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
But DW6 does feel sort of lightweight, especially at a $60 price tag. [Mar 2008, p.59]- Play Magazine
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- Critic Score
If you'd have told me back then that in 2008 (nine years later) I'd be able to buy both, arcade perfect, on a Nintendo console with a two-handed controller for under $30, I'd have figured you for a loon. [Apr 2008, p.62]- Play Magazine
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- Critic Score
If you manage to stay the course and get past Radiata Stories' early rough spots, you'll find an engaging adventure beneath the goofy exterior. [Sept 2005, p.54]- Play Magazine
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- Critic Score
There's nothing about The Godfather that is especially effective; it just plays well enough and carries enough fun ideas to work as a satisfying experience. [Nov. 2006, p.86]- Play Magazine
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- Critic Score
A free-play mode returns Hawk to his origins and here, the game does not disappoint one bit with its go forth and explore approach. [Dec 2005, p.66]- Play Magazine
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- Critic Score
It's pretty short and linear, and as far as I can tell, you can't die. [Oct 2005]- Play Magazine
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- Critic Score
If you own multiple consoles - although the game is solid across all three platforms - the Xbox game takes the prize, with eight competitors to the GC and PS2's six, along with a four-player mode compared to the other consoles' two. [Mar 2003, p.64]- Play Magazine
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- Critic Score
The visuals are spot-on, a dead ringer for the series. [Jan 2003, p.62]- Play Magazine
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- Critic Score
This is the second iteration of the Smackdown vs. Raw series to make it to next-generation platforms, and its blemishes are becoming more apparent. [Dec 2007, p.85]- Play Magazine
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- Critic Score
SR is packed with mostly quirky nuances that take time(and a little frustration)to master, often resulting in races being determined by track memorization as much as mastery of your particular racer's strength's and weaknesses as they pertain to each wild ride. [Apr 2006, p.63]- Play Magazine
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- Critic Score
Trying to shoehorn a 360/PS3 game onto the Wii is like getting a Super Model to woof down a 10-pound ham. What comes out the other side just isn't pretty. Still tastes okay though! [Dec 2007, p.66]- Play Magazine
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- Critic Score
If you’re not already familiar with tactics games then the beginning will seem unnecessarily difficult.- Play Magazine
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- Critic Score
SR is packed with mostly quirky nuances that take time(and a little frustration)to master, often resulting in races being determined by track memorization as much as mastery of your particular racer's strength's and weaknesses as they pertain to each wild ride. [Apr 2006, p.63]- Play Magazine
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- 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
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- Critic Score
Crafted by hard-core gamers - its strong point in terms of sheer satisfaction - and it shows. [Mar 2003, p.56]- Play Magazine
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- Critic Score
With apologies to Quiet Riot, this metal health may well drive you mad. [Nov p.102]- Play Magazine
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- Critic Score
This is like an indie version of DQ--a sweet little aside between epics. [Mar 2008, p.50]- Play Magazine
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- Critic Score
The replays are totally interactive, the camera can be set just about anywhere, and the control is so easily grasped, you'll be busting out moves that would take you a lifetime to learn. [Oct 2002, p.85]- Play Magazine
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- Critic Score
A game like Dark Cloud 2 would, I argue, be much more effective if the emphasis was placed on a more flowing, cohesive world structure, but for what it sets out to accomplish, it deserves minor criticism. [Mar 2003, p.48]- Play Magazine
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- Critic Score
Once you hit the game's rhythm it's all downhill. It's also one of the console's better looking games in terms of textures. [Mar 2008, p.60]- Play Magazine
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- Critic Score
The deck-building and card-collecting aspects of Culdcept Saga have a powerful appeal, but the game-board mechanics aren't quite interesting enough to justify the excessive length of the matches. [Jan 2008, p.50]- Play Magazine
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- Critic Score
It's time to either do the right thing or say goodbye. [Apr 2007, p.43]- Play Magazine
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- Critic Score
If you can appreciate old-school first person shooters, where enemies weren't expected to have the best survival instincts, then the single player mode is still worth the time it takes to play through it. [May 2007, p.66]- Play Magazine
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- Critic Score
The cornucopia of stages and fighters, underpinned by the perfectly honed combat, satisfies for months. [Nov 2002, p.96]- Play Magazine
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- Critic Score
Almost everything about MMBN3 is so similar to previous games in the series, it's hard to tell that you're playing a new game. [May 2003, p.60]- Play Magazine
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- Critic Score
Doesn't match the heights ascended by "Silent Hill" or "Resident Evil," but the game thoroughly entertains with its building tension. [Jan 2003, p.64]- Play Magazine
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- Critic Score
A rather straightforward 3D brawler, with enemies materializing in a green haze and fairly begging to be dispatched with prejudice. [Oct 2005, p.55]- Play Magazine
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- Critic Score
If you absolutely positively cannot get enough urban racing Rush does it well, but beware, it's pimped to the max. [Nov p.94]- Play Magazine
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- Critic Score
If R.A.D. did have role-playing and story elements to support the action, as good as its PS predecessor, you'd be looking at the next big thing...Either way, it's just dandy. [Nov 2002, p.66]- Play Magazine
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- Critic Score
The game is not forgiving to the weak player who wants to jump in and execute a flurry of moves instantly, rewarding the patient fighter who is willing to extensively tune-in to the fighting mechanics. [Apr 2003, p.58]- Play Magazine