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
This iteration still hasn't fixed the one problem that's been plaguing the series since its inception: snooze-inducing level design. Another decent entry in the series, but nothing more. [June 2004, p.73]- Play Magazine
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- Critic Score
This iteration still hasn't fixed the one problem that's been plaguing the series since its inception: snooze-inducing level design. Another decent entry in the series, but nothing more. [June 2004, p.73]- Play Magazine
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- Critic Score
If the name of the game is immersion, fun and a connection with the environment, Spidey wins the prize in my book. [Aug 2004, p.52]- Play Magazine
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- Critic Score
If the name of the game is immersion, fun and a connection with the environment, Spidey wins the prize in my book. [Aug 2004, p.52]- Play Magazine
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- Critic Score
If the name of the game is immersion, fun and a connection with the environment, Spidey wins the prize in my book. [Aug 2004, p.52]- Play Magazine
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- Critic Score
Visually, the SlugFest series has always looked damn good...And SlugFest just wouldn't be SlugFest without the antics of Tim Kitzrow and Jim Shorts. Together they have some of the funniest play-by-play I've ever heard. [June 2004, p.71]- Play Magazine
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- Critic Score
Visually, the SlugFest series has always looked damn good...And SlugFest just wouldn't be SlugFest without the antics of Tim Kitzrow and Jim Shorts. Together they have some of the funniest play-by-play I've ever heard. [June 2004, p.71]- Play Magazine
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- Critic Score
The fantastic level design, precise control and underlying weapon-swiping game theory are second to none. [Aug 2004, p.53]- Play Magazine
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- Critic Score
With its wonderfully satisfying mini-RPG elements that bring welcome depth and structure to its lovingly detailed Nintendo world, this is a game that just loves to be played. [Aug 2004, p.59]- Play Magazine
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- Critic Score
The fantastic level design, precise control and underlying weapon-swiping game theory are second to none. [Aug 2004, p.53]- Play Magazine
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- Play Magazine
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- Critic Score
Fastidiously laid down, inventirely presented, established with a keen eye for detail. [Aug 2004, p.57]- Play Magazine
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- Critic Score
A satisfying and often engaging sequel especially crafted for that seasoned fan who is able to put up with the leaden nature of turn-based strategy. [June 2004, p.60]- Play Magazine
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- Critic Score
It's hard to believe this is a Konami game, as it looks and feels more like the type of crap that put 3DO six feed under. The character design, models, and animation are painfully bad, and teh gameplay is so arduous it's almost insulting. [Aug 2004, p.57]- Play Magazine
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- Critic Score
A linear approach to design and the tired reliance on ubiquitously placed exploding barrels will raise red flags for some, but I'm always down for an intense march through a shooting gallery. [July 2004, p.73]- Play Magazine
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- Play Magazine
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- Critic Score
Highly pleasing graphically, and the British humor entertains, but once again, Rare's penchant for annoying sound effects rears its ugly head. [Nov 2003, p.101]- Play Magazine
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- Critic Score
This is just a great all-around tennis game. [July 2004, p.78]- Play Magazine
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- Critic Score
It tells the chilling tale of a deeply haunted man a cursed island steeped in aberrant history, executed with competence through a raw, adults-only script, good voice acting, and well-integrated peripheral characters. [July 2004, p.75]- Play Magazine
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- Critic Score
Becomes completely absorbing through its world, characters and thoughtful gameplay. [June 2004, p.72]- Play Magazine
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- Critic Score
Graphics and sound are, as expected, top-notch (I love the remix of old Green Hill music), and the bosses are outstanding. [July 2004, p.71]- Play Magazine
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- Critic Score
It's hard to fathom how a game that speaks through elementary text, not voice, with characters that look like the once I drew on my Trapper Keeper in fifth grade (barking such eloquent lines as "Link, did you defeat that giant stone eye-thing?), can still hold me captive. But, somehow, it does. [Aug 2004, p.55]- Play Magazine
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- 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
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- Critic Score
Instead of proceeding to that final stage, I was told to backtrack through the entire game, beat every minigame two more times, and then trudge all the way back. Sorry, but that's not fun - that's lazy desing and artifical lengthening through tedious repetition. [June 2004, p.72]- Play Magazine
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- 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
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- Critic Score
This shooter is absolutey brilliant, literally offering a layer of depth rarely seen in this genre. [Aug 2004, p.61]- Play Magazine
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- Critic Score
The custom course editor is still a highlight, and better yet, now you can even save your courses. [Aug 2004, p.61]- Play Magazine
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- Critic Score
Still infinitely playable and impeccably designed. [Aug 2004, p.61]- Play Magazine
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- Critic Score
More than any other game in the Classic NES series, The Legend of Zelda is just as good now as it was back in the '80s. [Aug 2004, p.61]- Play Magazine
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- Critic Score
Due to adjustments made to the diagnosis, vertical movement is often an exercise in frustration. [Aug 2004, p.61]- Play Magazine