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
You'll use every technical trick in the book to survive, or else degenerate into a frenzy of button-mashing delight. [Dec 2004, p.76]- Play Magazine
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- Play Magazine
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- Critic Score
The feeling of being cornered, your only weapon an ancient camera that disembodies the spirit of the ghost, is unmatched. [Nov 2004, p.76]- Play Magazine
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- Critic Score
The challenge can be steep. Running and gunning without taking cover and finding calculated ways of clearing a path is death. [Mar 2004, p.52]- Play Magazine
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- Critic Score
Seldom have I been so invested in an overal premise; and what beter than a down-and-dirty Western? [June 2004, p.54]- Play Magazine
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- Critic Score
The lax AI from last year's game has been stepped up...An improved Dynasty Mode and the inclusion of the World Cup of Hockey round out this great hockey title. [Sept 2004, p.84]- Play Magazine
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- Critic Score
If you're the type of person who likes to get lost in fantasy worlds, Kya is your oyster. [Dec 2003, p.78]- Play Magazine
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- Critic Score
Other games have tried to slow the pace down a bit, forcing you to strategize with a more real-world instinct, but none have ever been able to do so with this level of intensity and keen sense of design. [Nov 2003, p.64]- Play Magazine
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- Critic Score
The graphics are stunning and the enemy and boss patterns will have you laughing with delight at their ingenuity and hand/eye stimulation...This one's not to be missed. [Sept 2004, p.72]- Play Magazine
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- Critic Score
Not only does the game look better than its predecessor but it outperforms it in nearly every way: the puzzles are even more intelligent..., the fighting is on par and benefits from multiple characters, the difficulty scale has been skillfully balanced. [Sept 2003, p.70]- Play Magazine
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- Critic Score
Essentially the show in real time, Hit & Run is so grandiose in its expanse and artisitic rendering it appears altogether more appealing than TV allows - the mark of a truly great cross-over product. [Sept 2003, p.78]- 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
Every level offers new challenges and new abilities, so the quest continues evolving and new areas are continuously unlocked. [Nov 2003, p.100]- Play Magazine
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- Critic Score
A smorgasbord of visual bliss, superb animation and a level of arcade-style design that channels the spirit and fun of Smash TV, bringing that stickiness into the modern era - and what could be cooler than that? [Dec 2003, p.82]- 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
Through some clever design, the Pelican Silent Scope Light Rifle replicates fairly well the experience of playing Silent Scope in the arcade. [Feb 2004, p.41]- Play Magazine
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- Critic Score
How impressive it is to see a game feed off restraint and subtlety for its power. [Jan 2004, p.48]- Play Magazine
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- Critic Score
Although the single-player campaign is relatively short (only eight missions), the heart and soul of Island Thunder is the Xbox Live gameplay. [Sept 2003, p.81]- 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
I've been following Demon Stone for months now, watching it transform from a gorgeous looker with decent sword-and-magic hack-and-slash gameplay to a superbly complete D&D-based package. [Oct 2004, p.74]- Play Magazine
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- Critic Score
Not only does the game look better than its predecessor but it outperforms it in nearly every way: the puzzles are even more intelligent..., the fighting is on par and benefits from multiple characters, the difficulty scale has been skillfully balanced. [Sept 2003, p.70]- Play Magazine
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- Critic Score
Absolutely spectacular to look at - and I'm not just talking about the voluptuous 3D Nico. [Feb 2004, p.48]- 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
Graduating from story mode into Grand Battle, you can lost yourself in the game's meticulous art of fighting if you so desire, via a level of give-and-take that knows no bounds (this game could last you months.) [July 2004, p.73]- Play Magazine
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- 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
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- Critic Score
Tak is one of the most detailed platformers I've ever seen, and possesses a measure of style that sets the universe apart, akin to what Michel Ancel accomplished with "Rayman." [Nov 2003, p.82]- Play Magazine
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- Critic Score
You find yourself waist-deep in a Zelda-style action/adventure, with a larger emphasis on stealth and platforming. [Oct 2003, p.65]- Play Magazine
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- Critic Score
Injects skillfully deployed melee combat infiltration, platforming and a wealth of well-honed play mechanics into a sortie-based operation that puts the player on the receiving end of intel direct from Section 9 itself. [Nov 2004, p.74]- Play Magazine
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- Critic Score
With its well-designed tables, wonderful music, excellent visuals, and of course the Sonic Team charm, Sonic Pinball Party is the most fun I've had playing video pinball since quite possibly ever. [Aug 2003, p.76]- Play Magazine
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- Critic Score
While the game is satisfying in single-player, it really takes off online. [Dec 2003, p.84]- Play Magazine