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
    • 66 Metascore
    • 85 Critic Score
    Heroes will go down as the game that got me into real-time strategy. [Aug 2007, p.72]
    • Play Magazine
    • 66 Metascore
    • 100 Critic Score
    While the rest of the world pants about the nonsensical "Morrowmind," the pinnacle of action role-playing is right under their noses. Wake up and smell the mace. [Aug 2002, p.58]
    • Play Magazine
    • 66 Metascore
    • 80 Critic Score
    Home Run King's secret lies in its easy to assimilate control mechanism and killer visuals. [April 2002, p.59]
    • Play Magazine
    • 66 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
    • 65 Metascore
    • 75 Critic Score
    Apoplectic shooting action that doesn't let us catch our breath till the hard-fought score is tallied up at the end of the level. [Nov 2004, p.48]
    • Play Magazine
    • 65 Metascore
    • 75 Critic Score
    This is a game for tinkerers, where what you purchase and equip is every bit as important as how well you play. [Mar 2007, p.62]
    • Play Magazine
    • 65 Metascore
    • 70 Critic Score
    This is like an indie version of DQ--a sweet little aside between epics. [Mar 2008, p.50]
    • Play Magazine
    • 65 Metascore
    • 83 Critic Score
    The seamless integration of online with the offline is a big selling point for GameDay. [Sept 2003, p.87]
    • Play Magazine
    • 65 Metascore
    • 55 Critic Score
    This game is more fun with a bunch of friends, but so is going to the DMV or getting a root canal. [May 2006, p.78]
    • 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
    • 65 Metascore
    • 42 Critic Score
    We're treated to slow-paced gameplay hindered by arbitrary rules - having to start every stage without your weapon, and being forced to sneak around the level to find it, is a huge contrivance. [Nov 2004, p.90]
    • Play Magazine
    • 65 Metascore
    • 83 Critic Score
    The story is just as confounding as in the original, which makes me wonder if the translation is funky or Treasure simply wants to play with our heads... It's a great game. [Oct 2004, p.90]
    • Play Magazine
    • 65 Metascore
    • 50 Critic Score
    Most disappointing, the drab use of color and flat architecture design show a basic lack of aesthetic awareness. [Aug 2003, p.77]
    • Play Magazine
    • 65 Metascore
    • 60 Critic Score
    Even if just for eye-candy purposes, Cel Damage is plenty amusing. [Feb 2002, p.60]
    • Play Magazine
    • 65 Metascore
    • 58 Critic Score
    Instead of the marketing-driven production you might expect, Pirates of the Caribbean is a deep and interesting role-playing experience. [Sept 2003, p.81]
    • Play Magazine
    • 65 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
    • 65 Metascore
    • 42 Critic Score
    Budokai has style, but the substance is almost non-existent. [Nov 2003, p.92]
    • Play Magazine
    • 65 Metascore
    • 85 Critic Score
    This is damn near as good a version of Dodgeball as I could ask for...if only overall character speed could be tweaked. [May 2008, p.66]
    • Play Magazine
    • 65 Metascore
    • 60 Critic Score
    An exercise in strangeness and quirky appeal. If only the game were a bit longer and the graphics better. [Apr 2002, p.63]
    • Play Magazine
    • 65 Metascore
    • 65 Critic Score
    It's easy to see the thinking behind Two Worlds. Elder Scrolls has been a massive hit and it'll be years before another hits home: When opportunity knocks... [Oct 2007, p.89]
    • Play Magazine
    • 65 Metascore
    • 80 Critic Score
    The dicey AI and super cool pit-stop mini-games actually make driving in a circle fun, and on the 360 the venues look absolutely stunning. [Dec. 2006, p.72]
    • Play Magazine
    • 65 Metascore
    • 75 Critic Score
    The decision to go stealth was a good one and even though scripted and prompted, the gameplay hits the broad mark.
    • Play Magazine
    • 65 Metascore
    • 40 Critic Score
    Flat control, annoying fish-eye perspective, and a schizophrenic camera that never settles down. [Jan 2003, p.80]
    • 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
    • 65 Metascore
    • 83 Critic Score
    Engaged me more heavily than any FPS I've played this year. [Dec 2003, p.54]
    • Play Magazine
    • 65 Metascore
    • 75 Critic Score
    Sadly, you can't create textures or models, but those who are able to tame this monster will still find an abundance to love. [Nov 2003, p.92]
    • Play Magazine
    • 65 Metascore
    • 95 Critic Score
    Easy to manage hot keys, intuitive controls, a great map that doubles as an objective outline...everything here is spot on. [Apr 2008, p.55]
    • Play Magazine
    • 65 Metascore
    • 85 Critic Score
    One of the most alluring hub-based adventures I've ever had the pleasure of playing. [Oct 2005, p.62]
    • Play Magazine
    • 65 Metascore
    • 60 Critic Score
    A competent, faithful update to the granddaddy of classics. [Jan 2003, p.80]
    • Play Magazine
    • 65 Metascore
    • 80 Critic Score
    This game's strength lies in its heavily nuanced gameplay, integrated story, and its gloomy heretical aura. [June 2003, p.64]
    • Play Magazine
    • 65 Metascore
    • 85 Critic Score
    The ironic thing is that the game's flow and lack of superfluidity, which makes it so fun, may inevitably be its Achilles' heel. [Aug 2006, p.60]
    • Play Magazine
    • 65 Metascore
    • 60 Critic Score
    There's an inconsistency to the overall design quality that really kept me at a distance while playing Kane & Lynch. [Dec 2007, p.75]
    • Play Magazine
    • 65 Metascore
    • 50 Critic Score
    With MAT 3, the definition of treasure is stretched thin enough to cover the distance from, say, New York to Disappointmentvile. [Oct 2005, p.70]
    • Play Magazine
    • 65 Metascore
    • 40 Critic Score
    The graphics, though slick, lack the sort of interest I expected and are actually quite bland. [Feb 2002, p.62]
    • Play Magazine
    • 65 Metascore
    • 80 Critic Score
    This is easily the best WB-based game to come down the pike yet. [Sept 2002, p.69]
    • Play Magazine
    • 65 Metascore
    • 75 Critic Score
    With the bump mapping, dynamic shadows and water reflections swtiched on, it's a step beyond console well worth investigating. [Nov 2003, p.94]
    • Play Magazine
    • 65 Metascore
    • 80 Critic Score
    What you will find is plenty of labyrinth-style gaming, bone-chilling sound effects, gore galore, finely tuned first-person shooting, amazing CG, stunning creature design and crazy detail. [June 2003, p.63]
    • Play Magazine
    • 65 Metascore
    • 60 Critic Score
    A solid, 20-level romp that should be treated as a quasi-sequel to "Doom." [April 2002, p.67]
    • Play Magazine
    • 65 Metascore
    • 75 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
    • 65 Metascore
    • 67 Critic Score
    Looks fantastic and has excellent level design but is ridiculously hard for the wrong reasons. [Aug 2003, p.77]
    • Play Magazine
    • 65 Metascore
    • 75 Critic Score
    There's no better fodder for the boneheaded premise of old-school RE... than the high school slasher flick, and ObsCure serves it up right. [May 2005, p.50]
    • Play Magazine
    • 65 Metascore
    • 50 Critic Score
    There's nothing wrong with simple two-button combat in the spirit of the classic hack 'n' slash, but there is something wrong with making it so mechanical and lifelessly staged. [Dec 2003, p.85]
    • Play Magazine
    • 65 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
    • 65 Metascore
    • 75 Critic Score
    I'd still kill for a lock-on or strafe but one out of two isn't bad--especially given the quality of the acting and story arcs Untold has on tap. [Apr 2006, 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
    • 65 Metascore
    • 50 Critic Score
    There's nothing wrong with simple two-button combat in the spirit of the classic hack 'n' slash, but there is something wrong with making it so mechanical and lifelessly staged. [Dec 2003, p.85]
    • Play Magazine
    • 65 Metascore
    • 55 Critic Score
    It simply wallows in its competence, but doesn't do much - okay, anything - to try and exceed it. [Mar 2007, p.71]
    • 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
    • 65 Metascore
    • 70 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
    • 65 Metascore
    • 75 Critic Score
    MS Saga: A New Dawn, while graphically sound isn't on par with the likes of Grandia 3, Dragon Quest VIII, or the forthcoming Final Fantasy XII. [Mar 2006, p.43]
    • Play Magazine
    • 65 Metascore
    • 85 Critic Score
    One of the most alluring hub-based adventures I've ever had the pleasure of playing. [Oct 2005, p.62]
    • Play Magazine
    • 65 Metascore
    • 60 Critic Score
    It's a little difficult at first, as using the analog buttons properly takes some doing, but it soon feels natural. [Apr 2002, p.63]
    • Play Magazine
    • 65 Metascore
    • 80 Critic Score
    If the first minute of the opening cinema doesn't move you in some way, you bought the wrong gme, but if it does, well, you can join our club. [Sept 2002, p.65]
    • Play Magazine
    • 65 Metascore
    • 50 Critic Score
    Though far from bad, A Sound of Thunder just seems to be going through the motions to deliver an isometric adventure game filled with fetch quests amidst bland levels and typical looking puzzles. [Apr 2004, p.71]
    • Play Magazine
    • 65 Metascore
    • 75 Critic Score
    The stealth in Rogue Ops is serious business, residing somewhere between "Metal Gear" and "Splinter Cell" in terms of mechanics, i.e., not at all passive. [Nov 2003, p.79]
    • Play Magazine
    • 64 Metascore
    • 75 Critic Score
    A wondrous adventure filled with great gameplay. [Jan 2005, p.68]
    • Play Magazine
    • 64 Metascore
    • 83 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
    • 64 Metascore
    • 58 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
    • 64 Metascore
    • 55 Critic Score
    I don't mean to be Captain Bringdown, but even the thought of slaughtering hundreds of people using the same attack over and over again is losing its luster. [May 2006, p.59]
    • Play Magazine
    • 64 Metascore
    • 42 Critic Score
    Though the doggie animation is realistic, the graphics are sub-first-gen quality, the first-person "Smellovision" view is misguided and the platforming always stays pretty basic. [Oct 2004, p.76]
    • Play Magazine
    • 64 Metascore
    • 70 Critic Score
    This isn't just a clone of Koei's slash-'em-ups, but a game that actually improves upon them in several ways. [Oct 2005, p.68]
    • Play Magazine
    • 64 Metascore
    • 75 Critic Score
    It's big, deep and dripping with rhymes. A few framerate hits aside, it looks good, too, if not a bit excessively neon. [Oct 2004, p.75]
    • Play Magazine
    • 64 Metascore
    • 80 Critic Score
    You'd be hard pressed to find better cartoon fodder. [Oct 2005, p.68]
    • Play Magazine
    • 64 Metascore
    • 85 Critic Score
    An excellent classics compilation, due mostly to "Sonic CD," finally revived after so much begging. [Sept 2005, p.57]
    • Play Magazine
    • 64 Metascore
    • 67 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
    • 64 Metascore
    • 40 Critic Score
    An extended session with Misters Been There Done That. [Dec 2005, p.66]
    • Play Magazine
    • 64 Metascore
    • 75 Critic Score
    The great thing about the PSP version of the Arc of Napishtim was that it was to mirror the Japanese PC game which.....picked up a bad case of American localization, conceding its hand-drawn sprites for renders, and anime scenes for bulky CG. [Mar 2006, p.48]
    • Play Magazine
    • 64 Metascore
    • 80 Critic Score
    Shining Force offers small rewards every few minutes, and statisfies through a sort of goal-oriented mediation. [Mar 2007, p.54]
    • Play Magazine
    • 64 Metascore
    • 67 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
    • 64 Metascore
    • 50 Critic Score
    While prep time is nothing new to RTS fans, the amount of time needed for WKB seems excessive, and the tutorials along with the early missions do a very poor job of training new players. [Dec 2003, p.92]
    • Play Magazine
    • 64 Metascore
    • 60 Critic Score
    There's an inconsistency to the overall design quality that really kept me at a distance while playing Kane & Lynch. [Dec 2007, p.75]
    • Play Magazine
    • 64 Metascore
    • 85 Critic Score
    This is by far the prettiest free-roaming shooter ever created. [Aug 2007, p.60]
    • Play Magazine
    • 64 Metascore
    • 65 Critic Score
    The models up close are unsightly, the cinemas grainy and the music has all the luster of a Tide commercial, but the game on the whole is entertaining by game standards. [Aug 2005, p.50]
    • Play Magazine
    • 64 Metascore
    • 75 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
    • 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
    • 64 Metascore
    • 75 Critic Score
    Granted, the game can be horribly frustrating and it's still constrained by the fairly simple nature of pinball, but Flipnic sets a new standard nonetheless. [July 2005, p.78]
    • Play Magazine
    • 64 Metascore
    • 75 Critic Score
    Untimately, though, The Simpsons lives and dies on the strength of its gameplay and here it doesn't particularly shine. [Nov 2007, p.64]
    • Play Magazine
    • 64 Metascore
    • 60 Critic Score
    Delivers with easy to grasp flight controls, compelling mission ops, and most importantly, the proper balance between available weapons and tactics for the not so friendly skies and road ahead. [Aug 2002, p.70]
    • Play Magazine
    • 64 Metascore
    • 58 Critic Score
    Instead of the marketing-driven production you might expect, Pirates of the Caribbean is a deep and interesting role-playing experience. [Sept 2003, p.81]
    • Play Magazine
    • 64 Metascore
    • 50 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
    • 64 Metascore
    • 67 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
    • 64 Metascore
    • 85 Critic Score
    This is a game crafted and polished to a surprising degree, from the beautiful graphics and music to the distinct selection of character classes available to you. [May 2008, p.65]
    • Play Magazine
    • 64 Metascore
    • 58 Critic Score
    At 30fps on PS2, it's not as great, but still good. [Mar 2004, p.59]
    • Play Magazine
    • 64 Metascore
    • 45 Critic Score
    The game, however, also gleefully stomps over its source material when it allows these same tiny hobbits to impede the path of a huge and insanely powerful Balrog. [Jan 2006, p.53]
    • Play Magazine
    • 64 Metascore
    • 85 Critic Score
    With impeccable world and character design, quirky cool real-time cinemas that pay homage to an era of gaming gone by, an outstanding opening movie and score, and compelling action-role playing for the duration, Musashi: Samurai Legend is a beacon of hope for a homoginized world. [March 2005, p.56]
    • Play Magazine
    • 64 Metascore
    • 60 Critic Score
    All the basics are in place, competently attended to, and the visual presence is extremely strong – little details, like an amazing waterfall and dense environment effects, continually impress. [June 2002, p.55]
    • 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
    • 64 Metascore
    • 42 Critic Score
    This isn't an awful game, just so average, rough and predictable at everything it does that you find yourself quickly ready to call it quits. [Sept 2003, p.81]
    • Play Magazine
    • 64 Metascore
    • 80 Critic Score
    Incredible creation mode, first-rate visual presentation, and nicely balanced. [July 2002, p.82]
    • Play Magazine
    • 64 Metascore
    • 70 Critic Score
    The game looks decent too; just prepare to struggle a bit with the perspective. [Aug 2006, p.64]
    • Play Magazine
    • 64 Metascore
    • 85 Critic Score
    With any luck Krome's overhaul will prove lucrative enough to warrant them continuing the brand, flying Spyro into next-gen skies and who knows, perhaps a veritable rebirth. [Oct. 2006, p.54]
    • Play Magazine
    • 64 Metascore
    • 75 Critic Score
    The decision to go stealth was a good one and even though scripted and prompted, the gameplay hits the broad mark.
    • Play Magazine
    • 64 Metascore
    • 58 Critic Score
    Carve's saving grace is its online, multiplayer, handset-compatible, team-based play. [May 2004, p.56]
    • Play Magazine
    • 64 Metascore
    • 83 Critic Score
    Creating a gamer's game through and through, Traveller's Tales has delivered a 60 fps cartoon epic without sacrificing expanse, dwarfing boss encounters or vivid effects by skillfully balancing model and environment integrity with performance. [Oct 2004, p.69]
    • Play Magazine
    • 64 Metascore
    • 50 Critic Score
    Can be summed up rather easily: great in the air, bad on the ground. [Nov 2002, p.94]
    • Play Magazine
    • 63 Metascore
    • 70 Critic Score
    If you're so inclined to prowl the mean streets for pinks, Juiced certainly deserves your registration. [July 2005, p.78]
    • Play Magazine
    • 63 Metascore
    • 62 Critic Score
    Fans of bigger-name RPGs are likely to be put off by Suikoden IV's lack of visual punch, and even role-playing die-hards may be let down by the storytelling. [Jan 2005, p.59]
    • Play Magazine
    • 63 Metascore
    • 83 Critic Score
    The fighting manages to feel nimble while still providing a sense of awesome scale, which had to be an extremely hard balance to strike. [Nov 2004, p.60]
    • Play Magazine
    • 63 Metascore
    • 65 Critic Score
    I'm totally open to a game like this working off a solid simplicity, but ultimately Fifa Street 3 isn't strong enough at its core to keep the reward of play on a fever pitch. [Apr 2008, p.61]
    • Play Magazine
    • 63 Metascore
    • 40 Critic Score
    Besides a real lack of polish on the models and backgrounds in Dimension, it just feels mediocre when stacked against competition like "DOA," "Kakuto Chojin," and "MK Deadly Alliance." [Jan 2003, p.81]
    • Play Magazine

Top Trailers