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: | Shin Megami Tensei: Persona 3 FES | |
|---|---|---|
| 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
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- Critic Score
We're treated to slow-paced gameplay hindered by arbitrary rules - having to start every stage without your weapon, and being forced to sneak around the level to find it, is a huge contrivance. [Nov 2004, p.90]- Play Magazine
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- Critic Score
The story is just as confounding as in the original, which makes me wonder if the translation is funky or Treasure simply wants to play with our heads... It's a great game. [Oct 2004, p.90]- Play Magazine
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- Critic Score
Most disappointing, the drab use of color and flat architecture design show a basic lack of aesthetic awareness. [Aug 2003, p.77]- Play Magazine
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- Critic Score
Even if just for eye-candy purposes, Cel Damage is plenty amusing. [Feb 2002, p.60]- Play Magazine
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- Critic Score
Instead of the marketing-driven production you might expect, Pirates of the Caribbean is a deep and interesting role-playing experience. [Sept 2003, p.81]- Play Magazine
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- Critic Score
Taking out the trash, I kid you not: 30 minutes of mundane pre-scripted yawn inducing tedium. They even mark where to go to on the map. [May 2007, p.65]- Play Magazine
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- Critic Score
Budokai has style, but the substance is almost non-existent. [Nov 2003, p.92]- Play Magazine
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- Critic Score
This is damn near as good a version of Dodgeball as I could ask for...if only overall character speed could be tweaked. [May 2008, p.66]- Play Magazine
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- Critic Score
An exercise in strangeness and quirky appeal. If only the game were a bit longer and the graphics better. [Apr 2002, p.63]- Play Magazine
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- Critic Score
It's easy to see the thinking behind Two Worlds. Elder Scrolls has been a massive hit and it'll be years before another hits home: When opportunity knocks... [Oct 2007, p.89]- Play Magazine
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- Critic Score
The dicey AI and super cool pit-stop mini-games actually make driving in a circle fun, and on the 360 the venues look absolutely stunning. [Dec. 2006, p.72]- Play Magazine
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- Critic Score
The decision to go stealth was a good one and even though scripted and prompted, the gameplay hits the broad mark.- Play Magazine
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- Critic Score
Flat control, annoying fish-eye perspective, and a schizophrenic camera that never settles down. [Jan 2003, p.80]- Play Magazine
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- Critic Score
As pretty and nice as the surface is, the gameplay beneath is surprisingly shallow. [Apr 2004, p.60]- 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
Sadly, you can't create textures or models, but those who are able to tame this monster will still find an abundance to love. [Nov 2003, p.92]- Play Magazine
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- Critic Score
Easy to manage hot keys, intuitive controls, a great map that doubles as an objective outline...everything here is spot on. [Apr 2008, p.55]- Play Magazine
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- Critic Score
One of the most alluring hub-based adventures I've ever had the pleasure of playing. [Oct 2005, p.62]- Play Magazine
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- Critic Score
A competent, faithful update to the granddaddy of classics. [Jan 2003, p.80]- Play Magazine
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- Critic Score
This game's strength lies in its heavily nuanced gameplay, integrated story, and its gloomy heretical aura. [June 2003, p.64]- Play Magazine
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- Critic Score
The ironic thing is that the game's flow and lack of superfluidity, which makes it so fun, may inevitably be its Achilles' heel. [Aug 2006, p.60]- Play Magazine
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- Critic Score
There's an inconsistency to the overall design quality that really kept me at a distance while playing Kane & Lynch. [Dec 2007, p.75]- Play Magazine
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- Critic Score
With MAT 3, the definition of treasure is stretched thin enough to cover the distance from, say, New York to Disappointmentvile. [Oct 2005, p.70]- Play Magazine
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- Critic Score
The graphics, though slick, lack the sort of interest I expected and are actually quite bland. [Feb 2002, p.62]- Play Magazine
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- Critic Score
This is easily the best WB-based game to come down the pike yet. [Sept 2002, p.69]- Play Magazine
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- Critic Score
With the bump mapping, dynamic shadows and water reflections swtiched on, it's a step beyond console well worth investigating. [Nov 2003, p.94]- Play Magazine
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- Critic Score
What you will find is plenty of labyrinth-style gaming, bone-chilling sound effects, gore galore, finely tuned first-person shooting, amazing CG, stunning creature design and crazy detail. [June 2003, p.63]- Play Magazine
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- Critic Score
A solid, 20-level romp that should be treated as a quasi-sequel to "Doom." [April 2002, p.67]- Play Magazine
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- Critic Score
Gameplay falls right where it should be - not too fast, not too slow - just like hockey should be. [Dec 2003, p.98]- Play Magazine
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- Critic Score
Looks fantastic and has excellent level design but is ridiculously hard for the wrong reasons. [Aug 2003, p.77]- Play Magazine