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
But rough edges aside, Artificial has buttoned up the game as well as can be expected given the amount of interactive objects they've peppered throughout the game. [May 2007, p.58]- Play Magazine
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- Critic Score
I liked Zapper for its utterly old-school approach to simplicity and twitch-based gameplay, even it if could have been a little better on all fronts. [Nov 2002, p.92]- 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
Somewhat reminiscent of Sega's tragically overlooked "Spartan: Total Warrior", 300 is similarly diverse but much faster paced and brutal. [Apr 2007, p.56]- Play Magazine
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- Critic Score
Even after adding the additional 70 downloadable games to the plethora already present in HOT PXL, it's still painfully obvious that you're playing the same limited selection of ideas over and over. [Oct 2007, p.97]- Play Magazine
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- Critic Score
Dashing sequences and platforming bits do well to break the monotony, and the character animation is silky smooth. [Nov. 2006, p.104]- Play Magazine
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- Critic Score
The visuals have their respective platforms humming at their storybook best. [July 2004, p.72]- Play Magazine
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- Critic Score
Solid control, excellent animation, and a fittingly cute soundtrack. [Aug 2002, p.76]- Play Magazine
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- Critic Score
A great technology demo for the box, and the best demo derby game around. [July 2002, p.82]- Play Magazine
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- Critic Score
If you're a card-carrying son or daughter of Ripley (or sci-fi in general), RLH is a must play. [May 2003, p.69]- Play Magazine
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- Critic Score
The procedure is more tedious than fun, and the payoff is a handful of minigames that are genuinely fun and addicting, but far too many that aren't. [Mar 2008, p.65]- Play Magazine
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- Critic Score
989 Sports has a long way to go if they want to compete with the big boys. [Dec 2002, p.91]- Play Magazine
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- Critic Score
At the end of the Saturday morning, I think IGPX will please its younger fans, although it makes some mistakes along the way that may keep discerning gamers at bay. [Oct. 2006, p.59]- Play Magazine
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- Critic Score
Almost an exact clone of the previous game - the modes, the moves, the detailed but somewhat stiff animation, even half the character roster. [Nov 2004, p.90]- Play Magazine
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- Critic Score
I liked Zapper for its utterly old-school approach to simplicity and twitch-based gameplay, even it if could have been a little better on all fronts. [Nov 2002, p.92]- Play Magazine
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- 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
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- 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
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- Critic Score
It's no "Twisted Metal: Black," but you can do worse for $20. [May 2003, p.63]- Play Magazine
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- Critic Score
A cool concept (handled "PSO" style) for sure, that's unfortunately tethered to stiff controls, an antiquated camera with no look button, and gameplay devices ripe for retirement. [Jan 2005, p.68]- Play Magazine
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- Critic Score
There's a zoom/lock-on for ranged attacks; combos are strictly a one-button affair and you've never had this much fun tinkering with weapons, spells, and items--I guarantee it. [Jan 2008, p.52]- Play Magazine
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- Play Magazine
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- Critic Score
What Insomniac began Krome have now made completely their own, taking Spyro from a lighthearted adventure to a hardcore dark platformer. [Nov 2007, p.56]- Play Magazine
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- Critic Score
No replays, soft collision, and pesky bombs aside, PMWR is a fair rally game, and possibly the most brand-drenched racer ever. [Aug 2006, p.64]- Play Magazine
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- Critic Score
It's gritty and grey, a joy to control, and above all, it's unique in its presentation, allowing the player to play as human or dragon. [Dec 2002, p.88]- Play Magazine
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- Critic Score
Worse still are the "Gaddgets" that are your rewards - completely boring and devoid of any enjoyment. [May 2005, p.73]- Play Magazine
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- Critic Score
I like the idea behind this game well enough, but the generic packaging leaves it stalled. [Feb 2003, p.91]- Play Magazine
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- Critic Score
Flower, Sun and Rain is a great remedy for those pesky times that you start to actually feel sane and rational.- Play Magazine
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- Critic Score
Dislike it because it's a tired game on a tired engine. You could press those boobs against the screen and it still wouldn't make this game any good. [Jan 2003, p.79]- Play Magazine
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- Critic Score
Four hours of straight arcade-style action would be one thing, but here you essentially visit five areas, fight five battles to realize Astro's abilities, and then it's off to the final encounter. [Sept 2004, p.68]- Play Magazine
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- Play Magazine