PLAY's Scores

  • Games
For 679 reviews, this publication has graded:
  • 34% higher than the average critic
  • 8% same as the average critic
  • 58% lower than the average critic
On average, this publication grades 3.5 points lower than other critics. (0-100 point scale)
Average Game review score: 71
Highest review score: 100 Astro Bot
Lowest review score: 10 POSTAL 4: No Regerts
Score distribution:
  1. Negative: 29 out of 679
679 game reviews
    • 81 Metascore
    • 80 Critic Score
    A large, beautifully-designed platformer that moves past its 16-bit inspiration in many ways, though the levels feel just a little stretched. Still a huge success. [Issue#40, p.92]
    • PLAY
    • 78 Metascore
    • 80 Critic Score
    Great conversions wrapped up in a ‘basic at best, annoying at worst’ wrapper. The core games are still top-tier, but the package lacks the Mania love. [Issue#17, p.91]
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    • tbd Metascore
    • 80 Critic Score
    First-person and 3D audio is a great mix, with solid ray-tracing support enhancing some terrifying moments. It’s a shame VR doesn’t benefit from the upgrade. [Issue#17, p.77]
    • PLAY
    • 78 Metascore
    • 80 Critic Score
    Whether you’re interested in this little corner of Elder Scrolls lore or not, there’s plenty 8 here to hold your interest and refuse to let go. You can Breton it. [Issue#17, p.68]
    • PLAY
    • 85 Metascore
    • 80 Critic Score
    A must-play for any brawler fan, this levels up retro fun to new chaotic heights. With lots of love for ’80s TMNT, it’s a feast for the eyes and for the fingers. [Issue#17, p.72]
    • PLAY
    • 86 Metascore
    • 80 Critic Score
    When you die, you’re sent back to the last rest point without penalty. The game still offers some customisation in its combat, but its approach is simplified. The lack of a deep combat system might be a turn-off to those looking for a challenge, but we applaud the devs for allowing more players to get through it – which is more than can be said of some of its inspirations. Tying everything together is an art style that, once again, makes Ender Lilies easy to get into. It certainly features grotesque creatures, but its balance of beauty and horror is a highlight and one of the game’s best aspects. [Issue#5, p.77]
    • PLAY
    • 81 Metascore
    • 80 Critic Score
    Lets! Revolution! takes Minesweeper and revamps it. Its tile-flipping deduction puzzles hold strategic depth, and its lovely animation adds a welcome flourish. [Issue#41, p.98]
    • PLAY
    • tbd Metascore
    • 80 Critic Score
    Not knowing what lies ahead and trying to make sense of how this ravaged world came to be is the main draw, especially since much of the worldbuilding is reserved for diary pages2 that are easily missed. The Eternal Castle [Remastered]’s openly abstract approach may frustrate some, but any mechanical shortfalls are more than made up for by the vibrant pixel art, lo-fi sound design, and all-round chilling atmosphere. [Issue#4, p.77]
    • PLAY
    • 80 Metascore
    • 80 Critic Score
    Each area, from a forest dwelling to the city to a seaside port, is friendly and fun to explore. Even ghosts just require a little help to move on.2 Conflict comes in the form of problems that everyone is happy to collaborate on fixing. Solutions usually involve your camera in unusual ways, such as directing a lighthouse with your zoom during a storm. It’s a journey you’ll remember, and by the end, you’ll have a camera roll full of memories to look back at. [Issue#7, p.78]
    • PLAY
    • 69 Metascore
    • 80 Critic Score
    The story holds everything together. The post-Episode-III setup ensures this Vader is menacing yet tragic, and the journey into Mustafar’s lost temples delivers a fantastical spectacle. [Issue#4, p.88]
    • PLAY
    • 66 Metascore
    • 80 Critic Score
    The grow-and-go loop may be simple but there’s enough challenge to keep you thinking. The game’s a looker, too. The clean, stylised visuals deliver a deep sense of satisfaction as a barren desert floods with colourful trees – the reds, greens, and blues of your endeavours encouraging you to keep going, to keep planting more. It’s a visual treetment that works. To backpetal slightly, there are some bugs, but nothing the dev won’t swat away in time. [Issue#5, p.86]
    • PLAY
    • 75 Metascore
    • 80 Critic Score
    Atelier’s roots remain strong. The slight friction still feels fresh, with the structure and brief length drawing you back for one more go-around. [Issue#31, p.76]
    • PLAY
    • 84 Metascore
    • 80 Critic Score
    As for collection bonuses, there’s an encyclopaedia for each that gives you important details about the enemies, items, and powers in each of the three good games. There’s also a rewind function. Basically, you can go back a bit if you’ve messed something up, or if you took a wrong turn and can’t be bothered to backtrack. The Castlevania Advance Collection is 75% absolutely excellent, and that’s more than enough for us. Now, can we get the DS collection too? [Issue#7, p.90]
    • PLAY
    • 82 Metascore
    • 80 Critic Score
    An outstanding homage to PS1 horror that’s no mere tribute act. If this is just the start of an excellent new series, then consider our return ticket already booked. [Issue#42, p.84]
    • PLAY
    • 84 Metascore
    • 80 Critic Score
    With a wonderful understanding of player choice, and packed full of things you’ll want to explore, Shadow Gambit is a treasure indeed. Just don’t forget to save! [Issue#31, p.78]
    • PLAY
    • 82 Metascore
    • 80 Critic Score
    With such a strong central mechanic, you could forgive Viewfinder for setting it and forgetting it – but it doesn’t, iterating and surprising with each level. [Issue#31, p.82]
    • PLAY
    • 80 Metascore
    • 80 Critic Score
    More than just Monika – this tuned-up 8 console release makes DDLC worth any visual novel fan’s time. The story’s darker than the graphics suggest. [Issue#4, p.91]
    • PLAY
    • 80 Metascore
    • 80 Critic Score
    Whether the crew of the Artemis has bagged a legend or just a very cursed ghost, we’re looking forward to the next part of this deep-space transmission. [Issue#31, p.85]
    • PLAY
    • 85 Metascore
    • 80 Critic Score
    You’ve also got new tools for making deliveries, such as a cargo cannon, a robot helper, and even an on-foot only, very steep bridge. Nothing here really ousts the base game’s structures, which is for the best as it means the shared network of nearby players continues to stand strong. Some of it may make the game a little easier, but none of it’s really necessary. That holds true for many PS5 upgrades. Death Stranding is better here than it was on the last-gen console, and it might be worth a revisit to see how the land has changed, but it’s not a must-see replay. [Issue#7, p.74]
    • PLAY
    • 80 Metascore
    • 80 Critic Score
    With two new areas to play around in and a revelatory secret to uncover, Necrom keeps TESO running forward nicely. If only the Arcanist were similarly unique. [Issue#31, p.86]
    • PLAY
    • 75 Metascore
    • 80 Critic Score
    A unique, atmospheric adventure with a character that it’s never less than a joy to control. Wondering feather or not to dive in? We say go for it. [Issue#5, p.90]
    • PLAY
    • 73 Metascore
    • 80 Critic Score
    The best entry in the series so far, cursed with uneven storytelling and rare yet unmissable technical issues. Despite these flaws, Yara is well worth a visit. [Issue#7, p.70]
    • PLAY
    • tbd Metascore
    • 80 Critic Score
    While improvements are slight, they’re enough to provide the definitive version of arguably the best Doom yet. What the hell are you waiting for? [Issue#4, p.90]
    • PLAY
    • 70 Metascore
    • 80 Critic Score
    Set-piece-driven micro-stories and interesting puzzles shine in this evocative first-person horror. Poor gunplay and linearity aside, it’s a haunted headtrip worth taking. [Issue#7, p.85]
    • PLAY
    • 77 Metascore
    • 80 Critic Score
    Bloodhunt is a robust and remarkably well-crafted battle royale. It might not bring the genre back from the dead entirely, but it’s still a bloody good time. [Issue#15, p.96]
    • PLAY
    • 68 Metascore
    • 80 Critic Score
    Something special. A quick jaunt that lingers in the mind thanks to breezy movement, picturesque locales, and a story that offers plenty of tasty food for thought. [Issue#7, p.79]
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    • 70 Metascore
    • 80 Critic Score
    Perhaps the idea could have been developed a bit further, but C-Smash VRS works wonderfully in PSVR2. Sometimes a simple idea well executed is all you need. [Issue#30, p.98]
    • PLAY
    • 68 Metascore
    • 80 Critic Score
    With reams of text and choices, and lovely environments, this is a narrative slice-of-life that lingers in the mind, and gives some pause for thought. [Issue#4, p.89]
    • PLAY
    • 80 Metascore
    • 80 Critic Score
    A banger of a sequel that slightly fumbles the last verse. That said, it’s still a full-on earworm that’s getting heavy rotation on our Summer In Shibuya playlist. [Issue#5, p.72]
    • PLAY
    • 89 Metascore
    • 80 Critic Score
    A humorous tumble down the videogaming rabbit hole, The Stanley Parable: Ultra Deluxe gives us pointed, witty observations about game design. [Issue#15, p.91]
    • PLAY

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