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
    • 69 Metascore
    • 70 Critic Score
    The best thing to happen to the Tony Hawk franchise since free roaming, Downhill Jam is allso, if not more so, an introduction to the challenge of re-acclimating oneself to tilt gameplay. [Jan. 2007, p.75]
    • Play Magazine
    • 69 Metascore
    • 90 Critic Score
    We would have paid in excess of $6400 for this collection, which you can now buy for less than the sales tax. [Apr 2008, p.57]
    • Play Magazine
    • 69 Metascore
    • 90 Critic Score
    Magnacarta 2 has all the spectacle, expanse, drama, combat, and nuance of an epic turn-based RPG, and none of the worn out conventions. SOFTMAX’s seamless real-time battle and field systems, great ensemble cast and boundless character development make all the difference.
    • Play Magazine
    • 69 Metascore
    • 65 Critic Score
    Regardless, whether you've been looking forward to this game for a decade or you're just now being introduced to Nightopia, this isn't NiGHTS. [Jan 2008, p.54]
    • Play Magazine
    • 69 Metascore
    • 90 Critic Score
    A spectacular, inventive, wondrous adventure. The lead is a bit of an odd-ball, but everything else is the stuff of dreams. [Jan 2003, p.68]
    • Play Magazine
    • 69 Metascore
    • 83 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
    • 69 Metascore
    • 60 Critic Score
    The action is always set on high and the immediacy of the appeal lends itself to strong replay. [Dec 2002, p.86]
    • Play Magazine
    • 69 Metascore
    • 83 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
    • 69 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
    • 69 Metascore
    • 70 Critic Score
    It's time to either do the right thing or say goodbye. [Apr 2007, p.43]
    • Play Magazine
    • 69 Metascore
    • 75 Critic Score
    There's still a massive learning curve, but it's about as accessible as a program of this type can be. [Aug 2005, p.51]
    • Play Magazine
    • 69 Metascore
    • 80 Critic Score
    The R-Type shooters have always been tough-as-nails, and as it turns out, the strategy game is no different - a rarity and a blessing in Japanese games of late. [Jan 2008, p.69]
    • Play Magazine
    • 69 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
    • 69 Metascore
    • 90 Critic Score
    Spire is simply too niche for most. But if you can squeeze yourself into that niche, prepare for addiction to take root.
    • Play Magazine
    • 69 Metascore
    • 58 Critic Score
    The most interesting shakeup to the action is the emphasis being placed on incapacitating thugs instead of always going in with guns set on blood-thirsty kill, but this idea works much better in theory, growing old fast and never playing out like you might expect. [Dec 2003, p.82]
    • Play Magazine
    • 69 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
    • 69 Metascore
    • 67 Critic Score
    Together with a narrator that truly enhances the experience (making this the polar opposite of 90 percent of games with narrators), Freaky Fliers is like a comedy album, cartoon and racing-shooter, all wrapped into one tasty toon tortilla. [Aug 2003, p.70]
    • Play Magazine
    • 69 Metascore
    • 65 Critic Score
    There's no way to imagine these fights as anything but someone's absurd rap fantasy that was somehow shoehorned onto a fighting game. [Mar 2007, p.53]
    • Play Magazine
    • 69 Metascore
    • 75 Critic Score
    The value here ultimately comes down to the creativity of the Pariah community. Decent package overall. [June 2005, p.51]
    • Play Magazine
    • 69 Metascore
    • 67 Critic Score
    A sweet ride (especially for a value title) if you can stomach the almost blindingly psychedelic graphics and the talkiest character since Awesome Possum. [Dec 2004, p.81]
    • Play Magazine
    • 69 Metascore
    • 75 Critic Score
    A fine, if not predictable, bit of movie gaming. [Jan 2006, p.49]
    • Play Magazine
    • 69 Metascore
    • 83 Critic Score
    An atmospheric funhouse of fascinating spooks who come alive with movement and artistry. [Sept 2004, p.70]
    • Play Magazine
    • 69 Metascore
    • 70 Critic Score
    For long time horse racing fans, Gallop Racer 2006 brings some great improvements in both the racing and breeding aspects above previous versions. [July 2006, p.72]
    • Play Magazine
    • 69 Metascore
    • 75 Critic Score
    Online's not bad at all, but certainly nothing that will keep you locked in for hours. [Jan 2005, p.68]
    • Play Magazine
    • 69 Metascore
    • 80 Critic Score
    The graphics couldn't be better. Everything is modeled to match the look of the show, then bathed in the same color palette and given life through hardware. [June 2002, p.60]
    • Play Magazine
    • 69 Metascore
    • 58 Critic Score
    The most interesting shakeup to the action is the emphasis being placed on incapacitating thugs instead of always going in with guns set on blood-thirsty kill, but this idea works much better in theory, growing old fast and never playing out like you might expect. [Dec 2003, p.82]
    • Play Magazine
    • 69 Metascore
    • 83 Critic Score
    The real draw here are the minigames, and as always, they are all new. Of course, some are variations on themes passed down, but there are more than enough that surprise and delight to no end. [Dec 2003, p.80]
    • Play Magazine
    • 69 Metascore
    • 90 Critic Score
    Even with a weak script, Turok's flexible play mechanics, strong level designs, and high production values make the story mode alone worth the price of admission. [Jan 2008, p.49]
    • Play Magazine
    • 69 Metascore
    • 75 Critic Score
    It looks good but not great, feels good but not great, has some very cool moments before running into duller moments right around the corner. [Nov 2007, p.60]
    • Play Magazine
    • 69 Metascore
    • 70 Critic Score
    In theory, it's great, in execution, it falls short mostly from the lack of impact imparted by the fighting. [Dec 2005, p.64]
    • Play Magazine

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