being placed on incapacitating thugs instead of always going in with guns set on blood-thirsty kill, but this idea works much better in theory, growing old fast and never playing out like you might expect. [Dec 2003, p.82]
    • Play Magazine
    • 69 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
    • 69 Metascore
    • 67 Critic Score
    Together with a narrator that truly enhances the experience (making this the polar opposite of 90 percent of games with narrators), Freaky Fliers is like a comedy album, cartoon and racing-shooter, all wrapped into one tasty toon tortilla. [Aug 2003, p.70]
    • Play Magazine
    • 69 Metascore
    • 65 Critic Score
    There's no way to imagine these fights as anything but someone's absurd rap fantasy that was somehow shoehorned onto a fighting game. [Mar 2007, p.53]
    • Play Magazine
    • 69 Metascore
    • 75 Critic Score
    The value here ultimately comes down to the creativity of the Pariah community. Decent package overall. [June 2005, p.51]
    • Play Magazine
    • 69 Metascore
    • 67 Critic Score
    A sweet ride (especially for a value title) if you can stomach the almost blindingly psychedelic graphics and the talkiest character since Awesome Possum. [Dec 2004, p.81]
    • Play Magazine
    • 69 Metascore
    • 75 Critic Score
    A fine, if not predictable, bit of movie gaming. [Jan 2006, p.49]
    • Play Magazine
    • 69 Metascore
    • 83 Critic Score
    An atmospheric funhouse of fascinating spooks who come alive with movement and artistry. [Sept 2004, p.70]
    • Play Magazine
    • 69 Metascore
    • 70 Critic Score
    For long time horse racing fans, Gallop Racer 2006 brings some great improvements in both the racing and breeding aspects above previous versions. [July 2006, p.72]
    • Play Magazine
    • 69 Metascore
    • 75 Critic Score
    Online's not bad at all, but certainly nothing that will keep you locked in for hours. [Jan 2005, p.68]
    • Play Magazine
    • 69 Metascore
    • 80 Critic Score
    The graphics couldn't be better. Everything is modeled to match the look of the show, then bathed in the same color palette and given life through hardware. [June 2002, p.60]
    • Play Magazine
    • 69 Metascore
    • 58 Critic Score
    The most interesting shakeup to the action is the emphasis being placed on incapacitating thugs instead of always going in with guns set on blood-thirsty kill, but this idea works much better in theory, growing old fast and never playing out like you might expect. [Dec 2003, p.82]
    • Play Magazine
    • 69 Metascore
    • 83 Critic Score
    The real draw here are the minigames, and as always, they are all new. Of course, some are variations on themes passed down, but there are more than enough that surprise and delight to no end. [Dec 2003, p.80]
    • Play Magazine
    • 69 Metascore
    • 90 Critic Score
    Even with a weak script, Turok's flexible play mechanics, strong level designs, and high production values make the story mode alone worth the price of admission. [Jan 2008, p.49]
    • Play Magazine
    • 69 Metascore
    • 75 Critic Score
    It looks good but not great, feels good but not great, has some very cool moments before running into duller moments right around the corner. [Nov 2007, p.60]
    • Play Magazine
    • 69 Metascore
    • 70 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

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