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 Shin Megami Tensei: Persona 3 FES
Lowest review score: 0 Dragon Ball Z: Taiketsu
Score distribution:
2350 game reviews
    • 84 Metascore
    • 91 Critic Score
    What's important here is the execution and level of player involvement, not that we haven't done all this before, because we have. And believe me, I was involved. [Dec 2004, p.78]
    • Play Magazine
    • 66 Metascore
    • 67 Critic Score
    It's nice to be able to save high scores in this version. [Dec 2004, p.100]
    • Play Magazine
    • 74 Metascore
    • 75 Critic Score
    The music is still awesome. I want "Contra" next! [Dec 2004, p.100]
    • Play Magazine
    • 73 Metascore
    • 91 Critic Score
    A great adventure. It's this combination of unique elements that creates and action-RPG experience unlike any other, and it still holds up well today. [Dec 2004, p.100]
    • Play Magazine
    • 58 Metascore
    • 50 Critic Score
    If you want Metroid, get "Zero Mission" instead. [Dec 2004, p.100]
    • Play Magazine
    • 79 Metascore
    • 75 Critic Score
    Similarly appealing are the game's various challenges, like trying to impress your date by drifting; you know you're doing well because all these hearts are flying out of your car. [Nov 2004, p.75]
    • Play Magazine
    • 74 Metascore
    • 83 Critic Score
    On top of being genuinely funny, taking stabs at the game's hysterically exaggerated stereotypes, it's a great game of golf too. [Oct 2004, p.89]
    • Play Magazine
    • 79 Metascore
    • 91 Critic Score
    A mesmerizing tone dominates the heavily Japanese landscape, built off of a rich spirit of what feels like ancient folklore and mysticism. This translates - brilliantly, tangibly - into the connection with the combat and the control of the characters. [Oct 2004, p.71]
    • Play Magazine
    • 69 Metascore
    • 67 Critic Score
    A sweet ride (especially for a value title) if you can stomach the almost blindingly psychedelic graphics and the talkiest character since Awesome Possum. [Dec 2004, p.81]
    • Play Magazine
    • 65 Metascore
    • 75 Critic Score
    Apoplectic shooting action that doesn't let us catch our breath till the hard-fought score is tallied up at the end of the level. [Nov 2004, p.48]
    • Play Magazine
    • 66 Metascore
    • 67 Critic Score
    These games are just fun. Short, but fun. [Nov 2004, p.76]
    • Play Magazine
    • 47 Metascore
    • 67 Critic Score
    Even though the action is stiff, the animation poor and the controls occasionally not as responsive as I'd like, I'm able to overlook it simply because there aren't too many four-player co-op action games out there, let alone ones with platforming elements generously incorporated into the mix - but I'd never play it solo. [Oct 2004, p.77]
    • Play Magazine
    • 78 Metascore
    • 75 Critic Score
    I think maybe Konami went overboard in some cases - specifically with the deteriorating inventory items and a severely stingy continue system (you have to pay to continue, and then you only get half your health back.) [Nov 2004, p.89]
    • Play Magazine
    • 65 Metascore
    • 42 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
    • 48 Metascore
    • 67 Critic Score
    Even though the action is stiff, the animation poor and the controls occasionally not as responsive as I'd like, I'm able to overlook it simply because there aren't too many four-player co-op action games out there, let alone ones with platforming elements generously incorporated into the mix - but I'd never play it solo. [Oct 2004, p.77]
    • Play Magazine
    • 49 Metascore
    • 67 Critic Score
    Even though the action is stiff, the animation poor and the controls occasionally not as responsive as I'd like, I'm able to overlook it simply because there aren't too many four-player co-op action games out there, let alone ones with platforming elements generously incorporated into the mix - but I'd never play it solo. [Oct 2004, p.77]
    • Play Magazine
    • 80 Metascore
    • 75 Critic Score
    The four Kirbys apsect is also a decent idea: I don't see the need for the forced CPU-controlled allies in single-player mode, but having a multiplayer option is indeed cool. [Dec 2004, p.100]
    • Play Magazine
    • 83 Metascore
    • 83 Critic Score
    The most powerful twist in the real-time narrative involves the travel from past to present and person to person. [Nov 2004, p.82]
    • Play Magazine
    • 70 Metascore
    • 75 Critic Score
    While playing B2 on PS2 makes you appreciate the Xbox version all the more, by PS2 standards, TR has done a great job of cramming it into the PS2 shell. [Dec 2004, p.81]
    • Play Magazine
    • 64 Metascore
    • 67 Critic Score
    The action is intense and the combat remains fun, but the game just doesn't feel as crisp as what I'd expect from KOF. [Nov 2004, p.71]
    • Play Magazine
    • 82 Metascore
    • 75 Critic Score
    Strikes just the right chords for creepy gameplay, plus the inclusion of Dante is definitely cool. [Oct 2004, p.75]
    • Play Magazine
    • 71 Metascore
    • 75 Critic Score
    To say Ty 2 is big would be an understatement. Krome has Super Sized it, spreading their funky animal kingdom as far and wide as the outback itself. [Dec 2004, p.81]
    • Play Magazine
    • 55 Metascore
    • 58 Critic Score
    A game teeming with possibilities. Too bad it's stuffed into essentially an arena-battle format where the goal is just to score points while competing against the clock and other opponent. [Oct 2004, p.77]
    • Play Magazine
    • 55 Metascore
    • 50 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
    • 81 Metascore
    • 100 Critic Score
    Many a developer has thrown hordes of warriors on screen to methodically mow through, but no one has ever captured the visceral beauty and brutality of medieval war like Phantagram has in Kingdom Under Fire: The Crusaders. [Sept 2004, p.58]
    • Play Magazine
    • 71 Metascore
    • 83 Critic Score
    What Terminal Reality has managed to create in the two years succeeding the Bloodrayne debut borders on miraculous. [Nov 2004, p.72]
    • Play Magazine
    • 69 Metascore
    • 75 Critic Score
    To say Ty 2 is big would be an understatement. Krome has Super Sized it, spreading their funky animal kingdom as far and wide as the outback itself. [Dec 2004, p.81]
    • Play Magazine
    • 70 Metascore
    • 75 Critic Score
    To say Ty 2 is big would be an understatement. Krome has Super Sized it, spreading their funky animal kingdom as far and wide as the outback itself. [Dec 2004, p.81]
    • Play Magazine
    • 71 Metascore
    • 67 Critic Score
    Tak 2 is a solid day's worth of trippy fun and visual euphoria...but they had to check "epic" at the door to make it happen. [Nov 2004, p.52]
    • Play Magazine
    • 74 Metascore
    • 75 Critic Score
    The interface has been vastly improved over the original "Treasures", but unfortunately the bonus interviews suffer from unintelligible audio. [Nov 2004, p.75]
    • Play Magazine

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