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
    • 61 Metascore
    • 70 Critic Score
    Fun and unique, but don’t get your hopes up. Don’t try to rush through, or else recurring enemy patterns will drain your patience. Let’s see if Abylight couples this fun engine with some interesting character and story ideas in the future.
    • Play Magazine
    • 61 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
    • 61 Metascore
    • 70 Critic Score
    Unfortunately, in an age when third-person games have champions like "Resident Evil 4" and "Gears of War", a half-baked contender like Infernal doesn't stand out. [May 2007, p.84]
    • Play Magazine
    • 61 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
    • 61 Metascore
    • 65 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
    • 61 Metascore
    • 60 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
    • 61 Metascore
    • 83 Critic Score
    The multiplayer is a blast and the challenge level is very, very high when the CPU is cranked up. [Nov 2003, p.90]
    • Play Magazine
    • 61 Metascore
    • 65 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
    • 61 Metascore
    • 80 Critic Score
    Velvet Assassin’s strengths are in its quiet, richly framed version of a World War II inside the head. The stealth mechanic is very specific and rigidly pattern based, but it presents its scenarios incredibly well.
    • Play Magazine
    • 61 Metascore
    • 90 Critic Score
    Flawless controls and some of the most crisp, precise combat I've ever witnessed. [June 2005, p.56]
    • Play Magazine
    • 61 Metascore
    • 65 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
    • 61 Metascore
    • 60 Critic Score
    Underwhelming from a graphics standpoint compared to today's top adventures, but still worth a peek if you're fond of a good parody or just really like the backside of a shapely female. [Jan 2003, p.76]
    • Play Magazine
    • 61 Metascore
    • 75 Critic Score
    This is one very long, very impressive game. [Jan 2005, p.84]
    • Play Magazine
    • 61 Metascore
    • 80 Critic Score
    It's been too long since I've played an FPS that contains this much engaging challenge and fierce energy. [Oct 2002, p.80]
    • Play Magazine
    • 61 Metascore
    • 58 Critic Score
    The voice recognition just isn't up to par - it's frustrating during exploration and infuriating during battle. I often found myself begging to just be playing wiht a standard controller interface. [Mar 2004, p.59]
    • Play Magazine
    • 61 Metascore
    • 58 Critic Score
    Not bad, but not real good either. [Dec 2003, p.81]
    • Play Magazine
    • 60 Metascore
    • 65 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
    • 60 Metascore
    • 60 Critic Score
    This one has nailed the visuals from the show down to the last retro lamp post, and sports some nifty between-level snapshot cinemas. [Feb 2002, p.67]
    • Play Magazine
    • 60 Metascore
    • 80 Critic Score
    If you like Warriors games, here's another great one. If you're a well-versed Gundam fan, the closest thing yet to a dream game has arrived. [Aug 2007, p.59]
    • Play Magazine
    • 60 Metascore
    • 55 Critic Score
    It's also hella simplistic and the 3D models less than spectacular. [May 2005, p.54]
    • Play Magazine
    • 60 Metascore
    • 50 Critic Score
    Though the gameplay starts out basic, it does pick up halfway through as Luke gains more abilities, yet never ends up being anything more than average. [Nov 2004, p.89]
    • Play Magazine
    • 60 Metascore
    • 50 Critic Score
    The production's decent enough, but there's such a sense of mechanical design, with flat personality and little flair. [Jan 2004, p.67]
    • Play Magazine
    • 60 Metascore
    • 90 Critic Score
    It's games like these and "Persona 3"--and not hyper-bugeted blockbusters like "Final Fantasy"--that give me hope for the future of the genre. [Sept 2007, p.75]
    • Play Magazine
    • 60 Metascore
    • 80 Critic Score
    Performances by the movie cast (gotta love Skull's wisdom) and this is pretty much E-rated paradise. [Sept 2006, p.59]
    • Play Magazine
    • 60 Metascore
    • 50 Critic Score
    The production's decent enough, but there's such a sense of mechanical design, with flat personality and little flair. [Jan 2004, p.67]
    • Play Magazine
    • 60 Metascore
    • 58 Critic Score
    If only the targetting system weren't so imprecise and the enemies weren't so overly hidden and prone to outmoded respawn, the fine level design and entertaining scenarios could have commanded much stronger impact. [Nov 2004, p.76]
    • Play Magazine
    • 60 Metascore
    • 75 Critic Score
    When not playing single-player or against friends, spend some time with one of seven mini-games; okay, so they're not all that fun, but playing it will unlock pieces for building your own custom Robo Ky, which is. [May 2006, p.61]
    • Play Magazine
    • 60 Metascore
    • 90 Critic Score
    This is one(more)DS game not to be missed. [Apr 2007, p.59]
    • Play Magazine
    • 60 Metascore
    • 75 Critic Score
    The visuals are pleasing enough without being obtrusive. [Oct 2003, p.71]
    • Play Magazine
    • 60 Metascore
    • 65 Critic Score
    Nothing Earth-shattering, but respectable, much like the film. [Apr 2005, p.61]
    • Play Magazine
    • 60 Metascore
    • 80 Critic Score
    Terrific enemy placement, tough bosses and pretty good graphics. [Aug 2002, p.71]
    • Play Magazine
    • 60 Metascore
    • 65 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
    • 60 Metascore
    • 30 Critic Score
    Dislike it because it's a tired game on a tired engine. You could press those boobs against the screen and it still wouldn't make this game any good. [Jan 2003, p.79]
    • Play Magazine
    • 60 Metascore
    • 65 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
    • 60 Metascore
    • 85 Critic Score
    What Insomniac began Krome have now made completely their own, taking Spyro from a lighthearted adventure to a hardcore dark platformer. [Nov 2007, p.56]
    • Play Magazine
    • 60 Metascore
    • 0 Critic Score
    There's hardly a semblance of gameplay here, and the game rarely even offers a laugh. Smut isn't what gaming should be about. [Nov 2004, p.75]
    • Play Magazine
    • 60 Metascore
    • 50 Critic Score
    The driving and shooting action served up here is fun in its simplicity for a while, but my interest waned before I even finished the first of the game's three seasons. [Nov 2003, p.93]
    • Play Magazine
    • 60 Metascore
    • 42 Critic Score
    Instead of proceeding to that final stage, I was told to backtrack through the entire game, beat every minigame two more times, and then trudge all the way back. Sorry, but that's not fun - that's lazy desing and artifical lengthening through tedious repetition. [June 2004, p.72]
    • Play Magazine
    • 60 Metascore
    • 85 Critic Score
    Who knew kicking arse with a chicken (wielding a yo-yo, no less) could be so super-cool? [Nov p.93]
    • Play Magazine
    • 60 Metascore
    • 70 Critic Score
    But DW6 does feel sort of lightweight, especially at a $60 price tag. [Mar 2008, p.59]
    • Play Magazine
    • 60 Metascore
    • 65 Critic Score
    Despite some attempts at variety, the missions grow repetitive quickly thanks to a limited move set. [Oct 2005, p.67]
    • 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
    • 60 Metascore
    • 75 Critic Score
    It's a prime example of the modern brand-endemic video game, focus-tested to death and then some. Whether you hold that against it or not is an individual decision. [Nov. 2006, p.83]
    • Play Magazine
    • 60 Metascore
    • 85 Critic Score
    TMNT does only 2 things--platforming and fighting--but it does them so right that the replayability is off the charts. [Apr 2007, p.38]
    • Play Magazine
    • 60 Metascore
    • 75 Critic Score
    A gorgeous game by any standards. [Jan 2005, p.85]
    • Play Magazine
    • 60 Metascore
    • 70 Critic Score
    For the most part, players become spectators in their own war, forced to play only the tiniest of roles in the successes and defeats of their armies. [Apr 2006, p.72]
    • Play Magazine
    • 60 Metascore
    • 40 Critic Score
    If Gauntlet were a used car, It'd be a '72 Pinto with 400,000 miles on it. [May 2002, p.58]
    • Play Magazine
    • 60 Metascore
    • 60 Critic Score
    Unfortunately, while the intimidation that comes along with many a dungeon crawler is lacking here, so too is an overall sense of polish: control and combat are just too stiff, and character and monster sprites are thoroughly bland. [Mar 2008, p.66]
    • Play Magazine
    • 60 Metascore
    • 65 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
    • 60 Metascore
    • 42 Critic Score
    Setting a game on the moon is a great idea, but even this setting is wasted. [Oct 2004, p.77]
    • Play Magazine
    • 60 Metascore
    • 80 Critic Score
    I would've enjoyed more variety in the enemy fodder, but what's available is certainly creepy and intense. Clive Barker should develop more games. [Nov 2007, p.65]
    • Play Magazine
    • 60 Metascore
    • 58 Critic Score
    The targeting system, offensive and defensive balance and especially the design are all surprisingly adept, as is the integrated story, about nomadic Earthlings on the run from alien hordes. [June 2004, p.61]
    • Play Magazine
    • 60 Metascore
    • 60 Critic Score
    [Street] mode would've been a lot more enjoyable if it weren't for the idiotic AI. Quite frankly, it's downright painful. [March 2005, p.80]
    • Play Magazine
    • 59 Metascore
    • 60 Critic Score
    Visually, while not the most complex in terms of architecture, the levels in 626 are massive, cavernous and explode with color. [July 2002, p.79]
    • Play Magazine
    • 59 Metascore
    • 75 Critic Score
    Exactly the game I wanted, delivered right when I needed it most...a great time with a great character in a great genre - plug and play, instant fun. [Apr 2004, p.56]
    • Play Magazine
    • 59 Metascore
    • 75 Critic Score
    We say change is good. [July 2005, p.78]
    • Play Magazine
    • 59 Metascore
    • 75 Critic Score
    Great sound and remarkably smooth animation. [Dec 2005, p.71]
    • Play Magazine
    • 59 Metascore
    • 40 Critic Score
    The framerate clicks in at a slow 30-fps, the controls are shifty, and the graphics are ordinary. [Feb 2002, p.61]
    • Play Magazine
    • 59 Metascore
    • 75 Critic Score
    Exactly the game I wanted, delivered right when I needed it most...a great time with a great character in a great genre - plug and play, instant fun. [Apr 2004, p.56]
    • Play Magazine
    • 59 Metascore
    • 75 Critic Score
    The game is also fashioned entirely from clay and contains strange synthesizer music--wait I'm getting a news flash..."techno" they say, and it is reportedly "simplistic and fun," whatever that means. [Feb 2007, p.44]
    • Play Magazine
    • 59 Metascore
    • 60 Critic Score
    [Street] mode would've been a lot more enjoyable if it weren't for the idiotic AI. Quite frankly, it's downright painful. [March 2005, p.80]
    • Play Magazine
    • 59 Metascore
    • 80 Critic Score
    It's Gauntlet through and through, packed with switches to be thrown, puzzles to solve and medievil overtures that compel you to gnaw on large turkey legs...only polished to a glistening sheen. [Jan 2006, p.47]
    • Play Magazine
    • 59 Metascore
    • 70 Critic Score
    Shot-Online is a pleasant snack between much heartier gaming feasts. [oct. 2006, p.69]
    • Play Magazine
    • 59 Metascore
    • 75 Critic Score
    I think everyone should experience this game, especially horror fans, but in order to do so, you're going to have to suffer through times of sheer agony--just like poor, unlucky Jennifer. [Oct. 2006, p. 53]
    • Play Magazine
    • 59 Metascore
    • 65 Critic Score
    Combing an area twice (once for experience, again for items) becomes tedious and aggravating. [Nov p.100]
    • Play Magazine
    • 59 Metascore
    • 75 Critic Score
    Excellent progression and flow are at hand; detonations, interactive environments, timing platforms, memory and action puzzles, pattern-based obstacles, killer bosses, gut-busting 3D movies, excellent level design, spot-on visuals, a vivid soundtrack. [Sept 2003, p.69]
    • Play Magazine
    • 59 Metascore
    • 60 Critic Score
    A beautifully produced, rule heavy, text heavy, story heavy, lore heavy, chess-like card battle royale that could have Yu-Gi-Oh fans pulling more all-nighters than the graveyard shift at Del Taco. [May 2003, p.61]
    • Play Magazine
    • 59 Metascore
    • 67 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
    • 59 Metascore
    • 80 Critic Score
    The idiotic AI cripples the gameplay to the point of ridiculous. [May 2003, p.63]
    • Play Magazine
    • 59 Metascore
    • 75 Critic Score
    It's a prime example of the modern brand-endemic video game, focus-tested to death and then some. Whether you hold that against it or not is an individual decision. [Nov. 2006, p.83]
    • Play Magazine
    • 59 Metascore
    • 67 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
    • 59 Metascore
    • 65 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
    • 59 Metascore
    • 70 Critic Score
    It doesn't hold a candle to the Xbox version in terms of visual appeal. [Dec 2002, p.82]
    • Play Magazine
    • 59 Metascore
    • 70 Critic Score
    There's a cavern in here reserved for viewing your stockpile, along with enough mini-games to keep you busy until the 720 comes out. [Dec. 2006, p.76]
    • Play Magazine
    • 59 Metascore
    • 65 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
    • 59 Metascore
    • 83 Critic Score
    You find yourself waist-deep in a Zelda-style action/adventure, with a larger emphasis on stealth and platforming. [Oct 2003, p.65]
    • Play Magazine
    • 59 Metascore
    • 83 Critic Score
    The angles are fabulous -- never staying in one place too long while framing the action with cinematic flair. [Nov 2003, p.91]
    • Play Magazine
    • 59 Metascore
    • 67 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
    • 59 Metascore
    • 58 Critic Score
    It's a bit clunky and doesn't have the bold production values we've become accustomed to, but... a gradual charm begins to bubble up, elevating the mundane stretches of play. [Oct 2003, p.72]
    • Play Magazine
    • 59 Metascore
    • 60 Critic Score
    The tuning issues associated with the PS2 version have been ironed out and the overall presentation - frame-rate, control, balance, etc. - have all been aptly tweaked for the GameCube version. [Nov 2002, p.96]
    • Play Magazine
    • 59 Metascore
    • 80 Critic Score
    Performances by the movie cast (gotta love Skull's wisdom) and this is pretty much E-rated paradise. [Sept 2006, p.59]
    • Play Magazine
    • 59 Metascore
    • 70 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
    • 59 Metascore
    • 70 Critic Score
    SR is packed with mostly quirky nuances that take time(and a little frustration)to master, often resulting in races being determined by track memorization as much as mastery of your particular racer's strength's and weaknesses as they pertain to each wild ride. [Apr 2006, p.63]
    • Play Magazine
    • 59 Metascore
    • 83 Critic Score
    Trust me when I say the pummeling action is simply not to be missed; there's really nothing quite like it. [Sept 2004, p.62]
    • Play Magazine
    • 59 Metascore
    • 80 Critic Score
    The level of detail at work here is darn near unprecedented. [Nov 2002, p.80]
    • Play Magazine
    • 59 Metascore
    • 65 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
    • 59 Metascore
    • 80 Critic Score
    A superb first shot at what a serious boxing game could be like on Wii, utterly blwing Wii Sports' interpretation of the sport out of the water. [JPN Import; Oct 2007, p.101]
    • Play Magazine
    • 59 Metascore
    • 75 Critic Score
    If you’re cool with just the DLR years and you can hang with the weird faces Dance the Night Away, but if you’re looking for a comprehensive VH compilation and accurate portrayals you might as well Jump, back into GH5.
    • Play Magazine
    • 59 Metascore
    • 70 Critic Score
    But DW6 does feel sort of lightweight, especially at a $60 price tag. [Mar 2008, p.59]
    • Play Magazine
    • 59 Metascore
    • 90 Critic Score
    But rough edges aside, Artificial has buttoned up the game as well as can be expected given the amount of interactive objects they've peppered throughout the game. [May 2007, p.58]
    • Play Magazine
    • 59 Metascore
    • 60 Critic Score
    A really impressive, highly addictive game due in no smal part to its formidable 3D. [May 2003, p.62]
    • Play Magazine
    • 59 Metascore
    • 42 Critic Score
    I kept waiting for a real adventure to unfold, but it never materialized. [Sept 2004, p.73]
    • Play Magazine
    • 59 Metascore
    • 65 Critic Score
    At 20 bucks, Alpha Prime may be a decent stocking-stuffer for FPS junkies. [Dec 2007, p.97]
    • Play Magazine
    • 59 Metascore
    • 75 Critic Score
    The control is simple yet fun and the tracks, consistently impressive. [Aug 2003, p.75]
    • Play Magazine
    • 59 Metascore
    • 58 Critic Score
    It's a wee bit short and a little slow, but fans should be intrigued by the depth and lore. [Oct 2004, p.75]
    • Play Magazine
    • 59 Metascore
    • 67 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
    • 58 Metascore
    • 70 Critic Score
    It's made for kids and nothing spectacular, but old-school platform fans will eat it up. [Aug 2005, p.56]
    • Play Magazine
    • 58 Metascore
    • 70 Critic Score
    There are a lot of games out there that will be much better received and demonstrate sounder core design, yet those games in the end didn't entertain me like this one. [June 2007, p.78]
    • Play Magazine
    • 58 Metascore
    • 80 Critic Score
    Playing an old-school RPG is great with dual screens and Archcraft have seen to every last detail. The dialogue is first rate (talk to everybody; the maids, farmers…), the systems easy to assimilate, and the visuals are vibrant and painstakingly detailed. Great BGM too.
    • Play Magazine
    • 58 Metascore
    • 58 Critic Score
    A little light on dialogue and only has one village but it supports up to four players and sticks to a formula steeped in nostalgia. [Sept 2003, p.80]
    • Play Magazine

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