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
    • 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
    • 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
    • 66 Metascore
    • 58 Critic Score
    Blame slightly unnatural control and a rather generic feeling. [Dec 2003, p.84]
    • Play Magazine
    • 57 Metascore
    • 58 Critic Score
    Not bad, but not real good either. [Dec 2003, p.81]
    • Play Magazine
    • 53 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
    • 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
    • 54 Metascore
    • 58 Critic Score
    Hardcore fans will probably be let down by Marz's lack of focus compared to previous entries, and newcomers will probably be put off by its initially very curious control style. [Nov 2003, p.81]
    • Play Magazine
    • 68 Metascore
    • 58 Critic Score
    All the characters have a cartoony look to them, and few of the faces look like the people they're supposed to represent. [Nov 2003, p.107]
    • 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
    • 48 Metascore
    • 58 Critic Score
    For all its grace, CTHD is not as fun as it could have been, leaving the game best suited for those with high endurance who want to immerse themselves in the film. [Nov 2003, p.78]
    • Play Magazine
    • 71 Metascore
    • 58 Critic Score
    Central gameplay is little more than repetitive button-mashing that grows old quickly. [Aug 2004, p.58]
    • Play Magazine
    • 48 Metascore
    • 58 Critic Score
    The announcer redefines annoying, the truck models leave much to be desired and the celebration animation's damn funny, but a solid game otherwise. [Mar 2004, p.47]
    • Play Magazine
    • 49 Metascore
    • 58 Critic Score
    The announcer redefines annoying, the truck models leave much to be desired and the celebration animation's damn funny, but a solid game otherwise. [Mar 2004, p.47]
    • Play Magazine
    • 46 Metascore
    • 55 Critic Score
    These graphically deficient remakes only half-heartedly capture the greatness of the originals, often feeling like a cheap homage rather than true remakes. [March 2005, p.58]
    • Play Magazine
    • 44 Metascore
    • 55 Critic Score
    The control is good, but there is no jump or evasive maneuvers making SOE 2 an altogether innocuous, all too familier assault. [Apr 2006, p.62]
    • 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
    • 78 Metascore
    • 55 Critic Score
    Plead nolo contendere, Apollo. [Mar 2008, p.65]
    • 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
    • 75 Metascore
    • 55 Critic Score
    Imagine trying to perform neurosurgery with mittens and this should hint at what it's like to put video bread into one of Elebits' toasters. [Jan. 2007, p.70]
    • Play Magazine
    • 66 Metascore
    • 55 Critic Score
    The game can be a murky, sloppy mess, and even when it's trying something interesting, comes off incomplete and badly implemented. [Sept 2005, p.57]
    • 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
    • 71 Metascore
    • 55 Critic Score
    As with similar games, the concept is good, but the execution needs to be more compelling. [June 2005, p.56]
    • 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
    • 78 Metascore
    • 55 Critic Score
    Blitz: The League crosses the thin line between hardcore and tasteless. [Nov p.94]
    • Play Magazine
    • 76 Metascore
    • 55 Critic Score
    Blitz: The League crosses the thin line between hardcore and tasteless. [Nov p.94]
    • Play Magazine
    • 50 Metascore
    • 55 Critic Score
    Tao's is a decent kids' action/RPG but with so much greatness on DS, even that's a stretch. [Apr 2006, p.72]
    • Play Magazine
    • 49 Metascore
    • 50 Critic Score
    An ugly duckling. [Aug 2006, p.63]
    • Play Magazine
    • 46 Metascore
    • 50 Critic Score
    It looks surprisingly nice and is designed well enough, but do you really want to visit My Street? [Apr 2003, p.63]
    • Play Magazine
    • 69 Metascore
    • 50 Critic Score
    The story is way overdone and weighs down the gameplay..., and convoluted specifics of progression are unnecessary given the game's linear structure. [Nov 2003, p.93]
    • 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
    • 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
    • 48 Metascore
    • 50 Critic Score
    Manages to get old before it even gets going, due to a clunky interface, poor design, and one of the hokiest English dubs in recent memory. [May 2003, p.61]
    • 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
    • 72 Metascore
    • 50 Critic Score
    There are just too many design flaws within the monotony of the dungeon-crawling template. [Oct 2003, p.73]
    • 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
    • 70 Metascore
    • 50 Critic Score
    Whether head shot or grenade to the feet or shotgun blast at point-blank, aiming your weapon never feels efficiently precise. [Dec 2004, p.60]
    • Play Magazine
    • 76 Metascore
    • 50 Critic Score
    Not that there's anything wrong with cashing in on America's bloodlust, but to call Manhunt a "mature" game, I think, is an affront to mature people. [Jan 2004, p.65]
    • Play Magazine
    • 62 Metascore
    • 50 Critic Score
    There's a cartoon approach to the combat and presentation that kind of works at first, but again, it all comes to a halt once the old-school charm wears thin. [Dec 2003, p.83]
    • Play Magazine
    • 77 Metascore
    • 50 Critic Score
    Far and away the best game in the series, but unfortunately, the creators have still neglected to address the lackluster fighting at the core. [Jan 2005, p.68]
    • 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
    • 63 Metascore
    • 50 Critic Score
    If drinking out of a giant-size Taco Bell cup that displays The Missing Link and his big sweet smile doesn’t sound like a completely humiliating experience to you, then MvA might make a decent addition to your game collection. But for the hardcore gamer - pass.
    • 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
    • 72 Metascore
    • 50 Critic Score
    This is one club people might not want to join. [Mar 2008, p.58]
    • Play Magazine
    • 61 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
    • 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
    • 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
    • 69 Metascore
    • 50 Critic Score
    The story is way overdone and weighs down the gameplay..., and convoluted specifics of progression are unnecessary given the game's linear structure. [Nov 2003, p.93]
    • Play Magazine
    • 57 Metascore
    • 50 Critic Score
    The game's most glaring flaw? Idiotic AI. [Jan 2003, p.84]
    • Play Magazine
    • 61 Metascore
    • 50 Critic Score
    A competent game, but it's also thoroughly forgettable. [May 2005, p.73]
    • Play Magazine
    • 73 Metascore
    • 50 Critic Score
    Dead to Rights is no "Max Payne." It tries to be when it's not being a mediocre melange of mini-games or a reheated crime story, but for the most part it's just generic. [Jan 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
    • 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
    • 33 Metascore
    • 50 Critic Score
    In the final analysis, Mobile Suit Gundam: Crossfire is just not worth your time...and this coming from a Gundam maniac. [Jan. 2007, p.73]
    • Play Magazine
    • 71 Metascore
    • 50 Critic Score
    As much hype as the gesture system has generated, using the Wiimote to play a fighting game designed for a standard interface just doesn't work. [June 2007, p.80]
    • Play Magazine
    • 66 Metascore
    • 50 Critic Score
    If drinking out of a giant-size Taco Bell cup that displays The Missing Link and his big sweet smile doesn’t sound like a completely humiliating experience to you, then MvA might make a decent addition to your game collection. But for the hardcore gamer - pass.
    • 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
    • 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
    • 66 Metascore
    • 50 Critic Score
    It feels like you're constantly going through the same motions - although there are some really cool sequences. [Oct 2004, p.75]
    • Play Magazine
    • 44 Metascore
    • 50 Critic Score
    A tinge of "Eent Horizon" looms in the air, but is under-realized due to the puzzling nature of the control. [Mar 2003, p.64]
    • Play Magazine
    • 70 Metascore
    • 50 Critic Score
    The bosses are cool and Hunter has an expectedly grimy, dark edge, but it looked and felt better on Xbox. [Jan 2003, p.81]
    • Play Magazine
    • 76 Metascore
    • 50 Critic Score
    This is one club people might not want to join. [Mar 2008, p.58]
    • 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
    • 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
    • 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
    • 66 Metascore
    • 50 Critic Score
    Even the greatest hockey player ever couldn't help 989 find its much-needed groove. [Jan 2005, p.85]
    • Play Magazine
    • 38 Metascore
    • 50 Critic Score
    The game looks three years old but plays and sounds good enough to hang with, barely. [Feb 2003, p.90]
    • Play Magazine
    • 75 Metascore
    • 50 Critic Score
    Say hello to our little friend, great disappointment. [Oct. 2006, p.60]
    • 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
    • 53 Metascore
    • 50 Critic Score
    Due to adjustments made to the diagnosis, vertical movement is often an exercise in frustration. [Aug 2004, p.61]
    • Play Magazine
    • 67 Metascore
    • 50 Critic Score
    A stilted story of amnesia, magic, and finding the meaning of existence plague the more positive points, the highest being, once again, the entertaining battle system. [Nov 2002, p.96]
    • Play Magazine
    • 68 Metascore
    • 50 Critic Score
    The levels require a lot of unnecessary exploration, setting up missions of collection and inevitable labored backtracking; add a strike for boring objectives that have you scouring confusing areas for far too long. [Oct 2003, p.71]
    • Play Magazine
    • 68 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
    • 71 Metascore
    • 50 Critic Score
    The story is way overdone and weighs down the gameplay..., and convoluted specifics of progression are unnecessary given the game's linear structure. [Nov 2003, p.93]
    • Play Magazine
    • 38 Metascore
    • 50 Critic Score
    Overall, the Code Monkeys have done EA proud. [Dec 2002, p.84]
    • Play Magazine
    • 58 Metascore
    • 50 Critic Score
    If you want Metroid, get "Zero Mission" instead. [Dec 2004, p.100]
    • Play Magazine
    • 56 Metascore
    • 50 Critic Score
    Be sure you're Live before even thinking about playing. [June 2005, p.88]
    • 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
    • 67 Metascore
    • 50 Critic Score
    This is one club people might not want to join. [Mar 2008, p.58]
    • Play Magazine
    • 67 Metascore
    • 50 Critic Score
    Not a poorly constructed game at all, but more of an esoteric offering for the console gamer with exceptional patience and desire for a game that demands meticulous strategy. [Nov 2002, p.90]
    • Play Magazine
    • 68 Metascore
    • 50 Critic Score
    It feels like you're constantly going through the same motions - although there are some really cool sequences. [Oct 2004, p.75]
    • 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
    • 68 Metascore
    • 50 Critic Score
    It feels like you're constantly going through the same motions - although there are some really cool sequences. [Oct 2004, p.75]
    • 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
    • 63 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
    • 71 Metascore
    • 50 Critic Score
    Kain is stiff when mutilating the townspeople, and the clunky character designs collapse the mood even more. [Jan 2003, p.76]
    • Play Magazine
    • 68 Metascore
    • 50 Critic Score
    The game's battles are simply the best in the turn-based bunch...Oh, how I wish this game was more polished outside of the battles. [Nov 2002, p.85]
    • Play Magazine
    • 68 Metascore
    • 50 Critic Score
    Looks good and handles well, but when it comes to the union of cart racing and flying, the game just doesn't gel. [March 2005, p.66]
    • Play Magazine
    • 79 Metascore
    • 50 Critic Score
    With character models that look like they crawled off the Dreamcast, muddy textures and minor but frequent collision issues, this is not exactly a pretty game. [Jan 2004, p.70]
    • Play Magazine
    • 42 Metascore
    • 50 Critic Score
    Turning Point's theme of an alternate reality had some possibilities, but even within this fiction you just end up doing uninspired and overworked shootouts. [Apr 2008, p.63]
    • Play Magazine
    • 67 Metascore
    • 50 Critic Score
    Not a poorly constructed game at all, but more of an esoteric offering for the console gamer with exceptional patience and desire for a game that demands meticulous strategy. [Nov 2002, p.90]
    • Play Magazine
    • 67 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
    • 63 Metascore
    • 50 Critic Score
    The main problem with the game is that it gets old really fast. [Apr 2004, p.64]
    • Play Magazine
    • 54 Metascore
    • 50 Critic Score
    An almost uncontrollable camera. [Aug 2005, p.58]
    • Play Magazine
    • 63 Metascore
    • 50 Critic Score
    Repetitive dungeon schemes and three-year-old technology. [Dec 2002, p.86]
    • Play Magazine
    • 76 Metascore
    • 50 Critic Score
    Say hello to our little friend, great disappointment. [Oct. 2006, p.60]
    • Play Magazine
    • 52 Metascore
    • 50 Critic Score
    This portable "Getaway" has its share of ugly gangster gameplay and bullet holes. [Nov. 2006, p.99]
    • 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
    • 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
    • 36 Metascore
    • 50 Critic Score
    When you take into account the humor, the budget price and the ability to beat your (least) favorite celebrity into a bloody clay pulp, there's certainly fun to be had. [Dec 2003, p.81]
    • Play Magazine
    • 57 Metascore
    • 50 Critic Score
    There just isn't anything exciting about controlling these nondescript racers. [Jan 2003, p.78]
    • Play Magazine

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