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
    • 58 Metascore
    • 75 Critic Score
    The one area that has improved tenfold is the visuals. Running at a smooth 60 fps, the players and arenas never looked better. [Nov 2003, p.104]
    • Play Magazine
    • 58 Metascore
    • 70 Critic Score
    As always, the Rayman universe is endlessly entertaining and the gameplay model diverse and bursting with creativity. [May 2005, p.72]
    • 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
    • 58 Metascore
    • 60 Critic Score
    Acclaim has taken the once-spellbinding formula and given it the full GBA treatment, creating a game that plays, looks, and sounds better. [Aug 2002, p.76]
    • Play Magazine
    • 58 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
    • 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
    • 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
    • 58 Metascore
    • 70 Critic Score
    It's packed with missions and objectives, clever yet straightforward level design and delivers co-op and single player switch-on-the-fly movie derivative critter-foolery. [July 2006, p.72]
    • Play Magazine
    • 58 Metascore
    • 75 Critic Score
    The whole concoction makes for one super-stylized, decidedly different action game. [May 2005, p.43]
    • Play Magazine
    • 58 Metascore
    • 80 Critic Score
    A fun cooperative experience in the very provocative world of Resident Evil. [Apr 2005, p.60]
    • Play Magazine
    • 58 Metascore
    • 50 Critic Score
    Extremely slippery controls make handling both the chopper and the plane a chore. [Feb 2005, p.80]
    • Play Magazine
    • 58 Metascore
    • 80 Critic Score
    Bleach: Shattered Balde is a great casual fighting game. [Nov 2007, p.62]
    • Play Magazine
    • 58 Metascore
    • 85 Critic Score
    To say that Dark Kingdom is the whole package in its class would be an understatement. [Jan. 2007, p.62]
    • Play Magazine
    • 58 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
    • 58 Metascore
    • 60 Critic Score
    It goes without saying, but in case you're wondering: if you're not into Jackass the TV show, you're not going to care too much for the game either. [Oct 2007, p.97]
    • Play Magazine
    • 58 Metascore
    • 80 Critic Score
    It's still far from reality, in that the ball is changing hands (or is that feet) literally every second...But it is fun. [June 2002, p.63]
    • Play Magazine
    • 58 Metascore
    • 45 Critic Score
    Drakengard 2 picks up where its predecessor left off, warts and all. [Apr 2006, p.63]
    • 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
    • 58 Metascore
    • 50 Critic Score
    If you want Metroid, get "Zero Mission" instead. [Dec 2004, p.100]
    • Play Magazine
    • 58 Metascore
    • 60 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
    • 58 Metascore
    • 70 Critic Score
    Playing the game is satisfying, but never stunning. Still, if you like Fullmetal, this is the one portable game you can't go without. [Dec. 2006, p.92]
    • Play Magazine
    • 58 Metascore
    • 80 Critic Score
    A finely tuned beat-'em-up, Samurai Warriors 2 once again drops players into feudal Japan for a series of epic brawls. [Oct. 2006, p.57]
    • Play Magazine
    • 58 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
    • 58 Metascore
    • 60 Critic Score
    Save for the perspective glitches indicative of an older engine, Dawn of Fate delivers a fitting game based on the resilient Terminator franchise. [Oct 2002, p.76]
    • Play Magazine
    • 58 Metascore
    • 30 Critic Score
    The crude mechanics of the end result and the antiquated, bland look of the arena make it all a tedious exercise with zero payoff. [Feb 2003, p.90]
    • Play Magazine
    • 58 Metascore
    • 40 Critic Score
    Chief among its problems is an unconvincing graphical presentation. [Feb 2002, p.61]
    • Play Magazine
    • 58 Metascore
    • 65 Critic Score
    Nothing Earth-shattering, but respectable, much like the film. [Apr 2005, p.61]
    • Play Magazine
    • 58 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
    • 58 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
    • 58 Metascore
    • 67 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
    • 58 Metascore
    • 58 Critic Score
    Though the basic Mega Man tenets remain intact - play through level, kill boss, gain new ability - compared to modern games, many of the 3D levels and the accompanying gameplay feel like a freshman effort. [Oct 2003, p.68]
    • Play Magazine
    • 58 Metascore
    • 70 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
    • 58 Metascore
    • 60 Critic Score
    While it isn't a technical powerhouse, Run Like Hell paints its sci-fi visions compellingly through inspired designs and rich imagery. [Nov 2002, p.78]
    • Play Magazine
    • 58 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
    • 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
    • 58 Metascore
    • 25 Critic Score
    What I'm opposed to is a crude, unattractive, senseless war game like Shellshock: Nam '67. [Oct 2004, p.76]
    • Play Magazine
    • 57 Metascore
    • 75 Critic Score
    Very beautiful. How disappointing, then, to learn that the entertainment factor is only mild. [Sept 2006, p.54]
    • Play Magazine
    • 57 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
    • 57 Metascore
    • 40 Critic Score
    NBA
    Lay-ups and dunks are also extremely frustrating to execute. [May 2005, p.71]
    • Play Magazine
    • 57 Metascore
    • 45 Critic Score
    The Lethal Alliance of uninspired third-person shooting and dull platforming elements pretty much dooms the newest Star Wars game. [Feb 2007, p.44]
    • Play Magazine
    • 57 Metascore
    • 38 Critic Score
    It's almost like they picked parts of the first that worked really well, and then broke them. [Feb 2005, p.67]
    • Play Magazine
    • 57 Metascore
    • 80 Critic Score
    Midway didn't over-think Rampage TD, rather, they made it look amazing while retaining and improving on the game's simplistic yet addictive gameplay. [May 2006, p.54]
    • 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
    • 57 Metascore
    • 42 Critic Score
    Just like in real life, the Corvettes on display possess wicked oversteer and, adding insult to injury, grace some of the most lackluster course designs I've ever traversed while good-'ol-boy rock and swanky sax music crackles in the background. [June 2004, p.61]
    • Play Magazine
    • 57 Metascore
    • 58 Critic Score
    Not bad, but not real good either. [Dec 2003, p.81]
    • Play Magazine
    • 57 Metascore
    • 58 Critic Score
    Basically a run-of-the-mill action title in a heavily armored car that transforms. [Feb 2004, p.47]
    • Play Magazine
    • 57 Metascore
    • 75 Critic Score
    The adventure-addled gameplay is pure Dredd too, and the story--Dark Judges have risen - is very cool. [Apr 2004, p.64]
    • Play Magazine
    • 57 Metascore
    • 50 Critic Score
    There just isn't anything exciting about controlling these nondescript racers. [Jan 2003, p.78]
    • Play Magazine
    • 57 Metascore
    • 67 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
    • 57 Metascore
    • 58 Critic Score
    Basically a run-of-the-mill action title in a heavily armored car that transforms. [Feb 2004, p.47]
    • Play Magazine
    • 57 Metascore
    • 67 Critic Score
    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
    • 57 Metascore
    • 58 Critic Score
    With a sparse Saturday-morning-cartoon look, the game can become a drag for the adult eye, but just like the best of those cartoons, a certain charm bubbles below the surface. [Jan 2004, p.65]
    • Play Magazine
    • 57 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
    • 57 Metascore
    • 70 Critic Score
    I'll give em this: It's never boring, always whacked out of its mind, and the control throughout delivers...Nunchuk or not. So in closing, may the Sponge be with you. [Dec. 2006, p.62]
    • Play Magazine
    • 57 Metascore
    • 70 Critic Score
    Hmmm, do I smell yet another Bandai anime-based fighting game? Indeed I do and again it's all that and a trip to the fruity farm... [Nov p.94]
    • Play Magazine
    • 57 Metascore
    • 60 Critic Score
    If Yukes would have had the sense to tone down the enemy encounters...Eve of Extinction could have been better than merely good. [Apr 2002, p.60]
    • Play Magazine
    • 57 Metascore
    • 65 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
    • 57 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
    • 57 Metascore
    • 91 Critic Score
    For 2D fighting bliss, look no further than Capcom Fighting Evolution. [Dec 2004, p.64]
    • Play Magazine
    • 57 Metascore
    • 70 Critic Score
    As these games go, the AI and balance between ranged and melee attacks comes off very well, and its dark steely environs brim with fine detail. [May 2003, p.62]
    • Play Magazine
    • 57 Metascore
    • 50 Critic Score
    The game's most glaring flaw? Idiotic AI. [Jan 2003, p.84]
    • 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
    • 57 Metascore
    • 80 Critic Score
    Generally speaking, if you like exploration, platforming, physics-based action and a good puzzle, this is as fresh an action-adventure as you're going to find, and the character designs are nothing short of perfection. [June 2007, p.79]
    • 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
    • 56 Metascore
    • 65 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
    • 56 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
    • 56 Metascore
    • 70 Critic Score
    The controls, sans preloading, clutch work, etc., are a tad bare-boned, but work extremely well in the scheme of things with the emphasis placed more on cornering and picking the right lines for optimum speed. [Nov 2002, p.96]
    • Play Magazine
    • 56 Metascore
    • 75 Critic Score
    Whether you've seen the movie or not or love or loathe the sweet smell of Lucha; you must do the honorable thing and feed your NDS this spicy burrito. [Nov. 2006, p.102]
    • Play Magazine
    • 56 Metascore
    • 80 Critic Score
    The secret is in the details. [Aug 2007, p.68]
    • Play Magazine
    • 56 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
    • 56 Metascore
    • 60 Critic Score
    It's no "Twisted Metal: Black," but you can do worse for $20. [May 2003, p.63]
    • Play Magazine
    • 56 Metascore
    • 75 Critic Score
    What Full Metal Alchemist lacks in visual punch, visa vie simplistic geometry and slightly stiff animation, it more than makes up for in level design, story, and especially technique. [Jan 2005, p.69]
    • Play Magazine
    • 56 Metascore
    • 80 Critic Score
    Welcome to the last bastion of quality, Japanese-developed beat-'em-ups. [Dec 2005, p.66]
    • Play Magazine
    • 56 Metascore
    • 70 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
    • 56 Metascore
    • 58 Critic Score
    Not bad, but not real good either. [Dec 2003, p.81]
    • Play Magazine
    • 56 Metascore
    • 58 Critic Score
    Ironically, some of the most enjoyable levels were the sub-missions, where just your heroes and a small band of troops must crawl through monster-infested caverns. [July 2004, p.75]
    • Play Magazine
    • 56 Metascore
    • 65 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
    • 56 Metascore
    • 58 Critic Score
    Gotcha Force's neat concept didn't follow through in its execution. [Feb 2004, p.46]
    • Play Magazine
    • 56 Metascore
    • 50 Critic Score
    The game is still traeemark Army Men clunky, but you can look past the sloppier qualities - it still smacks of low-key production value - and enjoy the ceaseless combat for its base appeal. [June 2003, p.56]
    • Play Magazine
    • 56 Metascore
    • 70 Critic Score
    Console version fans should perhaps approach with caution, but I had quite an enjoyable time - except for a few cheap bosses with inescapable attacks that cause automatic death. [Sept 2005, p.64]
    • Play Magazine
    • 56 Metascore
    • 85 Critic Score
    There's so much to do, and so much depth in this game. [Aug 2007, p.69]
    • Play Magazine
    • 56 Metascore
    • 60 Critic Score
    It's gritty and grey, a joy to control, and above all, it's unique in its presentation, allowing the player to play as human or dragon. [Dec 2002, p.88]
    • Play Magazine
    • 56 Metascore
    • 83 Critic Score
    I haven't seen environments and vehicles this outstanding since "Wreckless," and the replays rank among the most stunning ever. [Jan 2004, p.66]
    • Play Magazine
    • 56 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
    • 56 Metascore
    • 75 Critic Score
    Though some may be turned off by just how much of a dungeon crawler the PSP version of Dungeon Explorer ended up being, those willing to hike up their boots and wade into the game's darks depths will be well rewarded. [Mar 2008, p.66]
    • Play Magazine
    • 56 Metascore
    • 70 Critic Score
    Bet on Soldier's action really heats up later in the campaign, the level design and intensity improve dramatically. [Nov p.103]
    • Play Magazine
    • 56 Metascore
    • 33 Critic Score
    Utterly deflated. [Aug 2004, p.58]
    • Play Magazine
    • 56 Metascore
    • 30 Critic Score
    Feels flat and recycled, a perfunctory exercise to suck in the remaining loyalists. [Dec 2002, p.86]
    • Play Magazine
    • 56 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
    • 56 Metascore
    • 70 Critic Score
    I'll give em this: It's never boring, always whacked out of its mind, and the control throughout delivers...Nunchuk or not. So in closing, may the Sponge be with you. [Dec. 2006, p.62]
    • Play Magazine
    • 56 Metascore
    • 70 Critic Score
    Hmmm, do I smell yet another Bandai anime-based fighting game? Indeed I do and again it's all that and a trip to the fruity farm... [Nov p.94]
    • Play Magazine
    • 56 Metascore
    • 38 Critic Score
    The thrill of the series has always resulted from engaging in semi-realistic dogfights amidst some of the most gorgeous visuals ever seen - features that are sorely lacking in the GBA version. [Feb 2005, p.81]
    • Play Magazine
    • 56 Metascore
    • 65 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
    • 56 Metascore
    • 60 Critic Score
    I liked Zapper for its utterly old-school approach to simplicity and twitch-based gameplay, even it if could have been a little better on all fronts. [Nov 2002, p.92]
    • Play Magazine
    • 56 Metascore
    • 85 Critic Score
    Ninja games being as rare as they've become, its nice to have "Tenchu" back, especially given the number of refinements FROM have added, along with the online play. [June 2007, p.74]
    • Play Magazine
    • 56 Metascore
    • 75 Critic Score
    As digital comics go, I had a lot of fun with Miami Law. Though it's a little rough around the edges at times and could have been longer, it has a lot going for it and doesn't let up once the story kicks into gear.
    • Play Magazine
    • 56 Metascore
    • 50 Critic Score
    Be sure you're Live before even thinking about playing. [June 2005, p.88]
    • Play Magazine
    • 55 Metascore
    • 58 Critic Score
    A game teeming with possibilities. Too bad it's stuffed into essentially an arena-battle format where the goal is just to score points while competing against the clock and other opponent. [Oct 2004, p.77]
    • Play Magazine
    • 55 Metascore
    • 67 Critic Score
    The added battery save is also much appreciated. [Aug 2004, p.61]
    • Play Magazine
    • 55 Metascore
    • 60 Critic Score
    Genji is best played, and possibly enjoyed with patience, in chunks. [Jan. 2007, p.72]
    • Play Magazine

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