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
The game contains bits of combat, Tomb Raider-ish puzzle solving, and environmental hazzards. [JPN Import; Mar 2003, p.63]- Play Magazine
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- Critic Score
It's a sweeping, exquisitely crafted, hopelessly addictive adventure that ignites a wondrous spirit of gaming past...A magnificent action-RPG and a terrifically fun video game. [Feb 2004, p.44]- Play Magazine
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A little drab, mechanical and laden by an antiquated feel, Nightshade is an on-again off-again sequel to the similarly flawed "Shinobi." [Mar 2004, p.59]- Play Magazine
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- 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
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- Critic Score
Unreal II's biggest fault is the lifeless visual design: the use of color is ugly at times, the enemies aren't appealing and movie clunkily, exhibiting spotty AI to add to the flaws. [Apr 2004, p.64]- Play Magazine
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- Critic Score
Just like the handheld Pokemon games, the graphics seem to be underdeveloped and the gameplay focus is really on catching, raising, and battling with the assorted critters, overshadowing the characters and story rather than supporting them. [Mar 2004, p.59]- Play Magazine
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- Critic Score
They've taken a beloved classic game, reinvented it, rethought it, retooled it, and come up with a new game that is not only better, but vastly superior in almost every way. [Feb 2004, p.52]- Play Magazine
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- Critic Score
The combination of the action, high adventure, quaint bustling towns and villages, Moogle wisdom (like the Yodas they are) and the best Square soundtrack since the SNES days add up to the most immersive overall universe I've experienced on the GameCube, if not on any next-gen console. [Feb 2004, p.38]- Play Magazine
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- Critic Score
The background periodically moves out of synch with the action (like a movie playing behind the left-to-right flow) and the music could be a bit more charged, but otherwise I cherished every moment returning to a genre embedded in my DNA. [Feb 2004, p.46]- Play Magazine
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- Critic Score
Delta Strike goes for a story-driven approach to its presentation, which ends up crippling the better moments with vapid dialogue and off-putting anime-style character drawings. [Feb 2004, p.47]- Play Magazine
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- Play Magazine
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- 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
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- Critic Score
No less than the new king of the dungeon crawl, easily beating the upcoming Norrath in my opinion (although Norrath is online, so if you so desire, its allure is obvious). [Jan 2004, p.54]- Play Magazine
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- Critic Score
No less than the new king of the dungeon crawl, easily beating the upcoming Norrath in my opinion (although Norrath is online, so if you so desire, its allure is obvious). [Jan 2004, p.54]- Play Magazine
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You'll be capping scumbags left and right in a fireworks display of flesh and blood, going after the town prostitute's heisted jewelry or collecting giant scorpion tails for some much-needed extra cash, and things of this nature. [Feb 2004, p.42]- Play Magazine
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- 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
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- Critic Score
You'll be capping scumbags left and right in a fireworks display of flesh and blood, going after the town prostitute's heisted jewelry or collecting giant scorpion tails for some much-needed extra cash, and things of this nature. [Feb 2004, p.42]- Play Magazine
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- Critic Score
Gameplay in NFL Street is fast and furious and, at times, unrelenting. [Mar 2004, p.70]- 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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- Critic Score
Gameplay in NFL Street is fast and furious and, at times, unrelenting. [Mar 2004, p.70]- Play Magazine
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- Critic Score
The fighting constantly evolves and always has an angle beyond mere versus encounters. [Mar 2004, p.72]- Play Magazine
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- 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
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- Critic Score
Easily the best isometric shooter available for the system, it's amazing just how much a tiny GBA cartridge can hold. [Feb 2004, p.53]- Play Magazine
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- 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
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- Critic Score
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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- Critic Score
Where most games entertain us with cutscenes to observe, Beyond Good & Evil is a cutscene. This is the first game to fully, properly inject the undeniable power of cinematic technique into the experience. [Nov 2003, p.70]- Play Magazine
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- Critic Score
How impressive it is to see a game feed off restraint and subtlety for its power. [Jan 2004, p.48]- Play Magazine
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- Critic Score
The announcer redefines annoying, the truck models leave much to be desired and the celebration animation's damn funny, but a solid game otherwise. [Mar 2004, p.47]- Play Magazine
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- Critic Score
The intimacy, the almost Zen-like relationship with the track is not here. Even so, I would be a fool to call this game anything other than great. [Jan 2004, p.60]- Play Magazine
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- 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
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- Critic Score
The intimacy, the almost Zen-like relationship with the track is not here. Even so, I would be a fool to call this game anything other than great. [Jan 2004, p.60]- Play Magazine
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- Critic Score
The intimacy, the almost Zen-like relationship with the track is not here. Even so, I would be a fool to call this game anything other than great. [Jan 2004, p.60]- Play Magazine
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- Critic Score
I normally don't mind a very specific, linear gameplay structure, I even invite it, but the ideas in the game don't work within this rigidity. [Jan 2004, p.66]- Play Magazine
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- Critic Score
What does shine is the cards themselves, which feature work by a ton of distinct Japanese artists. [Feb 2004, p.47]- Play Magazine
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- Critic Score
Takes the shallow one-on-one fighting action of its predecessor and repackages it with essentially no noteworthy enhancements to the fighting engine or visuals... Disappointing. [Dec 2003, p.82]- Play Magazine
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- Critic Score
If rich visuals, stunning environments, and the most diversity-packed gameplay of this year or any other sound good to you, I have a ninja for you to meet. [Dec 2003, p.81]- Play Magazine
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- 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
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- Critic Score
Basically a run-of-the-mill action title in a heavily armored car that transforms. [Feb 2004, p.47]- Play Magazine
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- Critic Score
Gotcha Force's neat concept didn't follow through in its execution. [Feb 2004, p.46]- Play Magazine
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- Critic Score
This is a game that re-invents nearly everything it does, from weapons fire to storytelling to rescue missions to boost-and-hover gameplay to bold new ways to humiliate farm animals. [Dec 2003, p.68]- Play Magazine
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If only more games attempted to create such a smart, bold place of fantasy. [Jan 2004, p.46]- Play Magazine
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Both the fighting and exploration are poorly executed, and the visuals look like they leapt right out of a medium-quality NES title. [Jan 2004, p.76]- Play Magazine
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- Critic Score
If only more games attempted to create such a smart, bold place of fantasy. [Jan 2004, p.46]- Play Magazine
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- Critic Score
This is a game that re-invents nearly everything it does, from weapons fire to storytelling to rescue missions to boost-and-hover gameplay to bold new ways to humiliate farm animals. [Dec 2003, p.68]- Play Magazine
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- Critic Score
Where most games entertain us with cutscenes to observe, Beyond Good & Evil is a cutscene. This is the first game to fully, properly inject the undeniable power of cinematic technique into the experience. [Nov 2003, p.70]- 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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- Critic Score
It's a great little free game and a good excuse to try out the GBA link. [Feb 2004, p.47]- Play Magazine
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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
There's just no way to put it except to say that it's quite possibly the ultimate rush. [Jan 2004, p.58]- Play Magazine
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The announcer redefines annoying, the truck models leave much to be desired and the celebration animation's damn funny, but a solid game otherwise. [Mar 2004, p.47]- Play Magazine
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- Critic Score
It looks absolutely incredible - easily the best-looking GBA game yet. [Feb 2004, p.53]- Play Magazine
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For the most part, MP2 is a gorgeous game that does its M rating proud. [Jan 2004, p.66]- Play Magazine
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- Critic Score
Basically a run-of-the-mill action title in a heavily armored car that transforms. [Feb 2004, p.47]- Play Magazine
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Virtually every aspect of this sorry excuse for a fighting game fails painfully. The problems start with unresponsive controls and poor animation. [Dec 2003, p.97]- Play Magazine
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- Critic Score
Not only is the interface clumsy and hard to view, but the bonus content is poorly edited and sloppily thrown together. [Dec 2003, p.83]- 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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The tag-team approach works like a charm, the visuals are uncannily spot-on and the dialogue sheer perfection. [Dec 2003, p.83]- Play Magazine
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- Play Magazine
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- Play Magazine
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- Play Magazine
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- Critic Score
By far one of the better releases of the DDR series, Ultramix is both a must-own for DDR freaks and a great place for newbs to get acquainted with tis popular line of games. [Dec 2003, p.85]- Play Magazine
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- Critic Score
The tag-team approach works like a charm, the visuals are uncannily spot-on and the dialogue sheer perfection. [Dec 2003, p.83]- Play Magazine
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This game experiences such highs and lows, it's as if three separate teams worked on it. [Dec 2003, p.60]- Play Magazine
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If you're the type of person who likes to get lost in fantasy worlds, Kya is your oyster. [Dec 2003, p.78]- Play Magazine
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Look past some simplistic visual designs and enjoy the bright, unique style the artists have worked into Whiplash and you'll find a solid game that entertains after you've had your fill with the holiday A-lists. [Jan 2004, p.66]- Play Magazine
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Not that there's anything wrong with cashing in on America's bloodlust, but to call Manhunt a "mature" game, I think, is an affront to mature people. [Jan 2004, p.65]- Play Magazine
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The detail spent on each and every droid is amazing, as are the physics applied, and the locales, from the underground tunnels to the ravaged cityscapes topside, are splendid. [Nov 2003, p.89]- Play Magazine
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Square has taken a risk with Final Fantasy X-2, and even if they don't always hit the mark, when they do, it's a glorious cupid shot right through our FF-Loving hearts. [Dec 2003, p.67]- Play Magazine
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- Critic Score
Blame slightly unnatural control and a rather generic feeling. [Dec 2003, p.84]- Play Magazine
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- Critic Score
If rich visuals, stunning environments, and the most diversity-packed gameplay of this year or any other sound good to you, I have a ninja for you to meet. [Dec 2003, p.81]- Play Magazine
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- Critic Score
Something as simple as trying to discern whether Pudding is motioning right, left, up or down withi her guitar is almost frustrating enough for a good controller toss. [Dec 2003, p.81]- Play Magazine
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Thankfully, LucasArts have traded in realism for arcade action and the end result is a joyous ride through history. [Dec 2003, p.84]- Play Magazine
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- Critic Score
As it stands right now, the game definitely has a "rushed out the door" feel to it, so let's hope for substantial downloadable content. [Jan 2004, p.66]- Play Magazine
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- Critic Score
As much as I like Project Gotham as a series, my heart belongs to Ridge Racer and Gran Turismo. [Dec 2003, p.58]- Play Magazine
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- Critic Score
Gameplay falls right where it should be - not too fast, not too slow - just like hockey should be. [Dec 2003, p.98]- Play Magazine
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- Critic Score
The detail spent on each and every droid is amazing, as are the physics applied, and the locales, from the underground tunnels to the ravaged cityscapes topside, are splendid. [Nov 2003, p.89]- Play Magazine
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- Critic Score
Look past some simplistic visual designs and enjoy the bright, unique style the artists have worked into Whiplash and you'll find a solid game that entertains after you've had your fill with the holiday A-lists. [Jan 2004, p.66]- Play Magazine
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- Critic Score
Where Inside Drive draws the fouls are in the visuals. [Dec 2003, p.98]- Play Magazine
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- Critic Score
Most of the shots you'll take in XIII require a sniper's touch - expect to become dreadfully familiar with your crossbow. [Dec 2003, p.70]- Play Magazine
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- Critic Score
Thankfully, LucasArts have traded in realism for arcade action and the end result is a joyous ride through history. [Dec 2003, p.84]- Play Magazine
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- Critic Score
The animation is a tad stiff, and the control takes some time to master given the state of the characters, but GGH is surprisingly addictive. [Dec 2003, p.85]- Play Magazine
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- Critic Score
The detail spent on each and every droid is amazing, as are the physics applied, and the locales, from the underground tunnels to the ravaged cityscapes topside, are splendid. [Nov 2003, p.89]- Play Magazine
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- Critic Score
Problem is, there's not enough strategic thought put into where the threat is coming from, forcing you into a path of endless running and gunning without a high-tier engagement of well-placed safe points and clever object interaction. [Nov 2003, p.83]- Play Magazine
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- Critic Score
Absolutely spectacular to look at - and I'm not just talking about the voluptuous 3D Nico. [Feb 2004, p.48]- Play Magazine
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Pulling it all together is razor-sharp presentation, incredible city construction and track design, and a use of sound and mixed tunes that is unrivaled in the genre; praise to EA for bypassing the numbing of ill-placed techno. [Dec 2003, p.62]- Play Magazine
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- Critic Score
Not only is the interface clumsy and hard to view, but the bonus content is poorly edited and sloppily thrown together. [Dec 2003, p.83]- Play Magazine
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As always, the dynasty mode is incredibly robust. [Dec 2003, p.98]- Play Magazine
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The bold visuals, mechanics, story, and characters are brought together with a seemingly effortless charm. [Dec 2003, p.94]- Play Magazine
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Pulling it all together is razor-sharp presentation, incredible city construction and track design, and a use of sound and mixed tunes that is unrivaled in the genre; praise to EA for bypassing the numbing of ill-placed techno. [Dec 2003, p.62]- Play Magazine
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As always, the dynasty mode is incredibly robust. [Dec 2003, p.98]- Play Magazine
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The look, feel, structure and incomparable Nintendo touch have been closely preserved, toyed with just enough to be labeled a substantial sequel. [Nov 2003, p.84]- Play Magazine
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If you don't own these pieces of gaming history already, you'd be foolish not to get them now. If you already have them, playing through them again is utter gaming bliss. [Jan 2004, p.63]- Play Magazine
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Pulling it all together is razor-sharp presentation, incredible city construction and track design, and a use of sound and mixed tunes that is unrivaled in the genre; praise to EA for bypassing the numbing of ill-placed techno. [Dec 2003, p.62]- Play Magazine
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- Critic Score
The best overall college basketball game on the market. [Jan 2004, p.80]- Play Magazine
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The best overall college basketball game on the market. [Jan 2004, p.80]- Play Magazine
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As much as DD die-hards will dig it, the non-initiated should take note: the visuals are a bit antiquated, and the slightly floaty action lacks the bone-crunching, impactful feel of superior brawlers like "Final Fight." [Jan 2004, p.75]- Play Magazine
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While the game is satisfying in single-player, it really takes off online. [Dec 2003, p.84]- 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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- Critic Score
Where most games entertain us with cutscenes to observe, Beyond Good & Evil is a cutscene. This is the first game to fully, properly inject the undeniable power of cinematic technique into the experience. [Nov 2003, p.70]- Play Magazine
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- Critic Score
You find yourself waist-deep in a Zelda-style action/adventure, with a larger emphasis on stealth and platforming. [Oct 2003, p.65]- Play Magazine