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: | Shin Megami Tensei: Persona 3 FES | |
|---|---|---|
| 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
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- 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
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- 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
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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
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Somewhat reminiscent of Sega's tragically overlooked "Spartan: Total Warrior", 300 is similarly diverse but much faster paced and brutal. [Apr 2007, p.56]- Play Magazine
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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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Dashing sequences and platforming bits do well to break the monotony, and the character animation is silky smooth. [Nov. 2006, p.104]- Play Magazine
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The visuals have their respective platforms humming at their storybook best. [July 2004, p.72]- Play Magazine
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Solid control, excellent animation, and a fittingly cute soundtrack. [Aug 2002, p.76]- Play Magazine
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A great technology demo for the box, and the best demo derby game around. [July 2002, p.82]- Play Magazine
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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
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- Critic Score
The procedure is more tedious than fun, and the payoff is a handful of minigames that are genuinely fun and addicting, but far too many that aren't. [Mar 2008, p.65]- Play Magazine
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989 Sports has a long way to go if they want to compete with the big boys. [Dec 2002, p.91]- Play Magazine
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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
Almost an exact clone of the previous game - the modes, the moves, the detailed but somewhat stiff animation, even half the character roster. [Nov 2004, p.90]- Play Magazine
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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
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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
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Mystery Mayhem offers ex-stoners and kids of all ages a multi-episode mystery for the ages by pretty much reinventing the old Genesis "Ghosbusters" in 3D, only with all the extra refinements 3D affords. [Mar 2004, p.59]- Play Magazine
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It's no "Twisted Metal: Black," but you can do worse for $20. [May 2003, p.63]- 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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There's a zoom/lock-on for ranged attacks; combos are strictly a one-button affair and you've never had this much fun tinkering with weapons, spells, and items--I guarantee it. [Jan 2008, p.52]- Play Magazine
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- Play Magazine
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- 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
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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
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
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Worse still are the "Gaddgets" that are your rewards - completely boring and devoid of any enjoyment. [May 2005, p.73]- Play Magazine
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I like the idea behind this game well enough, but the generic packaging leaves it stalled. [Feb 2003, p.91]- Play Magazine
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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
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
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- Critic Score
Four hours of straight arcade-style action would be one thing, but here you essentially visit five areas, fight five battles to realize Astro's abilities, and then it's off to the final encounter. [Sept 2004, p.68]- Play Magazine
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- Play Magazine
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I suppose MMBCC pulls off the light strategy it's attempting well enough, but I'm afraid that doesn't make it any more fun to play. [Jan 2004, p.76]- Play Magazine
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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
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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
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SK's not for everyone, but fans should be beside themselves. [Jan 2005, p.70]- Play Magazine
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- Critic Score
Takes the action-shooter genre and shoves it straight through the Blanderizer 6235 to ensure any sense of novelty possibly contained therein meets is brutal end. [May 2005, p.50]- Play Magazine
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- Critic Score
Graphics and sound it has, but fun is in short supply. [April 2002, p.66]- Play Magazine
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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
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The action is tight, the feel gritty and the soundtrack definitely metal. [Mar 2007, p.]- Play Magazine
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- Critic Score
Better than "Spiderman," but it still could have been better." [Jan 2003, p.58]- Play Magazine
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- 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
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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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- Play Magazine
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A fabulous dungeon crawler, and easily the best PSP RPG to hit our shores. [Mar 2007, p.71]- Play Magazine
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- Critic Score
Sure, it's fast and the courses have all the dips and loops that one would expect, but there's no satisfaction in the piloting of the craft. [Jan 2003, p.79]- Play Magazine
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- Critic Score
Lair has come together beautifully... With its stunning visuals and incredible soundtrack, Lair may well be the single most powerful experience that a man can share with his $5,000 home theatre system. [Aug 2007, p.64]- Play Magazine
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For the GBA, 'Zilla should have been planned as a no-nonsense 2D beat-'em-up. This just isn't fun. [May 2003, p.63]- Play Magazine
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The control is simple yet fun and the tracks, consistently impressive. [Aug 2003, p.75]- Play Magazine
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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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The gameplay is a real throwback to those THQ SNES action-platformers of old, right down to the floaty control. [Nov 2007, p.75]- Play Magazine
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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
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- Critic Score
Due to adjustments made to the diagnosis, vertical movement is often an exercise in frustration. [Aug 2004, p.61]- Play Magazine
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Blade II's got enough meat flyin', head choppin', body-disintegrating action to fill any daywalker's dance card along with some cool beats and beautiful interiors. [Nov 2002, p.94]- Play Magazine
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So if you're looking for some bone-chilling survival horror that's a horse of a different color, tuition is only $29.99. [Apr 2008, p.63]- Play Magazine
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- Play Magazine
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- Critic Score
The epitome of a solid game: smooth engine, well-balanced gameplay, slick interface...My only real problem with the game is the amount of backtracking involved. [Mar 2004, p.59]- Play Magazine
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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
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Better than "Spiderman," but it still could have been better." [Jan 2003, p.58]- Play Magazine
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- Critic Score
The game falls apart in its execution. Quite frankly, it's not very fun to play. [Dec 2002, p.90]- Play Magazine
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- 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
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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
Overly simplistic and staged cause-and-effect do not a good Spy vs. Spy game make. [June 2005, p.56]- Play Magazine
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- 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
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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
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- Critic Score
Hip-hop-fueld thug culture that seems too forced to come anywhere but from a marketer's meeting. [Oct 2005, p.69]- Play Magazine
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Somewhat reminiscent of the Genesis classic Alladin, Peter doesn't possess the same precise movement, but the animation and overall level design, which switches between flying with Tink and traditional platforming made better b;y Peter's ability to float, are on par with Disney's best 2D offerings. [Apr 2002, p.66]- Play Magazine
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- Critic Score
This portable "Getaway" has its share of ugly gangster gameplay and bullet holes. [Nov. 2006, p.99]- Play Magazine
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There's certainly potential here, albeit squandered (in my opinion) on the Wii where like so many of its games, the hook--waving the Wiimote--is more curse than cool. [Dec 2007, p.81]- Play Magazine
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Barely squeaks out three stars. It's a little short, but the models and overall production make up for it. [Apr 2002, p.58]- Play Magazine
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Exceptionally well produced - almost seamless segueing in and out of spoken dialogue and story breaks - and has a strong script brought to life by seasoned anime and voice-over professionals. [Apr 2004, p.64]- Play Magazine
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Now, with sharpened graphics, more features, and an original story, Uzumaki Chronicles is fine for fans of the series. But the battles are a little stiff, and the relationships between locations, characters, and events would be confounding to Naruto newbies. [Sept 2007, p.74]- Play Magazine
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- Critic Score
Its simple yet strategic move set makes it amicable for amateurs or aces. [Oct 2005, p.68]- Play Magazine
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- Play Magazine
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- Critic Score
Once again, Idea Factory, Compile Heart, and NIS America get it done through quality localization, a finely tuned array of systems, endearing characters, a wicked cool OST, and the seemingly unending power of the 2D spriteling.- Play Magazine
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- Critic Score
It’s also home to some of the most pathetic voice acting I’ve ever heard. [Feb 2002, p.59]- Play Magazine
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- Play Magazine
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- Play Magazine
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- 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
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- Critic Score
A tad repetitious but always extra caffienated. [Aug 2006, p.65]- Play Magazine
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- 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
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- Critic Score
Mundane battle exercises. [Aug 2006, p.64]- Play Magazine
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- Critic Score
I think it's time somebody rethought this license. DBZ fans deserve much better. [May 2005, p.50]- Play Magazine
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- Critic Score
The tag-team approach works like a charm, the visuals are uncannily spot-on and the dialogue sheer perfection. [Dec 2003, p.83]- 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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- Play Magazine
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- Critic Score
As a sci-fi lover, it's hard to escape the thrill of the setting and the exceptional CG sequences that link the key action scenes, and the booming score continually ratchets up the suspense. I came away entertained and frustrated, disappointed yet more than open for a sequel. [Oct 2003, p.67]- Play Magazine
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- Critic Score
Foist this game on a hated enemy; it's surprising a bomb this big doesn't come ticking. [Oct 2005, p.70]- Play Magazine
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- Critic Score
Hip-hop-fueld thug culture that seems too forced to come anywhere but from a marketer's meeting. [Oct 2005, p.69]- Play Magazine
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- Critic Score
There are many reasons to be appalled by this game, but it all starts with a poorly designed game engine that's spazzy to the point of near unplayability. [Dec 2003, p.100]- Play Magazine
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- Critic Score
It just doesn't gel, with misshapen models, repetitive, bland music and a watered-down story that struggles to maintain a "thug-like" quality through forced profanity. [Sept 2005, p.56]- Play Magazine
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- Critic Score
This must be where Martha Stewart’s evil siblings reside. [Feb 2002, p.62]- Play Magazine
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The whole game seems like an exercise in monotony; a battle-tech demo with refreshing character design. [Sept 2006, p.62]- Play Magazine
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- Critic Score
Not a whole lot went right here, other than the cinemas, which are gorgeous. [July 2002, p.82]- Play Magazine
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Chances are, however, that you'll be bored senseless within an hour. [May 2005, p.72]- Play Magazine
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Takes the action-shooter genre and shoves it straight through the Blanderizer 6235 to ensure any sense of novelty possibly contained therein meets is brutal end. [May 2005, p.50]- Play Magazine
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Far too many key elements are poorly executed. [Nov 2004, p.87]- Play Magazine
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What it lacks in polish it makes up for in diversity and brutality. This is one bloody game. [Jan 2008, p.58]- Play Magazine
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Filled with enough espionage, illegal arms trade, intrigue and terrorist activity to make James Bond run for cover. [Feb 2005, p.63]- Play Magazine
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A few annoying control and camera issues become readily apparent in some of the more frustrating missions. [May 2005, p.54]- Play Magazine
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What it lacks in polish it makes up for in diversity and brutality. This is one bloody game. [Jan 2008, p.58]- Play Magazine
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Rather than pressing left to walk left proportionately with the landscape, you must mash the diagonals, ultimately wearing an indelible groove into your thumb. [Nov 2002, p.103]- Play Magazine