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
- By Date
- By Critic Score
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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 main problem with the game is that it gets old really fast. [Apr 2004, p.64]- Play Magazine
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- Play Magazine
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- Critic Score
Repetitive dungeon schemes and three-year-old technology. [Dec 2002, p.86]- Play Magazine
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- Critic Score
Say hello to our little friend, great disappointment. [Oct. 2006, p.60]- Play Magazine
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- Critic Score
This portable "Getaway" has its share of ugly gangster gameplay and bullet holes. [Nov. 2006, p.99]- Play Magazine
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- Critic Score
It works on a certain level; if only the game had a better soundtrack (much better), a more organic feel (it's very antiseptic), a strafe, a better flow and a tad more diversity. [Aug 2003, p.76]- Play Magazine
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- Critic Score
While prep time is nothing new to RTS fans, the amount of time needed for WKB seems excessive, and the tutorials along with the early missions do a very poor job of training new players. [Dec 2003, p.92]- Play Magazine
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- Critic Score
When you take into account the humor, the budget price and the ability to beat your (least) favorite celebrity into a bloody clay pulp, there's certainly fun to be had. [Dec 2003, p.81]- Play Magazine
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- Critic Score
There just isn't anything exciting about controlling these nondescript racers. [Jan 2003, p.78]- Play Magazine
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- Critic Score
While DX is polished somewhat, the ancillary models reamain in a sad state, the pop-up is rampant, the special effects dated, and the collision detection, sadly, is still far from acceptable. [July 2003, p.78]- 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
Turning Point's theme of an alternate reality had some possibilities, but even within this fiction you just end up doing uninspired and overworked shootouts. [Apr 2008, p.63]- Play Magazine
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- Critic Score
Sure, it's fast and the courses have all the dips and loops that one would expect, but there's no satisfaction in the piloting of the craft. [Jan 2003, p.79]- Play Magazine
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- Critic Score
There are some good ideas here, but the lack of detail, soft collision (Wolvie sinks ankle-high into any raised surface), murky control and low poly counts make Logan a dull boy. [June 2003, p.58]- Play Magazine
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- Critic Score
This sequel simply didn't need to happen. [June 2007, p.80]- Play Magazine
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- Critic Score
If this was simply a run-and-gun action game, Conflict: DS wouldn't survive its mediocre moments, but the presence of units of up to four who require steady management carry the game. [June 2003, p.57]- Play Magazine
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- Critic Score
My feelings are a lot less mixed about the fact that the Anniversary project is basically just a PSP post of "Dawn of Souls" with the two games sold separately. [June 2007, p.83]- Play Magazine
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- Critic Score
Takes the action-shooter genre and shoves it straight through the Blanderizer 6235 to ensure any sense of novelty possibly contained therein meets is brutal end. [May 2005, p.50]- Play Magazine
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- Critic Score
Briefly interesting, until repetitive, unimaginative mechanics make the experience more closely resemble prostitution than actual gameplay. Ok if you’re looking for a cheap thrill (or a rental)...for everyone else, you’re advised to look elsewhere.- Play Magazine
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- Critic Score
Drakengard 2 picks up where its predecessor left off, warts and all. [Apr 2006, p.63]- Play Magazine
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- Critic Score
Comes close to hitting the mark, but misses by the fine details that separate the good from the mediocre. [May 2005, p.69]- Play Magazine
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- Critic Score
Bladestorm: The Hundred Years' War allows players to win most, if not all, of its battles solely by holding down the right bumper button on the Xbox 360 controller. [Nov 2007, p.73]- Play Magazine
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- Critic Score
A bare-bones run-of-the-mill 3D puzzle-actioner saturated with eye-bleeding color and overflowing with tired devices and clunky gameplay. [Sept 2005, p.56]- Play Magazine
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- Critic Score
Hip-hop-fueld thug culture that seems too forced to come anywhere but from a marketer's meeting. [Oct 2005, p.69]- Play Magazine
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- Critic Score
Briefly interesting, until repetitive, unimaginative mechanics make the experience more closely resemble prostitution than actual gameplay. Ok if you’re looking for a cheap thrill (or a rental)...for everyone else, you’re advised to look elsewhere.- Play Magazine
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- Critic Score
Anyway, not to belabor the point, but the most golden of compasses will point in the only direction that truly matters. Away. [Jan 2008, p.51]- Play Magazine
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- Critic Score
It just doesn't gel, with misshapen models, repetitive, bland music and a watered-down story that struggles to maintain a "thug-like" quality through forced profanity. [Sept 2005, p.56]- Play Magazine
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- Critic Score
Anyway, not to belabor the point, but the most golden of compasses will point in the only direction that truly matters. Away. [Jan 2008, p.51]- Play Magazine
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- Critic Score
Some decent ideas do fight there way to the surface. [Aug 2007, p.68]- Play Magazine