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 Bayonetta
Lowest review score: 0 Dragon Ball Z: Taiketsu
Score distribution:
2350 game reviews
    • 59 Metascore
    • 70 Critic Score
    But DW6 does feel sort of lightweight, especially at a $60 price tag. [Mar 2008, p.59]
    • Play Magazine
    • 67 Metascore
    • 70 Critic Score
    I think the game would have benefitted from being based on the anime rather than distilled directly from it. [July 2005, p.79]
    • Play Magazine
    • 71 Metascore
    • 70 Critic Score
    If not for the loading, HP is a near perfect film adaptation. [Dec 2002, p.78]
    • Play Magazine
    • 75 Metascore
    • 67 Critic Score
    If you don't already have these excellent games, then Mega Collection Plus is an awesome investment. [Nov 2004, p.76]
    • Play Magazine
    • 73 Metascore
    • 67 Critic Score
    Just like the handheld Pokemon games, the graphics seem to be underdeveloped and the gameplay focus is really on catching, raising, and battling with the assorted critters, overshadowing the characters and story rather than supporting them. [Mar 2004, p.59]
    • Play Magazine
    • 59 Metascore
    • 67 Critic Score
    The cutscenes are better off skipped and there's nothing mind-blowing at work here, but the levels are clever, the bosses nicely creative and the mix of thinking and skill-based gameplay fun. [Dec 2003, p.85]
    • Play Magazine
    • 61 Metascore
    • 67 Critic Score
    Expressionless faces, pale skin and similar body types - all of the athletes in the game have a very generic look about them. A little more detail would've made the game that much better. [Sept 2004, p.83]
    • Play Magazine
    • 68 Metascore
    • 67 Critic Score
    The game isn't perfect. For starters, the AI could've been more challenging - I was able to break it down fairly easily and score at will. [Nov 2003, p.105]
    • 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
    • 55 Metascore
    • 67 Critic Score
    Mystery Mayhem offers ex-stoners and kids of all ages a multi-episode mystery for the ages by pretty much reinventing the old Genesis "Ghosbusters" in 3D, only with all the extra refinements 3D affords. [Mar 2004, p.59]
    • Play Magazine
    • 71 Metascore
    • 67 Critic Score
    A lot of what you can do in this game - help the injured, trade items, interact more with the environment, use weapons in more unique ways, like boarding up doors with a nail gun - is more fantastic idea than really effective execution. [May 2004, p.50]
    • Play Magazine
    • 59 Metascore
    • 67 Critic Score
    The game reaches its peak around the middle of the game (in the Cave of Wonders and inside the Genie's lamp), and subsequent levels lack the intense platforming, replacing it with fairly easy combat. That's not to say it isn't fun. [Jan 2004, p.76]
    • Play Magazine
    • 45 Metascore
    • 67 Critic Score
    Perhaps more than any previous movie game, Catwoman is actually challenging on a platforming level - sort of like "Prince of Persia" without the rewind. If you like a challenging platformer give Patience a chance. [Sept 2004, p.73]
    • Play Magazine
    • 69 Metascore
    • 67 Critic Score
    It's all a little generic and heavily recycled, but the powerslide system from "CTR" pulls it together. [Dec 2003, p.85]
    • Play Magazine
    • 63 Metascore
    • 67 Critic Score
    Any hint of challenge, even in hard mode, is also gone. Magical Quest 2 isn't bad, but should have been better. [Oct 2003, p.72]
    • Play Magazine
    • 80 Metascore
    • 67 Critic Score
    It's a shame he's such a one-dimensional character, wasting an exceptional opportunity for a compelling psychological backdrop to join the pervasively strong imagery. [June 2004, p.56]
    • Play Magazine
    • 66 Metascore
    • 67 Critic Score
    It's the exact same game, which by last year's standards is still good, but couldn't they have at least added some bump mapping or something while we waited? [Sept 2003, p.81]
    • Play Magazine
    • 55 Metascore
    • 67 Critic Score
    The added battery save is also much appreciated. [Aug 2004, p.61]
    • Play Magazine
    • 36 Metascore
    • 67 Critic Score
    Plays surprisingly well on its foundation of three schools of combat: brawler, marial artist, and grappler. Place it next to Japan's best and the game gets pummeled. [Nov 2004, p.75]
    • Play Magazine
    • 65 Metascore
    • 67 Critic Score
    Looks fantastic and has excellent level design but is ridiculously hard for the wrong reasons. [Aug 2003, p.77]
    • Play Magazine
    • 49 Metascore
    • 67 Critic Score
    Even though the action is stiff, the animation poor and the controls occasionally not as responsive as I'd like, I'm able to overlook it simply because there aren't too many four-player co-op action games out there, let alone ones with platforming elements generously incorporated into the mix - but I'd never play it solo. [Oct 2004, p.77]
    • Play Magazine
    • 47 Metascore
    • 67 Critic Score
    Even though the action is stiff, the animation poor and the controls occasionally not as responsive as I'd like, I'm able to overlook it simply because there aren't too many four-player co-op action games out there, let alone ones with platforming elements generously incorporated into the mix - but I'd never play it solo. [Oct 2004, p.77]
    • Play Magazine
    • 50 Metascore
    • 67 Critic Score
    Even though the action is stiff, the animation poor and the controls occasionally not as responsive as I'd like, I'm able to overlook it simply because there aren't too many four-player co-op action games out there, let alone ones with platforming elements generously incorporated into the mix - but I'd never play it solo. [Oct 2004, p.77]
    • Play Magazine
    • 75 Metascore
    • 67 Critic Score
    Tak 2 is a solid day's worth of trippy fun and visual euphoria...but they had to check "epic" at the door to make it happen. [Nov 2004, p.52]
    • Play Magazine
    • 68 Metascore
    • 67 Critic Score
    The game just has this awful, clunky, ugly interface that had me dreaming of the elegance of "Phantasy Star Online." But even so, there is a level of addiction to be had here as there is in any decent online game. [Nov 2004, p.76]
    • Play Magazine
    • 55 Metascore
    • 67 Critic Score
    The game's main problem, aside from being strictly by the numbers, is the lack of a walk button. The character always runs, an dtoo fast for the game at that. [Jan 2004, p.65]
    • Play Magazine
    • 74 Metascore
    • 67 Critic Score
    It's a shame he's such a one-dimensional character, wasting an exceptional opportunity for a compelling psychological backdrop to join the pervasively strong imagery. [June 2004, p.56]
    • Play Magazine
    • 61 Metascore
    • 67 Critic Score
    The cutscenes are better off skipped and there's nothing mind-blowing at work here, but the levels are clever, the bosses nicely creative and the mix of thinking and skill-based gameplay fun. [Dec 2003, p.85]
    • Play Magazine
    • 73 Metascore
    • 67 Critic Score
    Better suited for those who want to play an impressive companion piece to the movies rather than play a compelling RPG. [Dec 2004, p.62]
    • Play Magazine
    • 74 Metascore
    • 67 Critic Score
    As it stands right now, the game definitely has a "rushed out the door" feel to it, so let's hope for substantial downloadable content. [Jan 2004, p.66]
    • Play Magazine

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