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
I would've enjoyed more variety in the enemy fodder, but what's available is certainly creepy and intense. Clive Barker should develop more games. [Nov 2007, p.65]- Play Magazine
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- Critic Score
The targeting system, offensive and defensive balance and especially the design are all surprisingly adept, as is the integrated story, about nomadic Earthlings on the run from alien hordes. [June 2004, p.61]- Play Magazine
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- Critic Score
[Street] mode would've been a lot more enjoyable if it weren't for the idiotic AI. Quite frankly, it's downright painful. [March 2005, p.80]- Play Magazine
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- Critic Score
Visually, while not the most complex in terms of architecture, the levels in 626 are massive, cavernous and explode with color. [July 2002, p.79]- Play Magazine
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- Critic Score
Exactly the game I wanted, delivered right when I needed it most...a great time with a great character in a great genre - plug and play, instant fun. [Apr 2004, p.56]- Play Magazine
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- Play Magazine
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- Critic Score
Great sound and remarkably smooth animation. [Dec 2005, p.71]- Play Magazine
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- Critic Score
The framerate clicks in at a slow 30-fps, the controls are shifty, and the graphics are ordinary. [Feb 2002, p.61]- Play Magazine
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- Critic Score
Exactly the game I wanted, delivered right when I needed it most...a great time with a great character in a great genre - plug and play, instant fun. [Apr 2004, p.56]- Play Magazine
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- Critic Score
The game is also fashioned entirely from clay and contains strange synthesizer music--wait I'm getting a news flash..."techno" they say, and it is reportedly "simplistic and fun," whatever that means. [Feb 2007, p.44]- Play Magazine
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- Critic Score
[Street] mode would've been a lot more enjoyable if it weren't for the idiotic AI. Quite frankly, it's downright painful. [March 2005, p.80]- Play Magazine
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- Critic Score
It's Gauntlet through and through, packed with switches to be thrown, puzzles to solve and medievil overtures that compel you to gnaw on large turkey legs...only polished to a glistening sheen. [Jan 2006, p.47]- Play Magazine
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- Critic Score
Shot-Online is a pleasant snack between much heartier gaming feasts. [oct. 2006, p.69]- Play Magazine
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- Critic Score
I think everyone should experience this game, especially horror fans, but in order to do so, you're going to have to suffer through times of sheer agony--just like poor, unlucky Jennifer. [Oct. 2006, p. 53]- Play Magazine
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- Critic Score
Combing an area twice (once for experience, again for items) becomes tedious and aggravating. [Nov p.100]- Play Magazine
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- Critic Score
Excellent progression and flow are at hand; detonations, interactive environments, timing platforms, memory and action puzzles, pattern-based obstacles, killer bosses, gut-busting 3D movies, excellent level design, spot-on visuals, a vivid soundtrack. [Sept 2003, p.69]- Play Magazine
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- Critic Score
A beautifully produced, rule heavy, text heavy, story heavy, lore heavy, chess-like card battle royale that could have Yu-Gi-Oh fans pulling more all-nighters than the graveyard shift at Del Taco. [May 2003, p.61]- Play Magazine
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- 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
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- Critic Score
The idiotic AI cripples the gameplay to the point of ridiculous. [May 2003, p.63]- Play Magazine
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- Critic Score
It's a prime example of the modern brand-endemic video game, focus-tested to death and then some. Whether you hold that against it or not is an individual decision. [Nov. 2006, p.83]- Play Magazine
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- 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
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- Critic Score
I don't wanna sound like a perv, but the first time I got the "Have sex on a couch?" command, well... all I can say is buy a couch early on; Hef likes to get his groove on. [March 2005, p.58]- Play Magazine
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- Critic Score
It doesn't hold a candle to the Xbox version in terms of visual appeal. [Dec 2002, p.82]- Play Magazine
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- Critic Score
There's a cavern in here reserved for viewing your stockpile, along with enough mini-games to keep you busy until the 720 comes out. [Dec. 2006, p.76]- Play Magazine
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- Critic Score
Played in small chunks and enlivened by multiplayer, Coded Arms can offer a distractive appeal, but the imprecision of the PSP control scheme within the game's incongruous design will be enough to keep a demanding player away. [Aug 2005, p.58]- Play Magazine
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- Critic Score
You find yourself waist-deep in a Zelda-style action/adventure, with a larger emphasis on stealth and platforming. [Oct 2003, p.65]- Play Magazine
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- Critic Score
The angles are fabulous -- never staying in one place too long while framing the action with cinematic flair. [Nov 2003, p.91]- Play Magazine
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- Critic Score
Being able to upgrade you characters is fantastic, but instead of offering interesting challenges or match types to do this with, career mode presents a boring glut of one-round bouts. [Nov 2003, p.92]- Play Magazine
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- Critic Score
It's a bit clunky and doesn't have the bold production values we've become accustomed to, but... a gradual charm begins to bubble up, elevating the mundane stretches of play. [Oct 2003, p.72]- Play Magazine
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- Critic Score
The tuning issues associated with the PS2 version have been ironed out and the overall presentation - frame-rate, control, balance, etc. - have all been aptly tweaked for the GameCube version. [Nov 2002, p.96]- Play Magazine