PSM Magazine's Scores

  • Games
For 1,326 reviews, this publication has graded:
  • 56% higher than the average critic
  • 4% same as the average critic
  • 40% lower than the average critic
On average, this publication grades 4 points lower than other critics. (0-100 point scale)
Average Game review score: 71
Highest review score: 100 Metal Gear Solid 3: Subsistence
Lowest review score: 20 Sonic the Hedgehog
Score distribution:
1326 game reviews
    • 54 Metascore
    • 60 Critic Score
    The game ultimately boils down to mindlessly shooting everybody in sight, which is only compelling for so long. [Sept 2005, p.85]
    • PSM Magazine
    • 74 Metascore
    • 80 Critic Score
    A decent localization, really likeable characters (despite the bland main quest), some rather funny dialogue, and the meaty synthesizing feature are simply too satisfying to pass up. [July 2005, p.84]
    • PSM Magazine
    • 64 Metascore
    • 70 Critic Score
    Sure, it's still playable; it's just not fantastic. [Sept 2005, p.78]
    • PSM Magazine
    • 74 Metascore
    • 65 Critic Score
    If you have the patience of a Zen master, MC3:DE can definitely be fun. Unfortunately, for most the amount of time required to get to the fun just isn't worth the wait at all. [Sept 2005, p.84]
    • PSM Magazine
    • 86 Metascore
    • 90 Critic Score
    The freshest game we've played since "Katamari Damacy." [Aug 2005, p.72]
    • PSM Magazine
    • 74 Metascore
    • 85 Critic Score
    The missions vary from the mundane to the extremely challenging, and are chock full of sci-fi references and in-jokes, not to mention a whole slew of political zingers. [Aug 2005, p.74]
    • PSM Magazine
    • 71 Metascore
    • 70 Critic Score
    It's undeniably cool to participate in shaping history, but not everyone will have the patience to conquer China. [Sept 2005, p.75]
    • PSM Magazine
    • 64 Metascore
    • 50 Critic Score
    Casual Batman fans might flutter a wing, but the hardcore will fly away disenchanted. [Sept 2005, p.78]
    • PSM Magazine
    • 59 Metascore
    • 55 Critic Score
    Too convoluted and mechanically routine to recommend to anyone except the most subbornly devoted. [Aug 2005, p.84]
    • PSM Magazine
    • 68 Metascore
    • 80 Critic Score
    Loads of fun to play. Hopefully, THQ has already commissioned "Juiced 2." [June 2005, p.76]
    • PSM Magazine
    • 72 Metascore
    • 75 Critic Score
    The interface is a bit clunky, and some of the tunes are better than others, but overall, this is an impressive, fun offering. [Aug 2005, p.85]
    • PSM Magazine
    • 73 Metascore
    • 80 Critic Score
    Beyond all the new stuff, MOH:EA works because it's simply well designed. [Sept 2005, p.80]
    • PSM Magazine
    • 58 Metascore
    • 65 Critic Score
    The problem is that the story mode is easily beaten in under five hours, and though it's short, it doesn't stay all that fresh. [July 2005, p.85]
    • PSM Magazine
    • 48 Metascore
    • 40 Critic Score
    The difficulty curve does level off after a while, but the sheer boredom of the endless hit-and-run battles does not. [Sept 2005, p.75]
    • PSM Magazine
    • 71 Metascore
    • 70 Critic Score
    Unfortunately, each gorgeous game can be finished in about an hour. [June 2005, p.78]
    • PSM Magazine
    • 69 Metascore
    • 60 Critic Score
    Make no mistake: this is a kiddie game. The difficulty level is super-low, and the gameplay within each area is quite repetitive and straightforward. [Aug 2005, p.82]
    • PSM Magazine
    • 67 Metascore
    • 75 Critic Score
    Simply a solid hit rather than the round-tripper it could've been. [Aug 2005, p.84]
    • PSM Magazine
    • 59 Metascore
    • 50 Critic Score
    While its cuteness, simple goals, and short running time seem perfect for the little tykes, its complex controls, difficult jumping puzzles, and rough camera turned off our six-year old test subject after 20 minutes. [Apr 2005, p.78]
    • PSM Magazine
    • 57 Metascore
    • 70 Critic Score
    So-so for gaming alone, but it's fun enough if you're online or with friends. [Aug 2005, p.84]
    • PSM Magazine
    • 73 Metascore
    • 65 Critic Score
    A standard, almost old fashioned FPS wrapped around a completely forgettable story. [June 2005, p.75]
    • PSM Magazine
    • 67 Metascore
    • 65 Critic Score
    Becomes more a decent action game with a cool twist rather than the psychological thriller it's so obviously meant to be. [June 2005, p.79]
    • PSM Magazine
    • 45 Metascore
    • 60 Critic Score
    Had potential, but it's ultimately too unpolished and player unfriendly for any but the most puzzle hardcore. [July 2005, p.88]
    • PSM Magazine
    • 60 Metascore
    • 55 Critic Score
    There's a multiplayer versus mode, but the combat system is so broken, it's barely worth it. [Aug 2005, p.78]
    • PSM Magazine
    • 70 Metascore
    • 70 Critic Score
    Even hardcore racers will find Enthusia's default difficulty setting is soul-crushingly hard, with absurdly demanding physics and cars that feel heavier than battleships, yet spin out at the slightest provocation. [June 2005, p.76]
    • PSM Magazine
    • 81 Metascore
    • 80 Critic Score
    Unless you're so hardcore into golf that you find Open Tee's big headed goofballs insulting, this is the new king of portable golf games. [July 2005, p.80]
    • PSM Magazine
    • 75 Metascore
    • 75 Critic Score
    You won't get the full Street experience with Showdown, but it more than gets the job done. [July 2005, p.89]
    • PSM Magazine
    • 47 Metascore
    • 50 Critic Score
    Unworthy prey. [July 2005, p.85]
    • PSM Magazine
    • 58 Metascore
    • 55 Critic Score
    Abhorrent AI, limited saves, and sluggish pacing generate frustration. [Apr 2005, p.77]
    • PSM Magazine
    • 75 Metascore
    • 65 Critic Score
    If you level up enough, later battles devolve into strategy-deprived power clashes that neither inspire nor require you to craft tactical attacks. [June 2005, p.75]
    • PSM Magazine
    • 43 Metascore
    • 65 Critic Score
    The cyborg designs are freakishly cool, but the bland surface textures and simplistic (but randomly generated) layouts make each room look like the last. [June 2005, p.85]
    • PSM Magazine

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