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: | Bayonetta | |
|---|---|---|
| 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
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
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
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- Critic Score
The game's a tad short for my taste, although if you're looking for pure action, RoTS is the way to go. [July 2005, p.79]- Play Magazine
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- Critic Score
With Eidos' latest foray into professional assassination, players will have to dig deep, wading through mission after mission of trial-and-error gameplay to hunt down a series of targets. [June 2006, p.49]- Play Magazine
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- Critic Score
The fighting in all its forms proves to be a sticking point, and Godfather suffers accordingly. [May 2006, p.49]- Play Magazine
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- Critic Score
Here's the sticking point--the game is neither as fun nor as well-made as the other Katamari games. [May 2006, p.57]- Play Magazine
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- Critic Score
I don't wanna sound like a perv, but the first time I got the "Have sex on a couch?" command, well... all I can say is buy a couch early on; Hef likes to get his groove on. [March 2005, p.58]- Play Magazine
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- Critic Score
A challenging drawing/action/puzzle game that delivers a unique take on a venerable classic. [May 2005, p.72]- Play Magazine
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- Critic Score
What does hold the game back a bit is a design that emphasizes collecting items or similar objectives within small stages instead of focusing on grand level design and epic boss battles. [Aug 2005, p.57]- Play Magazine
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- 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
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- Critic Score
It's innovative for sure, but for me, that's not enough. [Aug 2005, p.57]- Play Magazine
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- 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
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- 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
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- 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
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- 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
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- 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
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- Critic Score
The game's a tad short for my taste, although if you're looking for pure action, RoTS is the way to go. [July 2005, p.79]- Play Magazine
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- Critic Score
No boundaries are pushed, but no crippling mistakes are made. Still, I say we abandon the status quo and further distinguish Western games from their brightly-colored Eastern counterparts. For mechs, I prefer rust to shine, and crude oil to cold fusion.- Play Magazine
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- Critic Score
Izuna, like all Rogue style dungeon crawlers, takes patience, dedication, and the type of gamer who is a glutton for punishment. [Jan. 2007, p.83]- Play Magazine
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- Critic Score
The first dungeon in Wild Arms Alter Code F is abysmal. [Feb 2006, p.24]- Play Magazine
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- Critic Score
Online play proves more challenging and, without the poor voice work, certainly easier on the soul. [May 2006, p.45]- Play Magazine
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- 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
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- 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
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- 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
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- Critic Score
The later stages of intricate wirework platforming will undoubtedly cause many undue stress, and Kurenei herself can be a challenge to control given her default dash and a hard-to-wrangle camera. [March 2005, p.59]- Play Magazine
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- Critic Score
FlatOut 2, as a racing game, is competent, but marred by a poor sense of speed. [Aug 2006, p.63]- Play Magazine
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- Critic Score
Any game can be an emotional experience if it has a little soul. And to put it bluntly, Killzone: Liberation is just soulless. [Oct. 2006, p.66]- Play Magazine
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- Critic Score
It's not that it's bad....it's just not as good as the last few games in the series. [May 2006, p.52]- Play Magazine
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- 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
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- Critic Score
Nothing Earth-shattering, but respectable, much like the film. [Apr 2005, p.61]- Play Magazine
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- Critic Score
With Eidos' latest foray into professional assassination, players will have to dig deep, wading through mission after mission of trial-and-error gameplay to hunt down a series of targets. [June 2006, p.49]- Play Magazine
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- Critic Score
The shoulder button helps cornering by speeding up the rate at which the background turns, but ultimately these ATVs feel more like semi trucks. [June 2005, p.86]- Play Magazine
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- Critic Score
Thin humor does bring a few laughs to the satirical underpinnings. Not bad for 20 bucks. [June 2005, p.57]- Play Magazine
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- 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
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- Critic Score
I don't wanna sound like a perv, but the first time I got the "Have sex on a couch?" command, well... all I can say is buy a couch early on; Hef likes to get his groove on. [March 2005, p.58]- Play Magazine
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- Critic Score
Dead or Alive Xtreme 2 is the Mannhattan Project for video game jiggle physics. Sadly, this is not enough for Tecmo's dress up deluxe simulator for Xbox 360. [Jan. 2007, p.69]- Play Magazine
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- Critic Score
FlatOut 2, as a racing game, is competent, but marred by a poor sense of speed. [Aug 2006, p.63]- Play Magazine
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- Critic Score
I can't see shelling out $59.99 for such a poorly designed game unless again, you just love all things Harry Potter. [July 2007, p.66]- Play Magazine
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- Critic Score
Graphics that don't particularly push the power of the PSP and fun-crippling loading times that are often in excess of 30 seconds. [May 2005, p.69]- Play Magazine
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- Critic Score
While you're off collecting bolts, you'll also notice a striking resemblance to "Ratchet and Clank," which is evident at nearly every turn. [Apr 2005, p.61]- Play Magazine
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- Critic Score
The slow plodding existence of a SWAT team member isn't ffor everyone. [Nov 2007, p.78]- Play Magazine
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- Critic Score
At 20 bucks, Alpha Prime may be a decent stocking-stuffer for FPS junkies. [Dec 2007, p.97]- Play Magazine
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- 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
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- Critic Score
With Eidos' latest foray into professional assassination, players will have to dig deep, wading through mission after mission of trial-and-error gameplay to hunt down a series of targets. [June 2006, p.49]- Play Magazine
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- Critic Score
I don't wanna sound like a perv, but the first time I got the "Have sex on a couch?" command, well... all I can say is buy a couch early on; Hef likes to get his groove on. [March 2005, p.58]- Play Magazine
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- Critic Score
It's novel to see a mini version of a game that I first played when the PS2 launched. [Aug 2007, p.69]- Play Magazine
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- Critic Score
Enemy bots explode in a single chunk of shrapnel, the collision is sloppy, the action is mostly repetitive and there's no sign of the WB animation. [Mar 2006, p.44]- Play Magazine
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- Critic Score
Unfortunately it doesn't take long to realize that Power Stone's core gameplay hasn't aged so well. [Nov. 2006, p.104]- Play Magazine
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- Critic Score
One of my biggest beefs is with the presentation, which is too static and satisfied to be just barely good enough on the PS3 hardware. [Jan 2008, p.59]- Play Magazine
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- Critic Score
The fighting in all its forms proves to be a sticking point, and Godfather suffers accordingly. [May 2006, p.49]- Play Magazine
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- Critic Score
FlatOut 2, as a racing game, is competent, but marred by a poor sense of speed. [Aug 2006, p.63]- Play Magazine
-
- Critic Score
The later stages of intricate wirework platforming will undoubtedly cause many undue stress, and Kurenei herself can be a challenge to control given her default dash and a hard-to-wrangle camera. [March 2005, p.59]- Play Magazine
-
- Critic Score
Enemy bots explode in a single chunk of shrapnel, the collision is sloppy, the action is mostly repetitive and there's no sign of the WB animation. [Mar 2006, p.44]- Play Magazine
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- Critic Score
With Eidos' latest foray into professional assassination, players will have to dig deep, wading through mission after mission of trial-and-error gameplay to hunt down a series of targets. [June 2006, p.49]- Play Magazine
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- Critic Score
No replays, soft collision, and pesky bombs aside, PMWR is a fair rally game, and possibly the most brand-drenched racer ever. [Aug 2006, p.64]- Play Magazine
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- Critic Score
At $39.99, Fatal Inertia might be worth a look but at $59.99 you better eat drink and sleep futuristic racing. [Oct 2007, p.89]- Play Magazine
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- Critic Score
Nothing Earth-shattering, but respectable, much like the film. [Apr 2005, p.61]- Play Magazine
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- Critic Score
Fun combat, crazy depth, and varied character classes outshine clunky menus and complex interface issues.- Play Magazine
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- Critic Score
No replays, soft collision, and pesky bombs aside, PMWR is a fair rally game, and possibly the most brand-drenched racer ever. [Aug 2006, p.64]- Play Magazine
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- Critic Score
No replays, soft collision, and pesky bombs aside, PMWR is a fair rally game, and possibly the most brand-drenched racer ever. [Aug 2006, p.64]- Play Magazine
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- Critic Score
The game is vibrant, mildly entertaining, and offers an array of puzzles to solve while you navigate Frogger through each level. [Nov p.102]- Play Magazine
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- Critic Score
Enemy bots explode in a single chunk of shrapnel, the collision is sloppy, the action is mostly repetitive and there's no sign of the WB animation. [Mar 2006, p.44]- Play Magazine
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- Critic Score
Our eyes have been spoiled by the Playstation 3 and recent Playstation 2 games so there was just no way we could put up with the tiny screens and horrible visuals. [Issue#153, p.83]- Play Magazine
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- Critic Score
Strategy fans who are hungry for a change of pace will appreciate Soul Nomad's many innovations, but be forewarned--they come wrapped in a pretty lousy game. [Oct 2007, p.82]- Play Magazine
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- Critic Score
No replays, soft collision, and pesky bombs aside, PMWR is a fair rally game, and possibly the most brand-drenched racer ever. [Aug 2006, p.64]- Play Magazine
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- Critic Score
Despite some attempts at variety, the missions grow repetitive quickly thanks to a limited move set. [Oct 2005, p.67]- Play Magazine
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- Critic Score
Combing an area twice (once for experience, again for items) becomes tedious and aggravating. [Nov p.100]- Play Magazine
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- Critic Score
At the end of the Saturday morning, I think IGPX will please its younger fans, although it makes some mistakes along the way that may keep discerning gamers at bay. [Oct. 2006, p.59]- Play Magazine
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- Critic Score
Age of Pirates is plagued by slipshod sword fighting and a cluttered interface, but its breadth and freedom--no plot constraints here--are absolutely commendable. [Oct. 2006, p.69]- Play Magazine
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- Critic Score
Flower, Sun and Rain is a great remedy for those pesky times that you start to actually feel sane and rational.- Play Magazine
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- Critic Score
Played in small chunks and enlivened by multiplayer, Coded Arms can offer a distractive appeal, but the imprecision of the PSP control scheme within the game's incongruous design will be enough to keep a demanding player away. [Aug 2005, p.58]- Play Magazine
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- Critic Score
At least this port is enhanced over the PS2 version. [Oct 2005, p.69]- Play Magazine
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- Critic Score
Although buoyed by a nice touch-screen look system and a fine series of multiplayer options, the reality is that this theory rests on ground most shaky. [Aug 2005, p.56]- Play Magazine
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- Critic Score
Eureka Seven is a tasty side dish, but it doesn't satisfy as a meal. [Oct. 2006, p.59]- Play Magazine
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- Critic Score
The fighting in all its forms proves to be a sticking point, and Godfather suffers accordingly. [May 2006, p.49]- Play Magazine
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- Critic Score
Instead of making a sequel that justifies the switch to turn-based strategy(by putting you in charge of a squad of characters, for example), the developers have repeated the same strange experiment with the same mixed results. [Apr 2006, p.70]- Play Magazine
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- Critic Score
Fun combat, crazy depth, and varied character classes outshine clunky menus and complex interface issues.- Play Magazine
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- 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
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- Critic Score
Even after adding the additional 70 downloadable games to the plethora already present in HOT PXL, it's still painfully obvious that you're playing the same limited selection of ideas over and over. [Oct 2007, p.97]- Play Magazine
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- 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
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- Play Magazine
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- 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
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- Critic Score
The plot is basically a device to rehash the stories of the original Kingdom Hearts. [Jan 2005, p.86]- Play Magazine
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- Critic Score
While each conversation is well-written, there's no real flowing narrative backing it up. [Feb 2005, p.80]- Play Magazine
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- Critic Score
Graphically, I haven't seen this many jaggy looking players since the Genesis/SNES days. Player animations are also sub-par. [Jan 2005, p.85]- Play Magazine
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- Critic Score
A cool concept (handled "PSO" style) for sure, that's unfortunately tethered to stiff controls, an antiquated camera with no look button, and gameplay devices ripe for retirement. [Jan 2005, p.68]- Play Magazine
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- Critic Score
A cool concept (handled "PSO" style) for sure, that's unfortunately tethered to stiff controls, an antiquated camera with no look button, and gameplay devices ripe for retirement. [Jan 2005, p.68]- Play Magazine
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- Critic Score
SK's not for everyone, but fans should be beside themselves. [Jan 2005, p.70]- Play Magazine
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- 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
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- Critic Score
Genji is best played, and possibly enjoyed with patience, in chunks. [Jan. 2007, p.72]- Play Magazine
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- Critic Score
Animation-wise, what's here is nice, and the models are very good, but Maia especially needs more variety. [Nov 2002, p.85]- Play Magazine
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- Critic Score
While Westwood got the big things right, they could have done better on the little things that us gardcore gamers pick up on. [May 2002, p.57]- Play Magazine
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- Critic Score
While it doesn't look nearly as good as it did on Xbox, it plays a lot better on the 'Cube with added difficulty, all-new adventures (including Dragon romps) and rocket power! [Dec 2002, p.84]- Play Magazine
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- Critic Score
Character interaction is the great highlight, weak and wandering pace is the low point.- Play Magazine
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- 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
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- Critic Score
Ah the sweet tinge of nostalgia. It was thick with this one. [April 2002, p.66]- Play Magazine
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- Critic Score
A competent, faithful update to the granddaddy of classics. [Jan 2003, p.80]- Play Magazine
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- Critic Score
The visuals are fairly nondescript, and while there's enough technical prowess to find acceptable on the PSP, the settings the designers decided to toss you into do little to excite. [Jan 2008, p.65]- Play Magazine
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- Critic Score
The game might provide a fun, visceral thrill, at first. But by the end it becomes to mind-numbingly repetitive you may as well go gnaw on some flesh yourself.- Play Magazine
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- Critic Score
Repetition aside – and there's lots of it – this is like those Neo Geo games of old where it's so beautiful you just deal with it to see the next level. [Apr 2002, p.62]- Play Magazine