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
- By Date
- By Critic Score
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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
Radical has wisely left Banner behind this time out and opted for a Spidey/GTA-type free-roamer - Hulk-style - and is it ever a thumping good time. [Sept 2005, p.56]- Play Magazine
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- Play Magazine
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- Play Magazine
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- Play Magazine
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- Play Magazine
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- Critic Score
Why risk changing an already perfect passing sytem? I guess when you're the only game in town, you can do what you want. [Oct 2005]- Play Magazine
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- Play Magazine
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- Critic Score
Between its unquestionable depth, addicting action and secure online party-based multiplayer modes, you can't go wrong with Dungeon Siege 2. [Sept 2005, p.70]- Play Magazine
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- Critic Score
DJ exemplifies the maturation of handheld gaming - full-fledged console quality in a smaller, more approachable package. [Aug 2005, p.52]- Play Magazine
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- Play Magazine
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- Play Magazine
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- Critic Score
An excellent classics compilation, due mostly to "Sonic CD," finally revived after so much begging. [Sept 2005, p.57]- Play Magazine
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- 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
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- Critic Score
A few rough edges aside, Advent Rising is gaming's latest and most promising future epic. [July 2005, p.74]- Play Magazine
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- Critic Score
Why risk changing an already perfect passing sytem? I guess when you're the only game in town, you can do what you want. [Oct 2005]- Play Magazine
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- Critic Score
Why risk changing an already perfect passing sytem? I guess when you're the only game in town, you can do what you want. [Oct 2005]- Play Magazine
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- Critic Score
Why risk changing an already perfect passing sytem? I guess when you're the only game in town, you can do what you want. [Oct 2005]- Play Magazine
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- Critic Score
As with similar games, the concept is good, but the execution needs to be more compelling. [June 2005, p.56]- Play Magazine
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- Critic Score
Brings a fresh chapter to the stagnant SRPG genre. [Aug 2005, p.49]- Play Magazine
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- Critic Score
Highly replayable. It's also insanely beautiful. I'll wear this cart out; it's just a remarkable old-school shooter. [Aug 2005, p.55]- Play Magazine
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Darwinia really has to be seen and heard in motion...to fully appreciate how effective the presentation is. [Jan 2006, p.56]- Play Magazine
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Granted, the game can be horribly frustrating and it's still constrained by the fairly simple nature of pinball, but Flipnic sets a new standard nonetheless. [July 2005, p.78]- Play Magazine
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- Critic Score
Upgrades on the variety of cars gradually up the speeds and intensity. [Aug 2005, p.50]- Play Magazine
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- Critic Score
Upgrades on the variety of cars gradually up the speeds and intensity. [Aug 2005, p.50]- Play Magazine
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- Critic Score
I think the game would have benefitted from being based on the anime rather than distilled directly from it. [July 2005, p.79]- Play Magazine
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- Critic Score
Upgrades on the variety of cars gradually up the speeds and intensity. [Aug 2005, p.50]- Play Magazine
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A bare-bones run-of-the-mill 3D puzzle-actioner saturated with eye-bleeding color and overflowing with tired devices and clunky gameplay. [Sept 2005, p.56]- Play Magazine
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The open seas have never looked better for aspirin Xbox scalawags. [Aug 2005, p.51]- Play Magazine
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A bare-bones run-of-the-mill 3D puzzle-actioner saturated with eye-bleeding color and overflowing with tired devices and clunky gameplay. [Sept 2005, p.56]- Play Magazine
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- Critic Score
A bare-bones run-of-the-mill 3D puzzle-actioner saturated with eye-bleeding color and overflowing with tired devices and clunky gameplay. [Sept 2005, p.56]- Play Magazine
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- Critic Score
Vile and bizarre, refreshing and absorbing, Killer7 is an aggressive blessing to cleanse us from the masses. [July 2005, p.70]- Play Magazine
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- Critic Score
Vile and bizarre, refreshing and absorbing, Killer7 is an aggressive blessing to cleanse us from the masses. [July 2005, p.70]- Play Magazine
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- 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
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- Play Magazine
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- Play Magazine
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- Critic Score
As a lighthearted, beautifully drawn RPG, Atelier Iris delivers exactly as promised, a deep, non-violent, involving, at times engaging fantastical quest, which is surely more than suitable for its niche. [June 2005, p.52]- Play Magazine
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- Critic Score
Although buoyed by a nice touch-screen look system and a fine series of multiplayer options, the reality is that this theory rests on ground most shaky. [Aug 2005, p.56]- Play Magazine
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Shot-Online is a pleasant snack between much heartier gaming feasts. [oct. 2006, p.69]- Play Magazine
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The models up close are unsightly, the cinemas grainy and the music has all the luster of a Tide commercial, but the game on the whole is entertaining by game standards. [Aug 2005, p.50]- Play Magazine
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- Critic Score
The models up close are unsightly, the cinemas grainy and the music has all the luster of a Tide commercial, but the game on the whole is entertaining by game standards. [Aug 2005, p.50]- Play Magazine
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- Critic Score
The models up close are unsightly, the cinemas grainy and the music has all the luster of a Tide commercial, but the game on the whole is entertaining by game standards. [Aug 2005, p.50]- Play Magazine
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- Critic Score
The models up close are unsightly, the cinemas grainy and the music has all the luster of a Tide commercial, but the game on the whole is entertaining by game standards. [Aug 2005, p.50]- Play Magazine
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This port's still brilliant, still mind-bending and (certainly) still Psychonauts. [Aug 2005, p.51]- Play Magazine
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- Critic Score
Bottom line: being an alien is fun, even if it is a bit rough around the edges. [July 2005, p.76]- Play Magazine
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There's a clear and steady stream of tactical flow across virtually every map, a rare feat in and of itself. [Aug 2005, p.66]- Play Magazine
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- Play Magazine
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- Critic Score
The isometric level design is once again pretty dull. [Aug 2005, p.56]- Play Magazine
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- Critic Score
The isometric level design is once again pretty dull. [Aug 2005, p.56]- Play Magazine
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This is quite possibly the most visually impressive game I've ever seen. [July 2005, p.72]- Play Magazine
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Bottom line: being an alien is fun, even if it is a bit rough around the edges. [July 2005, p.76]- Play Magazine
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- Critic Score
The decision to go stealth was a good one and even though scripted and prompted, the gameplay hits the broad mark.- Play Magazine
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- Play Magazine
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- 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
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Flawless controls and some of the most crisp, precise combat I've ever witnessed. [June 2005, p.56]- Play Magazine
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The decision to go stealth was a good one and even though scripted and prompted, the gameplay hits the broad mark.- Play Magazine
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The decision to go stealth was a good one and even though scripted and prompted, the gameplay hits the broad mark.- Play Magazine
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If you're so inclined to prowl the mean streets for pinks, Juiced certainly deserves your registration. [July 2005, p.78]- Play Magazine
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- Critic Score
If you're so inclined to prowl the mean streets for pinks, Juiced certainly deserves your registration. [July 2005, p.78]- Play Magazine
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- Critic Score
It's innovative for sure, but for me, that's not enough. [Aug 2005, p.57]- Play Magazine
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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
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If you're so inclined to prowl the mean streets for pinks, Juiced certainly deserves your registration. [July 2005, p.78]- Play Magazine
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But here again, another fun idea inevitably joins what feels like a game thrown together out of genre spare parts. [May 2005, p.39]- Play Magazine
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A mostly successful game that feels like it's simply bored of its own existence. [Aug 2005, p.47]- Play Magazine
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The whole concoction makes for one super-stylized, decidedly different action game. [May 2005, p.43]- Play Magazine
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A mostly successful game that feels like it's simply bored of its own existence. [Aug 2005, p.47]- Play Magazine
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There's a ton of mission variety, but whatever your pleasure, you're going to be doing a lot of driving to specified points on the map and entering a lot of red circles to initiate a lot of scripted events. [Aug 2005, p.48]- Play Magazine
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- Critic Score
A mostly successful game that feels like it's simply bored of its own existence. [Aug 2005, p.47]- Play Magazine
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Even the most gruesome crime scenes have a haunting beauty about them...it's almost a strange intertwining of reality and the surreal. [June 2005, p.50]- Play Magazine
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A few rough edges aside, Advent Rising is gaming's latest and most promising future epic. [July 2005, p.74]- Play Magazine
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What's typical by SNK standards equates to a few hours of incredible old-school adrenaline rush. [June 2005, p.54]- Play Magazine
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You won't find anything grounbreaking here, but you will find a highly enjoyable strategy game. [July 2005, p.82]- Play Magazine
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I had hours of fun with Twisted anyway, but I prefer "Touched" or the original. [July 2005, p.82]- Play Magazine
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Unfortunately, there isn't a Franchise mode in MVP, but there is a great season mode, as well as an addictive Homerun Showdown. [May 2005, p.71]- Play Magazine
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A leaden feel of backtracking and other nags here and there tie the game down from anything memorable. [May 2005, p.54]- Play Magazine
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I really like the look of the game, with its rich color palette and vivid lighting, and the presentation is top-notch. [July 2005, p.79]- Play Magazine
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Experiencing Haunting Ground, I felt something new and bold as much as traditional and expected from the horror genre. [May 2005, p.46]- Play Magazine
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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
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The balance of enemies is deftly tuned to not hold you in one place for too long. [June 2005, p.86]- Play Magazine
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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
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The value here ultimately comes down to the creativity of the Pariah community. Decent package overall. [June 2005, p.51]- Play Magazine
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A very nice alternative to "GT4." Though its physics engine provides a proper challenge, the game itself is simpler and easier to pick up and make make progress. If you haven't got time for "GT4," play this instead. [May 2005, p.40]- Play Magazine
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A very addictive and good-playing game of golf with sweet wireless matchups and plenty of fun costumes and characters to unlock in between. [July 2005, p.82]- Play Magazine
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The value here ultimately comes down to the creativity of the Pariah community. Decent package overall. [June 2005, p.51]- Play Magazine
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- Play Magazine
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- Critic Score
My only focused gripe though is with the leaner trick system, which had been downgraded from implementation across the PS2's four shoulder buttons to a single PSP button. Small gripe. [May 2005, p.70]- Play Magazine
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- Critic Score
You don't need to be an experienced MMO player to have fun with this game, and you don't need a beast of a PC to run the game smoothly. [July 2005, p.80]- Play Magazine
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- Critic Score
There's a big list of moves and attacks, but you never find any worthwhile ways to use them as the game devolves into tiresome plough-ahead combat. [June 2005, p.56]- Play Magazine
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- Critic Score
A fun cooperative experience in the very provocative world of Resident Evil. [Apr 2005, p.60]- Play Magazine
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What sets Stella Deus apart from its predecessors, aside from its unique look... is the immensity and complexity of the overall quest. [May 2005, p.36]- Play Magazine
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- Critic Score
Comes close to hitting the mark, but misses by the fine details that separate the good from the mediocre. [May 2005, p.69]- Play Magazine
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A challenging drawing/action/puzzle game that delivers a unique take on a venerable classic. [May 2005, p.72]- Play Magazine
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- Critic Score
There's a big list of moves and attacks, but you never find any worthwhile ways to use them as the game devolves into tiresome plough-ahead combat. [June 2005, p.56]- Play Magazine
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- Critic Score
But here again, another fun idea inevitably joins what feels like a game thrown together out of genre spare parts. [May 2005, p.39]- Play Magazine
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- Critic Score
But here again, another fun idea inevitably joins what feels like a game thrown together out of genre spare parts. [May 2005, p.39]- Play Magazine
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- Play Magazine
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- Play Magazine
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- Critic Score
Thin humor does bring a few laughs to the satirical underpinnings. Not bad for 20 bucks. [June 2005, p.57]- Play Magazine
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- Critic Score
To say that Psychonauts as finally brought the platforming epic out of the kiddy pool (if indeed you considered it wading there) would be a gross understatement. [Apr 2005, p.20]- Play Magazine
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- Critic Score
Be sure you're Live before even thinking about playing. [June 2005, p.88]- Play Magazine