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How Metascores Are Calculated
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Take a band of gun-toting rebels - a robot, a madman, a mole and a criminal mastermind. Put them in a vividly stunning fantasy realm. Then give them an impossible mission - pulling off the biggest heist of all time in the middle of a war. All you have to do is battle your way through dastardly enemies, giant war machines and an army of psychopathic robots. But don't worry; you have plenty of ammo and absolutely no common sense. Victory is yours in 12,000 bullets or less! Fight your way through 21 action-packed missions. Brandish over 17 outlandish weapons like the Cyclops Sniper Rifle, the Vindaloo Rocket Launcher, or the Topsy-Turvy and Sticky bomb. Explore five diverse environments including icy and snowy regions, mountains with breathtaking vistas, deep and foreboding woods, and rain-spattered cliffs. Take down wicked enemies like half-man, half-animal Grunts, eliminator droids, wall-smashing Goliaths, evil monks and wild twiglets. Navigate through a richly entertaining story with two smack-talkin' partners in crime. [LucasArts]
All critic scores are converted to a 100-point scale. If a critic does not indicate a score, we assign a score based on the general impression given by the text of the review. Learn more... 100
Play Magazine
This is a game that re-invents nearly everything it does, from weapons fire to storytelling to rescue missions to boost-and-hover gameplay to bold new ways to humiliate farm animals. [Dec 2003, p.68]
100
92
90
90
90
90
Official Xbox Magazine
The most surprisingly addictive shooter of the year. [Holiday 2003, p.84]
90
Cheat Code Central
The cutscenes are hilarious. They are rude, crude and to some, maybe even a little shocking.
89
87
85
85
85
83
83
83
82
82
80
80
80
80
80
Xbox Nation Magazine
Embarking on the game's destruction train gives players access to dandy weapons such as the shark gun. [Mar 2004, p.93]
76
75
75
75
GameNow
Sure, its graphics are ugly, but its action is first-rate...It's one of those rare games in which almost everything is destructible. [Jan 2004, p.65]
75
73
72
Electronic Gaming Monthly
The open-ended level design - and especially the nifty fortress-defense stages - made for many moments of shooter Zen. [Jan 2004, p.154]
72
70
70
70
Gamestyle
Enough cutscene and Land Shark buffoonery accompanies their jaunt across Milola to cover the price of (one's) tagging along. Strip them away and the barenaked shooter still plays better than most. That it somehow feels disappointingly ordinary only serves to confirm the creative genius evident in the rest of the 'designer' garb.
70
67
65
60
50
40
games(TM)
A relentless conveyor belt of cannon fodder ensures the carnage is kept at a suitably frantic rate, yet with every wave of cookie-cutter thrown to the mercy of your crosshair, repetition becomes an increasingly prevalent factor. [Mar 2004, p.116]
Mooses M. gave it a5: A Monster gave it a10: Michael C. gave it a 9: Uter gave it an 8: David Brewster gave it a 2: Alex K. gave it a 5: Zach B. gave it a 10: |
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