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
    • 83 Metascore
    • 58 Critic Score
    Bouts of bad behavior distributed between T. Hawk-style fun, the highs and lows of the THUG 2 experience truly boggle the mind with various goals so flawed in execution it feels as if the programmers passed out on their keyboards. [Nov 2004, p.58]
    • Play Magazine
    • 61 Metascore
    • 58 Critic Score
    Not bad, but not real good either. [Dec 2003, p.81]
    • Play Magazine
    • 56 Metascore
    • 58 Critic Score
    Gotcha Force's neat concept didn't follow through in its execution. [Feb 2004, p.46]
    • Play Magazine
    • 67 Metascore
    • 58 Critic Score
    The AI is pretty intelligent and will give a decent level of challenge, but when the game doesn't force you to think outside the box, it can get stale real quick. [Jan 2004, p.70]
    • Play Magazine
    • 74 Metascore
    • 58 Critic Score
    Not only is the interface clumsy and hard to view, but the bonus content is poorly edited and sloppily thrown together. [Dec 2003, p.83]
    • Play Magazine
    • 56 Metascore
    • 58 Critic Score
    Ironically, some of the most enjoyable levels were the sub-missions, where just your heroes and a small band of troops must crawl through monster-infested caverns. [July 2004, p.75]
    • Play Magazine
    • 63 Metascore
    • 58 Critic Score
    It fails to add up to a truly compelling racer, lacking the graphical polish, deeply sorted physics and versimilitude of McRae. [July 2003, p.79]
    • Play Magazine
    • 67 Metascore
    • 58 Critic Score
    When compared to its crossover cousin, "Spyro Orange," Crash Purple is clearly a superior game...It still feels cheap, but it's much easier to stomach. [June 2004, p.72]
    • Play Magazine
    • 60 Metascore
    • 58 Critic Score
    If only the targetting system weren't so imprecise and the enemies weren't so overly hidden and prone to outmoded respawn, the fine level design and entertaining scenarios could have commanded much stronger impact. [Nov 2004, p.76]
    • Play Magazine
    • 63 Metascore
    • 58 Critic Score
    Though the action is on the repetitive side, unique aspects help the game rise a notch above average. [Nov 2003, p.73]
    • Play Magazine
    • 82 Metascore
    • 58 Critic Score
    Bouts of bad behavior distributed between T. Hawk-style fun, the highs and lows of the THUG 2 experience truly boggle the mind with various goals so flawed in execution it feels as if the programmers passed out on their keyboards. [Nov 2004, p.58]
    • Play Magazine
    • 53 Metascore
    • 58 Critic Score
    With a sparse Saturday-morning-cartoon look, the game can become a drag for the adult eye, but just like the best of those cartoons, a certain charm bubbles below the surface. [Jan 2004, p.65]
    • Play Magazine
    • 44 Metascore
    • 58 Critic Score
    The graphics and music are pretty nice, and the license is put to excellent use with digitized cutscenes and top-notch dialogue, but it could have been a lot more. [Sept 2003, p.81]
    • Play Magazine
    • 54 Metascore
    • 58 Critic Score
    This ain't debatable. The Italian Job is far too short, clocking in at barely a few hours of play in the Story Mode. [Aug 2003, p.75]
    • Play Magazine
    • 60 Metascore
    • 58 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
    • 72 Metascore
    • 58 Critic Score
    Could have been much worse, but with similar games like "Banjo-Kazooie" offering better, deeper gameplay, it's a bit tough to recommend. [Jan 2004, p.76]
    • Play Magazine
    • 69 Metascore
    • 58 Critic Score
    The game is far too linear. [Oct 2004, p.68]
    • Play Magazine
    • 60 Metascore
    • 58 Critic Score
    Garish yet technically strong, the look fits the play style - thin yet fun. [July 2003, p.78]
    • 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
    • 68 Metascore
    • 58 Critic Score
    A little drab, mechanical and laden by an antiquated feel, Nightshade is an on-again off-again sequel to the similarly flawed "Shinobi." [Mar 2004, p.59]
    • Play Magazine
    • 57 Metascore
    • 58 Critic Score
    It's a wee bit short and a little slow, but fans should be intrigued by the depth and lore. [Oct 2004, p.75]
    • Play Magazine
    • 73 Metascore
    • 58 Critic Score
    Even though the 20+ songs are all good for dancing, Groove only feels like a fraction of a complete game. [May 2004, p.56]
    • Play Magazine
    • 64 Metascore
    • 58 Critic Score
    Carve's saving grace is its online, multiplayer, handset-compatible, team-based play. [May 2004, p.56]
    • Play Magazine
    • 84 Metascore
    • 58 Critic Score
    New fighting styles, more weapons, added match types, rowdy crowds and some wicked, brutal environmental interactions help make up for the watered-down brawling. [Oct 2004, p.87]
    • Play Magazine
    • 76 Metascore
    • 58 Critic Score
    The arcade mode has been removed from the single-player game, replaced by the medley mode, which, though fun, has little long-term value. [Aug 2004, p.57]
    • Play Magazine
    • 64 Metascore
    • 58 Critic Score
    I normally don't mind a very specific, linear gameplay structure, I even invite it, but the ideas in the game don't work within this rigidity. [Jan 2004, p.66]
    • Play Magazine
    • 76 Metascore
    • 58 Critic Score
    Not only is the interface clumsy and hard to view, but the bonus content is poorly edited and sloppily thrown together. [Dec 2003, p.83]
    • Play Magazine
    • 77 Metascore
    • 58 Critic Score
    Not even the irreplaceable voice acting of Christopher Walken can rescue the mess of a script driving the action of True Crime, a misguided attempt to share the spotlight with the vastly superior "Grand Theft Auto." [Jan 2004, p.62]
    • Play Magazine
    • 56 Metascore
    • 58 Critic Score
    Not bad, but not real good either. [Dec 2003, p.81]
    • Play Magazine

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