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: | Bayonetta | |
|---|---|---|
| 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
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
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- Critic Score
Creating a gamer's game through and through, Traveller's Tales has delivered a 60 fps cartoon epic without sacrificing expanse, dwarfing boss encounters or vivid effects by skillfully balancing model and environment integrity with performance. [Oct 2004, p.69]- Play Magazine
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- Critic Score
This is one fine-looking brawler, from the animations to the active, gorgeously detailed tiered arenas to the scintillating effects. [Dec 2004, p.56]- Play Magazine
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- Critic Score
A fresh take on an old premise that's impossible to put down, filled with old friends (Shy Guys, Boos, Ram-Rams, Monchees...), crisp, vivid graphics and sound, and osme yummy cinemas. [July 2004, p.71]- Play Magazine
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- Critic Score
The setting is a big part of the game's appeal, dropping you in atmospheric castle tombs and creepy labs run by technicians of the black arts. [July 2003, p.74]- Play Magazine
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- Critic Score
If only Goblin Commander's visuals matched the majesty of its design... I absolutely love it, though. [Dec 2003, p.83]- Play Magazine
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- Critic Score
The seamless integration of online with the offline is a big selling point for GameDay. [Sept 2003, p.87]- Play Magazine
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- Critic Score
What does shine is the cards themselves, which feature work by a ton of distinct Japanese artists. [Feb 2004, p.47]- Play Magazine
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- Critic Score
I love the way it advances the story and expands on the world of PSO, and I love the card battling itself. It's basically a strategy game with the tension and excitement of a good poker hand. [Mar 2004, p.58]- Play Magazine
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- Critic Score
As good as the match-ups are, balanced through a generous, likeable collection of 24 old and new warriors, that comedic gore factor - as pervasive as ever - certainly strengthens the flavor. [Nov 2004, p.64]- Play Magazine
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- Critic Score
The game contains bits of combat, Tomb Raider-ish puzzle solving, and environmental hazzards. [JPN Import; Mar 2003, p.63]- Play Magazine
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- Critic Score
What Terminal Reality has managed to create in the two years succeeding the Bloodrayne debut borders on miraculous. [Nov 2004, p.72]- Play Magazine
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- Play Magazine
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- Critic Score
Each turtle has his own attacks and skills, plus his own unique set of stages, and it's all tied together with great looks and sounds that make TMNT feel like a really polished SNES game - not a bad thing at all from where I sit. [Nov 2003, p.100]- Play Magazine
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- Critic Score
Engaged me more heavily than any FPS I've played this year. [Dec 2003, p.54]- Play Magazine
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- 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
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- Critic Score
Gray Matter has provided tons of huge maps and fun vehicles like tanks and jeeps, and their twist on various established modes like domination and base assault work very well in these environs. [Nov 2004, p.87]- Play Magazine
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- Critic Score
The fighting manages to feel nimble while still providing a sense of awesome scale, which had to be an extremely hard balance to strike. [Nov 2004, p.60]- Play Magazine
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- Critic Score
The striking image quality of this absolutely gorgeous pastiche of tainted purgatory is a big factor in Painkiller's appeal. [June 2004, p.66]- Play Magazine
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- 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
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- Critic Score
One of the more elegant, gorgeously conceived action games of the year... it never feels like we're just going through the motions, one kill after another. [Sept 2003, p.67]- Play Magazine
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- Critic Score
A satisfying and often engaging sequel especially crafted for that seasoned fan who is able to put up with the leaden nature of turn-based strategy. [June 2004, p.60]- Play Magazine
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- Critic Score
I'm still bummed that the single player arcade mode from the original hasn't returned, but what's here is good fun - particularly when sobriety is lacking. [Nov 2004, p.76]- Play Magazine
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- Critic Score
Next time gimmie some music other than hip-hop, and a driver's-eye-view, and I'll be one happy speed freak. [Aug 2003, p.75]- Play Magazine
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- Critic Score
On top of being genuinely funny, taking stabs at the game's hysterically exaggerated stereotypes, it's a great game of golf too. [Oct 2004, p.89]- Play Magazine
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- Critic Score
If the name of the game is immersion, fun and a connection with the environment, Spidey wins the prize in my book. [Aug 2004, p.52]- Play Magazine
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- Critic Score
The intimacy, the almost Zen-like relationship with the track is not here. Even so, I would be a fool to call this game anything other than great. [Jan 2004, p.60]- Play Magazine
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- Critic Score
What hasn't changed, however, is the series' incredibly addictive and impressive-looking wall-to-wall action. [Nov 2003, p.92]- Play Magazine
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- Critic Score
Keeping an eye on your ectoplasm levels, terrified humans, and enthusiastic ghost troops isn't easy, but watching a sorority house empty out faster than a theater showing "Gigli" is more than just a little fun and satisfying. [Nov 2003, p.96]- Play Magazine
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- Critic Score
Not a lot of surprises, not a lot to be called revolutionary...just a double-dose of some of the finest gameplay ever. [Dec 2003, p.72]- Play Magazine