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 deck-building and card-collecting aspects of Culdcept Saga have a powerful appeal, but the game-board mechanics aren't quite interesting enough to justify the excessive length of the matches. [Jan 2008, p.50]- Play Magazine
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- Critic Score
It's time to either do the right thing or say goodbye. [Apr 2007, p.43]- Play Magazine
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- Critic Score
If you can appreciate old-school first person shooters, where enemies weren't expected to have the best survival instincts, then the single player mode is still worth the time it takes to play through it. [May 2007, p.66]- Play Magazine
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- Critic Score
The cornucopia of stages and fighters, underpinned by the perfectly honed combat, satisfies for months. [Nov 2002, p.96]- Play Magazine
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- Critic Score
Almost everything about MMBN3 is so similar to previous games in the series, it's hard to tell that you're playing a new game. [May 2003, p.60]- Play Magazine
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- Critic Score
Doesn't match the heights ascended by "Silent Hill" or "Resident Evil," but the game thoroughly entertains with its building tension. [Jan 2003, p.64]- Play Magazine
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- Critic Score
A rather straightforward 3D brawler, with enemies materializing in a green haze and fairly begging to be dispatched with prejudice. [Oct 2005, p.55]- Play Magazine
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- Critic Score
If you absolutely positively cannot get enough urban racing Rush does it well, but beware, it's pimped to the max. [Nov p.94]- Play Magazine
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- Critic Score
If R.A.D. did have role-playing and story elements to support the action, as good as its PS predecessor, you'd be looking at the next big thing...Either way, it's just dandy. [Nov 2002, p.66]- Play Magazine
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- Critic Score
The game is not forgiving to the weak player who wants to jump in and execute a flurry of moves instantly, rewarding the patient fighter who is willing to extensively tune-in to the fighting mechanics. [Apr 2003, p.58]- Play Magazine
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- Critic Score
But DW6 does feel sort of lightweight, especially at a $60 price tag. [Mar 2008, p.59]- Play Magazine
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- Critic Score
I think the game would have benefitted from being based on the anime rather than distilled directly from it. [July 2005, p.79]- Play Magazine
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If not for the loading, HP is a near perfect film adaptation. [Dec 2002, p.78]- Play Magazine
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If you don't already have these excellent games, then Mega Collection Plus is an awesome investment. [Nov 2004, p.76]- 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
The cutscenes are better off skipped and there's nothing mind-blowing at work here, but the levels are clever, the bosses nicely creative and the mix of thinking and skill-based gameplay fun. [Dec 2003, p.85]- Play Magazine
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- Critic Score
Expressionless faces, pale skin and similar body types - all of the athletes in the game have a very generic look about them. A little more detail would've made the game that much better. [Sept 2004, p.83]- Play Magazine
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- Critic Score
The game isn't perfect. For starters, the AI could've been more challenging - I was able to break it down fairly easily and score at will. [Nov 2003, p.105]- Play Magazine
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- 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
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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
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- 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
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- Critic Score
The game reaches its peak around the middle of the game (in the Cave of Wonders and inside the Genie's lamp), and subsequent levels lack the intense platforming, replacing it with fairly easy combat. That's not to say it isn't fun. [Jan 2004, p.76]- Play Magazine
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- Critic Score
Perhaps more than any previous movie game, Catwoman is actually challenging on a platforming level - sort of like "Prince of Persia" without the rewind. If you like a challenging platformer give Patience a chance. [Sept 2004, p.73]- Play Magazine
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- 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
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- Critic Score
Any hint of challenge, even in hard mode, is also gone. Magical Quest 2 isn't bad, but should have been better. [Oct 2003, p.72]- Play Magazine
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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
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- Critic Score
It's the exact same game, which by last year's standards is still good, but couldn't they have at least added some bump mapping or something while we waited? [Sept 2003, p.81]- Play Magazine
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- Critic Score
The added battery save is also much appreciated. [Aug 2004, p.61]- Play Magazine
Posted Aug 13, 2025 -
- Critic Score
Plays surprisingly well on its foundation of three schools of combat: brawler, marial artist, and grappler. Place it next to Japan's best and the game gets pummeled. [Nov 2004, p.75]- Play Magazine
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- Critic Score
Looks fantastic and has excellent level design but is ridiculously hard for the wrong reasons. [Aug 2003, p.77]- Play Magazine
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- Critic Score
Even though the action is stiff, the animation poor and the controls occasionally not as responsive as I'd like, I'm able to overlook it simply because there aren't too many four-player co-op action games out there, let alone ones with platforming elements generously incorporated into the mix - but I'd never play it solo. [Oct 2004, p.77]- Play Magazine
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- Critic Score
Even though the action is stiff, the animation poor and the controls occasionally not as responsive as I'd like, I'm able to overlook it simply because there aren't too many four-player co-op action games out there, let alone ones with platforming elements generously incorporated into the mix - but I'd never play it solo. [Oct 2004, p.77]- Play Magazine
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- Critic Score
Even though the action is stiff, the animation poor and the controls occasionally not as responsive as I'd like, I'm able to overlook it simply because there aren't too many four-player co-op action games out there, let alone ones with platforming elements generously incorporated into the mix - but I'd never play it solo. [Oct 2004, p.77]- Play Magazine
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- 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
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- Critic Score
The game just has this awful, clunky, ugly interface that had me dreaming of the elegance of "Phantasy Star Online." But even so, there is a level of addiction to be had here as there is in any decent online game. [Nov 2004, p.76]- Play Magazine
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- Critic Score
The game's main problem, aside from being strictly by the numbers, is the lack of a walk button. The character always runs, an dtoo fast for the game at that. [Jan 2004, p.65]- Play Magazine
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- 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
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- Critic Score
The cutscenes are better off skipped and there's nothing mind-blowing at work here, but the levels are clever, the bosses nicely creative and the mix of thinking and skill-based gameplay fun. [Dec 2003, p.85]- Play Magazine
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- Critic Score
Better suited for those who want to play an impressive companion piece to the movies rather than play a compelling RPG. [Dec 2004, p.62]- 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
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
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- 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
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- 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
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- Critic Score
The game's main problem, aside from being strictly by the numbers, is the lack of a walk button. The character always runs, an dtoo fast for the game at that. [Jan 2004, p.65]- Play Magazine
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- 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
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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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- Critic Score
On-the-fly switching between ranged and melee combat gives the solid action more depth than you'd expect, and the characters and stages look excellent, complete with nice environmental effects. [Nov 2004, p.75]- 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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- Critic Score
Being able to upgrade you characters is fantastic, but instead of offering interesting challenges or match types to do this with, career mode presents a boring glut of one-round bouts. [Nov 2003, p.92]- Play Magazine
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- Critic Score
Although the worst soundtrack of all time and less-than-stellar visuals conspire to keep it from reaching its full potential, ST is a fresh racer nevertheless: fun, mode-packed and above all, beefy, especially at 20 bucks. [Nov 2003, p.93]- Play Magazine
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- Critic Score
Better suited for those who want to play an impressive companion piece to the movies rather than play a compelling RPG. [Dec 2004, p.62]- Play Magazine
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- Critic Score
There's no denying that the level of interaction in here is humbling. [Nov 2004, p.54]- Play Magazine
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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
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- Critic Score
It's nice to be able to save high scores in this version. [Dec 2004, p.100]- Play Magazine
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- Critic Score
While the game is still good fun, its kid-friendly finish and slightly dated graphics make less of an impact than it might have if released a year ago. [July 2003, p.79]- Play Magazine
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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
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The models and animation capture the look of the short films, yet look rough around the edges; the camera is decent, but fights you when it really matters; and the music is quite good but strangely out of place. [Oct 2003, p.73]- Play Magazine
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- 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
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- Critic Score
Perhaps more than any previous movie game, Catwoman is actually challenging on a platforming level - sort of like "Prince of Persia" without the rewind. If you like a challenging platformer give Patience a chance. [Sept 2004, p.73]- Play Magazine
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- Play Magazine
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- Critic Score
Plays surprisingly well on its foundation of three schools of combat: brawler, marial artist, and grappler. Place it next to Japan's best and the game gets pummeled. [Nov 2004, p.75]- Play Magazine
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- Critic Score
Baten Kaitos isn't bad, but it doesn't stack up to the games it seemingly wants to emulate. [Dec 2004, p.58]- Play Magazine
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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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Ultimately feels like it is a year old, and its technical limitations hurt the finer parts of the game. [July 2003, p.72]- Play Magazine
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A gorgeous game, painstakingly detailed and lit, and the deeper you go, the better it gets. [May 2004, p.52]- Play Magazine
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- 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
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- Critic Score
Better suited for those who want to play an impressive companion piece to the movies rather than play a compelling RPG. [Dec 2004, p.62]- Play Magazine
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- Critic Score
The action is intense and the combat remains fun, but the game just doesn't feel as crisp as what I'd expect from KOF. [Nov 2004, p.71]- Play Magazine
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- Critic Score
There's no denying that the level of interaction in here is humbling. [Nov 2004, p.54]- Play Magazine
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- Critic Score
The models and animation capture the look of the short films, yet look rough around the edges; the camera is decent, but fights you when it really matters; and the music is quite good but strangely out of place. [Oct 2003, p.73]- Play Magazine
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- Critic Score
As a sci-fi lover, it's hard to escape the thrill of the setting and the exceptional CG sequences that link the key action scenes, and the booming score continually ratchets up the suspense. I came away entertained and frustrated, disappointed yet more than open for a sequel. [Oct 2003, p.67]- Play Magazine
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- 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
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- 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
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- 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
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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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- Critic Score
A linear approach to design and the tired reliance on ubiquitously placed exploding barrels will raise red flags for some, but I'm always down for an intense march through a shooting gallery. [July 2004, p.73]- Play Magazine
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- Critic Score
Perhaps more than any previous movie game, Catwoman is actually challenging on a platforming level - sort of like "Prince of Persia" without the rewind. If you like a challenging platformer give Patience a chance. [Sept 2004, p.73]- Play Magazine
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- Critic Score
Despite the fun combat, decent visuals and eclectic but strangely catchy soundtrack, the lack of depth and unfulfilling story left me lukewarm and yearning for another adventure with Arc, Elc or Alec... A solid RPG, nothing less, but nothing more. [July 2003, p.75]- Play Magazine
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- Critic Score
The models and animation capture the look of the short films, yet look rough around the edges; the camera is decent, but fights you when it really matters; and the music is quite good but strangely out of place. [Oct 2003, p.73]- 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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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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DDRMAX 2 is still fun and a must for any fan of the series, but it would've been nice to have seen more in terms of new modes of play and improved visuals. [Oct 2003, p.71]- Play Magazine
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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
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
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- 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
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- Critic Score
Perhaps more than any previous movie game, Catwoman is actually challenging on a platforming level - sort of like "Prince of Persia" without the rewind. If you like a challenging platformer give Patience a chance. [Sept 2004, p.73]- 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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True, there's nothing special at work here but it more than gets the job done. [Nov 2003, p.92]- Play Magazine
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SVC Chaos isn't bad - actually, quite the opposite - it's just that I'd recommend any previous Capcom vs. SNK game over this one. [Oct 2004, p.77]- Play Magazine
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- 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
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- Critic Score
What it lacks in architecture and evolving gameplay, it makes up for in mood, ambience and polish. [June 2004, p.58]- Play Magazine
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- Critic Score
Activating the new easy-combo Fever Mode is an interesting concept, but it's a bit on the cheap side, while the variations on Endless mode provide the most fun in the single-player experience. [Aug 2004, p.58]- Play Magazine
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- Critic Score
This iteration still hasn't fixed the one problem that's been plaguing the series since its inception: snooze-inducing level design. Another decent entry in the series, but nothing more. [June 2004, p.73]- Play Magazine
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- Critic Score
If you don't already have these excellent games, then Mega Collection Plus is an awesome investment. [Nov 2004, p.76]- Play Magazine
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- Critic Score
Like the last game, your team really isn't all that widely effective and functional, inevitably creating a feeling of going through the motions on autopilot; but more complex AI routines and better scripted scenarios do definitely help. [Aug 2004, p.57]- Play Magazine
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- Critic Score
There's no denying that the level of interaction in here is humbling. [Nov 2004, p.54]- Play Magazine
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- Critic Score
The game isn't perfect. For starters, the AI could've been more challenging - I was able to break it down fairly easily and score at will. [Nov 2003, p.105]- Play Magazine
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- Critic Score
Given the complexity of a lot of what's out there, it's always nice to just sit back and beat on things, and when it looks this nice, well, if you're so inclined, this is one of the better pick-up-and-play games around. [Aug 2004, p.54]- Play Magazine
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- Play Magazine
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- Critic Score
Even though the action is stiff, the animation poor and the controls occasionally not as responsive as I'd like, I'm able to overlook it simply because there aren't too many four-player co-op action games out there, let alone ones with platforming elements generously incorporated into the mix - but I'd never play it solo. [Oct 2004, p.77]- Play Magazine