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
    • 71 Metascore
    • 80 Critic Score
    Crafted by hard-core gamers - its strong point in terms of sheer satisfaction - and it shows. [Mar 2003, p.56]
    • Play Magazine
    • 71 Metascore
    • 91 Critic Score
    Demonstrates exactly the kind of pure, playful, unadulterated fun that got me into video games years ago. It's innovative platforming at the top of its game. [Sept 2003, p.72]
    • Play Magazine
    • 71 Metascore
    • 67 Critic Score
    While the social aspect is very interesting in Galaxies, the combat is relatively boring and uninspiring. If I have to shoot one more hopping rodent (to gain experience) I'm going to scream! [Sept 2003, p.85]
    • Play Magazine
    • 71 Metascore
    • 83 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
    • 71 Metascore
    • 95 Critic Score
    The gameplay is sheer perfection, the score is superb and the detail for a game this size is plain crazy.
    • Play Magazine
    • 71 Metascore
    • 60 Critic Score
    It has its moments but it's a bit buggy and surprisingly flat in the paint department. [Apr 2006, p.63]
    • Play Magazine
    • 71 Metascore
    • 85 Critic Score
    Who knew kicking arse with a chicken (wielding a yo-yo, no less) could be so super-cool? [Nov p.93]
    • Play Magazine
    • 71 Metascore
    • 60 Critic Score
    It's a challenging, fun game, but Shinobi is not what it could, and should, have been. [Dec 2002, p.65]
    • Play Magazine
    • 71 Metascore
    • 75 Critic Score
    Untimately, though, The Simpsons lives and dies on the strength of its gameplay and here it doesn't particularly shine. [Nov 2007, p.64]
    • Play Magazine
    • 71 Metascore
    • 70 Critic Score
    Upgrades on the variety of cars gradually up the speeds and intensity. [Aug 2005, p.50]
    • Play Magazine
    • 71 Metascore
    • 85 Critic Score
    This is a real racer, and a really big racer developed by the reigning kings of the kind, Rainbow Studios, who worked closely with Pixar and all of the celebrity talent from the film...to create a companion game as high-performance as the movies it's based on. [July 2006, p.70]
    • Play Magazine
    • 71 Metascore
    • 85 Critic Score
    This is a real racer, and a really big racer developed by the reigning kings of the kind, Rainbow Studios, who worked closely with Pixar and all of the celebrity talent from the film...to create a companion game as high-performance as the movies it's based on. [July 2006, p.70]
    • Play Magazine
    • 71 Metascore
    • 83 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
    • 71 Metascore
    • 58 Critic Score
    Central gameplay is little more than repetitive button-mashing that grows old quickly. [Aug 2004, p.58]
    • Play Magazine
    • 71 Metascore
    • 85 Critic Score
    Who knew kicking arse with a chicken (wielding a yo-yo, no less) could be so super-cool? [Nov p.93]
    • Play Magazine
    • 71 Metascore
    • 80 Critic Score
    At any rate, call of Juarez is a solid, serious and pleasantly woven first-person action yarn with a lot of value on the disc. [July 2007, p.64]
    • Play Magazine
    • 71 Metascore
    • 75 Critic Score
    They've gone the realism route, and the end result is a mixed bag. [Oct 2003, p.83]
    • 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
    • 71 Metascore
    • 75 Critic Score
    Where Inside Drive draws the fouls are in the visuals. [Dec 2003, p.98]
    • Play Magazine
    • 71 Metascore
    • 75 Critic Score
    One thing I didn't expect from such a mainstream game was intense boss battles, but they're in here too. The first few are easy enough, but they're in here too. The first few are easy enough, but the last couple are a real bitch. [July 2003, p.70]
    • Play Magazine
    • 71 Metascore
    • 83 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
    • 71 Metascore
    • 80 Critic Score
    More fun than a post-game Laker riot. [Apr 2002, p.57]
    • Play Magazine
    • 71 Metascore
    • 75 Critic Score
    Things start off a little dodgy, but in the end this is a fitting game for a film that has so very much to live up to. [Dec 2005, p.64]
    • Play Magazine
    • 71 Metascore
    • 75 Critic Score
    To say Ty 2 is big would be an understatement. Krome has Super Sized it, spreading their funky animal kingdom as far and wide as the outback itself. [Dec 2004, p.81]
    • Play Magazine
    • 71 Metascore
    • 90 Critic Score
    Enclave on PC is illegally beautiful; in fact, I'd venture to say it ranks among PC's best-looking ever if you have the power to run it optimally. What a shame and horrible oversight that it doesn't allow you to use a control pad of any kind. [June 2003, p.58]
    • Play Magazine
    • 71 Metascore
    • 75 Critic Score
    What really makes this one tick, though, is a level of creativity imbedded into each scenario that makes it impossible to put down, regardless of your maturity or lack thereof. [Nov 2003, p.80]
    • Play Magazine
    • 71 Metascore
    • 60 Critic Score
    A nice alternative to "Gradius." [Feb 2002, p.66]
    • Play Magazine
    • 71 Metascore
    • 75 Critic Score
    Pacing becomes an issue too, as you see a conveniently placed line of goodies on the ground that can literally take a minute to retrieve as you sigh, watching the animation. Same goes for opening doors. [Apr 2004, p.59]
    • Play Magazine
    • 71 Metascore
    • 75 Critic Score
    They've gone the realism route, and the end result is a mixed bag. [Oct 2003, p.83]
    • Play Magazine
    • 71 Metascore
    • 80 Critic Score
    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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