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
    • 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
    • 81 Metascore
    • 75 Critic Score
    The game is huge fun to play, but I can't say that I enjoyed the experience more than the N64 version. [Sept 2003, p.77]
    • Play Magazine
    • 79 Metascore
    • 91 Critic Score
    Take everything you could possibly desire from a manic downhill assault and amplify it by 10. [Aug 2003, p.76]
    • Play Magazine
    • 94 Metascore
    • 75 Critic Score
    The game shows high points of inspiration and technical achievement, but there is a pallor of inelegance and flat artistry that too often leaves the work in the hands of the gameplay. [Sept 2003, p.76]
    • Play Magazine
    • 71 Metascore
    • 67 Critic Score
    While the social aspect is very interesting in Galaxies, the combat is relatively boring and uninspiring. If I have to shoot one more hopping rodent (to gain experience) I'm going to scream! [Sept 2003, p.85]
    • Play Magazine
    • 67 Metascore
    • 50 Critic Score
    The experience comes across as rather dry, and while I don't need sizzle when I have steak, the boxing-like gameplay is also pretty drab. [July 2003, p.79]
    • Play Magazine
    • 77 Metascore
    • 80 Critic Score
    Aside from a few camera issues, Outlaw Volleyball plays incredibly well. Unlike "DOAX" where it was all about timing, Outlaw Volleyball relies on position and aiming as well. [June 2003, p.71]
    • Play Magazine
    • 23 Metascore
    • 25 Critic Score
    An exercise in repetition and costume changes that's part ragged arcade fighter and part "oh God, why am I playing this?" [Sept 2003, p.80]
    • Play Magazine
    • 65 Metascore
    • 58 Critic Score
    Instead of the marketing-driven production you might expect, Pirates of the Caribbean is a deep and interesting role-playing experience. [Sept 2003, p.81]
    • Play Magazine
    • 64 Metascore
    • 58 Critic Score
    Instead of the marketing-driven production you might expect, Pirates of the Caribbean is a deep and interesting role-playing experience. [Sept 2003, p.81]
    • Play Magazine
    • 82 Metascore
    • 67 Critic Score
    While the game is still good fun, its kid-friendly finish and slightly dated graphics make less of an impact than it might have if released a year ago. [July 2003, p.79]
    • Play Magazine
    • 53 Metascore
    • 75 Critic Score
    The control is simple yet fun and the tracks, consistently impressive. [Aug 2003, p.75]
    • Play Magazine
    • 67 Metascore
    • 75 Critic Score
    The animation is sweet, depth of faces and places deep like Def Poetry, the play mechanics are superb and the controls are nicely laid. [July 2003, p.79]
    • Play Magazine
    • 65 Metascore
    • 50 Critic Score
    Most disappointing, the drab use of color and flat architecture design show a basic lack of aesthetic awareness. [Aug 2003, p.77]
    • Play Magazine
    • 74 Metascore
    • 80 Critic Score
    The iso-view takes a little getting used to, as does the point-and-go control, but once you're in the groove it's all good, from the animation to the super cool cutscenes and familiar level design. [Apr 2003, p.64]
    • Play Magazine
    • 72 Metascore
    • 67 Critic Score
    Despite the fun combat, decent visuals and eclectic but strangely catchy soundtrack, the lack of depth and unfulfilling story left me lukewarm and yearning for another adventure with Arc, Elc or Alec... A solid RPG, nothing less, but nothing more. [July 2003, p.75]
    • Play Magazine
    • 78 Metascore
    • 83 Critic Score
    This game just feels like Star Trek. Star Trek with big, death-dealing guns. Star Trek that kicks some ass. [Aug 2003, p.72]
    • 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
    • 77 Metascore
    • 70 Critic Score
    Almost everything about MMBN3 is so similar to previous games in the series, it's hard to tell that you're playing a new game. [May 2003, p.60]
    • 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
    • 71 Metascore
    • 100 Critic Score
    For someone who feeds off of the connection between game and player, the kind of connection that only the very best can forge, an hour of Wario is worth ten of a game that only pays of sporadically. Wario World pays off every second I'm holding the controller, and that, to me, is greatness. [June 2003, p.60]
    • Play Magazine
    • 80 Metascore
    • 75 Critic Score
    Still a blast to play, but it's not as impressive as it once was and the controls suffer (specifically, using turbo doesn't always work) due to the GBA's reduced-button setup. [Sept 2003, p.80]
    • Play Magazine
    • 52 Metascore
    • 83 Critic Score
    The story is brilliant, real-time, and, like they said, dark. The puzzles are simply wicked (bravo that) and Kurtis Trent, possibly the coolest bit player ever. [Aug 2003, p.68]
    • Play Magazine
    • 65 Metascore
    • 80 Critic Score
    What you will find is plenty of labyrinth-style gaming, bone-chilling sound effects, gore galore, finely tuned first-person shooting, amazing CG, stunning creature design and crazy detail. [June 2003, p.63]
    • Play Magazine
    • 61 Metascore
    • 67 Critic Score
    Ultimately feels like it is a year old, and its technical limitations hurt the finer parts of the game. [July 2003, p.72]
    • Play Magazine
    • 57 Metascore
    • 50 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
    • 49 Metascore
    • 75 Critic Score
    RTX shocked me with its design, music, and especially story integration which borders on greatness. [Aug 2003, p.77]
    • Play Magazine
    • 45 Metascore
    • 70 Critic Score
    I just couldn't sink my teeth into the game, mostly because of the seven-character-based non-linear play, which left me a bit disinterested. I guess I like my games more straighforward. [June 2003, p.57]
    • Play Magazine
    • 75 Metascore
    • 75 Critic Score
    To date, the essential DBZ gme. Go Atari! [Aug 2003, p.76]
    • Play Magazine
    • 64 Metascore
    • 42 Critic Score
    This isn't an awful game, just so average, rough and predictable at everything it does that you find yourself quickly ready to call it quits. [Sept 2003, p.81]
    • Play Magazine

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