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
    • 63 Metascore
    • 58 Critic Score
    It fails to add up to a truly compelling racer, lacking the graphical polish, deeply sorted physics and versimilitude of McRae. [July 2003, p.79]
    • Play Magazine
    • 81 Metascore
    • 75 Critic Score
    The game is huge fun to play, but I can't say that I enjoyed the experience more than the N64 version. [Sept 2003, p.77]
    • Play Magazine
    • 79 Metascore
    • 91 Critic Score
    Take everything you could possibly desire from a manic downhill assault and amplify it by 10. [Aug 2003, p.76]
    • Play Magazine
    • 94 Metascore
    • 75 Critic Score
    The game shows high points of inspiration and technical achievement, but there is a pallor of inelegance and flat artistry that too often leaves the work in the hands of the gameplay. [Sept 2003, p.76]
    • Play Magazine
    • 71 Metascore
    • 67 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
    • 67 Metascore
    • 50 Critic Score
    The experience comes across as rather dry, and while I don't need sizzle when I have steak, the boxing-like gameplay is also pretty drab. [July 2003, p.79]
    • Play Magazine
    • 77 Metascore
    • 80 Critic Score
    Aside from a few camera issues, Outlaw Volleyball plays incredibly well. Unlike "DOAX" where it was all about timing, Outlaw Volleyball relies on position and aiming as well. [June 2003, p.71]
    • Play Magazine
    • 23 Metascore
    • 25 Critic Score
    An exercise in repetition and costume changes that's part ragged arcade fighter and part "oh God, why am I playing this?" [Sept 2003, p.80]
    • 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
    • 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
    • 82 Metascore
    • 67 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
    • 53 Metascore
    • 75 Critic Score
    The control is simple yet fun and the tracks, consistently impressive. [Aug 2003, p.75]
    • Play Magazine
    • 67 Metascore
    • 75 Critic Score
    The animation is sweet, depth of faces and places deep like Def Poetry, the play mechanics are superb and the controls are nicely laid. [July 2003, p.79]
    • Play Magazine
    • 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
    • 74 Metascore
    • 80 Critic Score
    The iso-view takes a little getting used to, as does the point-and-go control, but once you're in the groove it's all good, from the animation to the super cool cutscenes and familiar level design. [Apr 2003, p.64]
    • Play Magazine
    • 72 Metascore
    • 67 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
    • 78 Metascore
    • 83 Critic Score
    This game just feels like Star Trek. Star Trek with big, death-dealing guns. Star Trek that kicks some ass. [Aug 2003, p.72]
    • Play Magazine
    • 44 Metascore
    • 58 Critic Score
    The graphics and music are pretty nice, and the license is put to excellent use with digitized cutscenes and top-notch dialogue, but it could have been a lot more. [Sept 2003, p.81]
    • Play Magazine
    • 77 Metascore
    • 70 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
    • 54 Metascore
    • 58 Critic Score
    This ain't debatable. The Italian Job is far too short, clocking in at barely a few hours of play in the Story Mode. [Aug 2003, p.75]
    • Play Magazine
    • 71 Metascore
    • 100 Critic Score
    For someone who feeds off of the connection between game and player, the kind of connection that only the very best can forge, an hour of Wario is worth ten of a game that only pays of sporadically. Wario World pays off every second I'm holding the controller, and that, to me, is greatness. [June 2003, p.60]
    • Play Magazine
    • 80 Metascore
    • 75 Critic Score
    Still a blast to play, but it's not as impressive as it once was and the controls suffer (specifically, using turbo doesn't always work) due to the GBA's reduced-button setup. [Sept 2003, p.80]
    • Play Magazine
    • 52 Metascore
    • 83 Critic Score
    The story is brilliant, real-time, and, like they said, dark. The puzzles are simply wicked (bravo that) and Kurtis Trent, possibly the coolest bit player ever. [Aug 2003, p.68]
    • 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
    • 61 Metascore
    • 67 Critic Score
    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
    • 57 Metascore
    • 50 Critic Score
    While DX is polished somewhat, the ancillary models reamain in a sad state, the pop-up is rampant, the special effects dated, and the collision detection, sadly, is still far from acceptable. [July 2003, p.78]
    • Play Magazine
    • 49 Metascore
    • 75 Critic Score
    RTX shocked me with its design, music, and especially story integration which borders on greatness. [Aug 2003, p.77]
    • Play Magazine
    • 45 Metascore
    • 70 Critic Score
    I just couldn't sink my teeth into the game, mostly because of the seven-character-based non-linear play, which left me a bit disinterested. I guess I like my games more straighforward. [June 2003, p.57]
    • Play Magazine
    • 75 Metascore
    • 75 Critic Score
    To date, the essential DBZ gme. Go Atari! [Aug 2003, p.76]
    • 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
    • 76 Metascore
    • 83 Critic Score
    Nearly everything in your way can be smashed or bowled over, which becomes almost illegal fun when your bug is replaced by a city bus. [July 2003, p.79]
    • Play Magazine
    • 58 Metascore
    • 50 Critic Score
    It works on a certain level; if only the game had a better soundtrack (much better), a more organic feel (it's very antiseptic), a strafe, a better flow and a tad more diversity. [Aug 2003, p.76]
    • 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
    • 83 Metascore
    • 83 Critic Score
    When you get the groove, it's really quite exhilarating. [Aug 2003, p.79]
    • Play Magazine
    • 80 Metascore
    • 83 Critic Score
    When you get the groove, it's really quite exhilarating. [Aug 2003, p.79]
    • Play Magazine
    • 78 Metascore
    • 90 Critic Score
    The music in Coral Capers remains every bit as magical as it was the first time around, the new mini games are actually fun, you can now save anywhere, and Cranky's still the coolest ape on the planet. [June 2003, p.56]
    • Play Magazine
    • 77 Metascore
    • 50 Critic Score
    It's totally spastic, and not in a good "Marvel vs. Capcom" way, but rather in a button-mashing, uncontrollably random sort of way. [Aug 2003, p.76]
    • Play Magazine
    • 86 Metascore
    • 83 Critic Score
    Next time gimmie some music other than hip-hop, and a driver's-eye-view, and I'll be one happy speed freak. [Aug 2003, p.75]
    • Play Magazine
    • 60 Metascore
    • 58 Critic Score
    Garish yet technically strong, the look fits the play style - thin yet fun. [July 2003, p.78]
    • Play Magazine
    • 77 Metascore
    • 83 Critic Score
    With its well-designed tables, wonderful music, excellent visuals, and of course the Sonic Team charm, Sonic Pinball Party is the most fun I've had playing video pinball since quite possibly ever. [Aug 2003, p.76]
    • Play Magazine
    • 78 Metascore
    • 80 Critic Score
    Drop-dead gorgeous visuals and an old-school shooter soundtrack, coupled with an intelligent shooting system and interface, beautifully rendered enemies, arcade and story play modes and even a gallery with a doorway of special effects. [May 2003, p.70]
    • Play Magazine
    • 59 Metascore
    • 75 Critic Score
    The control is simple yet fun and the tracks, consistently impressive. [Aug 2003, p.75]
    • Play Magazine
    • 71 Metascore
    • 75 Critic Score
    One thing I didn't expect from such a mainstream game was intense boss battles, but they're in here too. The first few are easy enough, but they're in here too. The first few are easy enough, but the last couple are a real bitch. [July 2003, p.70]
    • Play Magazine
    • 57 Metascore
    • 58 Critic Score
    A slight lag in the jump is bothersome and regenerating is a little slow for the gameplay. [July 2003, p.78]
    • Play Magazine
    • 77 Metascore
    • 91 Critic Score
    The attention to detail - from the enemy AI and verbal exchanges to visual clues like dust, ash and fog (I even found physics on old tires rolling off of exploded debris) - is impeccable, and the team play aspects, especially in a one-player campaign, equal maximum immersion. [July 2003, p.78]
    • Play Magazine
    • 69 Metascore
    • 75 Critic Score
    One thing I didn't expect from such a mainstream game was intense boss battles, but they're in here too. The first few are easy enough, but they're in here too. The first few are easy enough, but the last couple are a real bitch. [July 2003, p.70]
    • Play Magazine
    • 61 Metascore
    • 60 Critic Score
    I've been here and done that. While still nice-looking in the grand scheme of things, the technology is somewhat behind the times and I still have mixed feelings about "zoanthropes". [June 2003, p.57]
    • Play Magazine
    • 71 Metascore
    • 75 Critic Score
    One thing I didn't expect from such a mainstream game was intense boss battles, but they're in here too. The first few are easy enough, but they're in here too. The first few are easy enough, but the last couple are a real bitch. [July 2003, p.70]
    • Play Magazine
    • 89 Metascore
    • 100 Critic Score
    Possibly the best AI ever found in an RTS. [Aug 2003, p.77]
    • Play Magazine
    • 81 Metascore
    • 83 Critic Score
    Manages to deliver an addictive experience that is at times incredibly exhilarating and fun. [Aug 2003, p.74]
    • Play Magazine
    • 58 Metascore
    • 60 Critic Score
    Reliving Barry Bonds' 600th career home run is just too cool for words. [June 2003, p.70]
    • Play Magazine
    • 58 Metascore
    • 83 Critic Score
    All is not perfect in Enter the Matrix, but for its few flaws, the game delivers what it is meant to: a very convincing experience inside The Matrix that looks, smells, and feels like... The Matrix. [July 2003, p.76]
    • Play Magazine
    • 62 Metascore
    • 83 Critic Score
    All is not perfect in Enter the Matrix, but for its few flaws, the game delivers what it is meant to: a very convincing experience inside The Matrix that looks, smells, and feels like... The Matrix. [July 2003, p.76]
    • Play Magazine
    • 66 Metascore
    • 83 Critic Score
    All is not perfect in Enter the Matrix, but for its few flaws, the game delivers what it is meant to: a very convincing experience inside The Matrix that looks, smells, and feels like... The Matrix. [July 2003, p.76]
    • Play Magazine
    • 63 Metascore
    • 83 Critic Score
    All is not perfect in Enter the Matrix, but for its few flaws, the game delivers what it is meant to: a very convincing experience inside The Matrix that looks, smells, and feels like... The Matrix. [July 2003, p.76]
    • Play Magazine
    • 79 Metascore
    • 80 Critic Score
    Once you go online, the adrenaline rush is unsurpassed. [June 2003, p.57]
    • Play Magazine
    • 91 Metascore
    • 90 Critic Score
    As transfixing and hand-drawn inspired as any Castlevania before it, or any game for that matter, even if it does lost some of its hold on the handheld platform. [June 2003, p.56]
    • Play Magazine
    • 84 Metascore
    • 83 Critic Score
    The setting is a big part of the game's appeal, dropping you in atmospheric castle tombs and creepy labs run by technicians of the black arts. [July 2003, p.74]
    • Play Magazine
    • 88 Metascore
    • 80 Critic Score
    Visually, Criterion has gone completely mad, shoehorning entire cities, airports, and back roads into full view. [June 2003, p.66]
    • Play Magazine
    • 90 Metascore
    • 100 Critic Score
    EA Sports BIG and developer NuFX, Inc. have taken their nearly flawless game and made it that much better, taking it to a whole new level in terms of graphics, gameplay, sound and presentation... Right when you pop in the game, you know you're in for a good time. [Apr 2003, p.72]
    • Play Magazine
    • 89 Metascore
    • 100 Critic Score
    EA Sports BIG and developer NuFX, Inc. have taken their nearly flawless game and made it that much better, taking it to a whole new level in terms of graphics, gameplay, sound and presentation... Right when you pop in the game, you know you're in for a good time. [Apr 2003, p.72]
    • Play Magazine
    • 88 Metascore
    • 100 Critic Score
    EA Sports BIG and developer NuFX, Inc. have taken their nearly flawless game and made it that much better, taking it to a whole new level in terms of graphics, gameplay, sound and presentation... Right when you pop in the game, you know you're in for a good time. [Apr 2003, p.72]
    • Play Magazine
    • 82 Metascore
    • 80 Critic Score
    Konami's new original side-scrolling masterpiece. [June 2003, p.58]
    • Play Magazine
    • 62 Metascore
    • 50 Critic Score
    If this was simply a run-and-gun action game, Conflict: DS wouldn't survive its mediocre moments, but the presence of units of up to four who require steady management carry the game. [June 2003, p.57]
    • Play Magazine
    • 62 Metascore
    • 90 Critic Score
    Tube Slider (insert sexual pun here), jumps directly to the head of the GameCube racing class, placing itself firmly in the pole position waiting for F-Zero to take it on. [Apr 2003, p.51]
    • Play Magazine
    • 86 Metascore
    • 90 Critic Score
    From the superb modeling of the interior and exterior of the vehicles, the realism of its courses, and the precision of its control, McRae looks and feels just like the real thing. [Jan 2003, p.75]
    • Play Magazine
    • 58 Metascore
    • 50 Critic Score
    There are some good ideas here, but the lack of detail, soft collision (Wolvie sinks ankle-high into any raised surface), murky control and low poly counts make Logan a dull boy. [June 2003, p.58]
    • Play Magazine
    • 83 Metascore
    • 100 Critic Score
    A marvelous game, and the fact that it's not really changed on the Xbox is irrelevant. [June 2003, p.67]
    • Play Magazine
    • 85 Metascore
    • 100 Critic Score
    Treasure has crafted another masterpiece of hyper-tuned overhead shooter action, the likes of which the world may never see again. [Apr 2003, p.57]
    • Play Magazine
    • 58 Metascore
    • 50 Critic Score
    There are some good ideas here, but the lack of detail, soft collision (Wolvie sinks ankle-high into any raised surface), murky control and low poly counts make Logan a dull boy. [June 2003, p.58]
    • Play Magazine
    • 86 Metascore
    • 80 Critic Score
    This one doesn't take you by the hand and lead you from plot point to plot point. Instead, GS: TLA is filled with an exhilarating sense of freedom. [Apr 2003, p.65]
    • Play Magazine
    • 62 Metascore
    • 50 Critic Score
    There are some good ideas here, but the lack of detail, soft collision (Wolvie sinks ankle-high into any raised surface), murky control and low poly counts make Logan a dull boy. [June 2003, p.58]
    • Play Magazine
    • 85 Metascore
    • 80 Critic Score
    It's exaggerated in its look and feel, but the balance between physical realism and fantasy-tuned fun is so engaging that you begin to forget that a racing game could be fashioned any other way. [May 2003, p.68]
    • Play Magazine
    • 55 Metascore
    • 80 Critic Score
    If you're a card-carrying son or daughter of Ripley (or sci-fi in general), RLH is a must play. [May 2003, p.69]
    • Play Magazine
    • 79 Metascore
    • 80 Critic Score
    Play "Final Fantasy I" as a blast from the past, but play "Final Fantasy II" simply because it's a fantastic old-school RPG. [May 2003, p.67]
    • Play Magazine
    • 74 Metascore
    • 80 Critic Score
    What is here is handled extremely well, from the just-right control and intensely staged action to the cool weapons and nicely drawn world. [Apr 2003, p.62]
    • Play Magazine
    • 80 Metascore
    • 80 Critic Score
    Every fighter is incredibly big and extremely detailed. The animations are silky smooth and the combos just seem to meld into one another seamlessly. [Apr 2003, p.60]
    • Play Magazine
    • 68 Metascore
    • 70 Critic Score
    More often than not, I found myself totally absorbed in this moment, rocking back and forth like an idiot while my heart raced as the finish neared. [May 2003, p.74]
    • Play Magazine
    • 81 Metascore
    • 80 Critic Score
    Def Jam Vendetta is extremely violent (and I mean that in the most positive way).
    • Play Magazine
    • 63 Metascore
    • 70 Critic Score
    A cartoon as cool and stylized as Samurai Jack deserves a game to match, and Virtucraft Studios deliver. [May 2003, p.63]
    • Play Magazine
    • 63 Metascore
    • 80 Critic Score
    The deeper you go, the better it gets, until it pretty much blows you away. [June 2003, p.58]
    • Play Magazine
    • 69 Metascore
    • 30 Critic Score
    The game part of the game has you snapping pictures and keeping stray dinos under control, which couldn't be a more miscalcualted idea in modern game design. [Apr 2003, p.62]
    • Play Magazine
    • 73 Metascore
    • 100 Critic Score
    It's as free-form as a game can possibly be while retaining the qualities needed to remain a compelling interactive experience. [May 2003, p.64]
    • Play Magazine
    • 75 Metascore
    • 70 Critic Score
    There's something so satisfying about hearing the chopper as those first guests arrive...time to raise the price on those chili fries! [June 2003, p.56]
    • Play Magazine
    • 67 Metascore
    • 80 Critic Score
    Add visibly better AI, crazy new multiplayer modes, new moves, the freedom to rip your own sounds, and a 20-dollar price tag, and you've got, guns down, the single best value available for the Xbox. [May 2003, p.61]
    • Play Magazine
    • 78 Metascore
    • 100 Critic Score
    Without question, EA's latest baseball title is our choice for best baseball game for 2003. [Apr 2003, p.70]
    • Play Magazine
    • 96 Metascore
    • 100 Critic Score
    Nothing can prepare you for the greatness that is The Legend of Zelda: The Wind Waker... Mark my words: there will be no finer gaming experience this year. [Mar 2003, p.24]
    • Play Magazine
    • 76 Metascore
    • 70 Critic Score
    Sure it's fun, but the true star of Black Hawk Down is the multiplayer, albeit a truly archaic server browser. [June 2003, p.58]
    • Play Magazine
    • 44 Metascore
    • 60 Critic Score
    BS is no gem, mind you, but it is strangely addicting, as these games tend to be when the mood strikes. [June 2003, p.57]
    • Play Magazine
    • 76 Metascore
    • 100 Critic Score
    Rayman 3's most awesome attribute, as incredible as the movies, dialogue, and gameplay are, is a level of visual splendor that defies everything I've come to know about lighting effects in a video game. [Mar 2003, p.47]
    • Play Magazine
    • 69 Metascore
    • 60 Critic Score
    As an experience of mood and horror - the villain delivers scenes of shocking violence - CT III works. [May 2003, p.62]
    • Play Magazine
    • 57 Metascore
    • 70 Critic Score
    Everything is presented in a hilariously over-the-top Japanese interpretation of the American truck-driver scene. [Apr 2003, p.63]
    • Play Magazine
    • 75 Metascore
    • 100 Critic Score
    Rayman 3's most awesome attribute, as incredible as the movies, dialogue, and gameplay are, is a level of visual splendor that defies everything I've come to know about lighting effects in a video game. [Mar 2003, p.47]
    • Play Magazine
    • 25 Metascore
    • 10 Critic Score
    I'm not joking when I say the people who purchase this game would be better off if the case was empty... The worst game I have ever played. [May 2003, p.62]
    • 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
    • 68 Metascore
    • 60 Critic Score
    Besides paddling faster than most boats, the surfing action in Next Wave is second only to "Kelly Slater's," the reigning kahuna of surfing games. [May 2003, p.61]
    • Play Magazine
    • 56 Metascore
    • 60 Critic Score
    It's no "Twisted Metal: Black," but you can do worse for $20. [May 2003, p.63]
    • Play Magazine
    • 87 Metascore
    • 90 Critic Score
    For 2003, Sega has upped the ante once again and has developed a near-perfect baseball game. [Apr 2003, p.70]
    • Play Magazine
    • 80 Metascore
    • 70 Critic Score
    It feels far too much like "Moto GP2" to be considered worthy. [Apr 2003, p.62]
    • Play Magazine
    • 55 Metascore
    • 60 Critic Score
    It's no "Twisted Metal: Black," but you can do worse for $20. [May 2003, p.63]
    • Play Magazine

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