Electronic Gaming Monthly's Scores

  • Games
For 2,305 reviews, this publication has graded:
  • 31% higher than the average critic
  • 4% same as the average critic
  • 65% lower than the average critic
On average, this publication grades 5.2 points lower than other critics. (0-100 point scale)
Average Game review score: 68
Highest review score: 100 Grand Theft Auto: Vice City
Lowest review score: 5 Ping Pals
Score distribution:
2,305 game reviews
    • 51 Metascore
    • 48 Critic Score
    The overly sensitive dirt bikes simply don't have the physics for the rigors of competitive driving, leading to spill after spill. [Aug 2006, p.90]
    • Electronic Gaming Monthly
    • 61 Metascore
    • 48 Critic Score
    Combat is sloppy, with poor hit detection and enemies that score cheap shots; all of the fun special moves have to be unlocked, which requires meeting unreasonably difficult time and health goals; and most of the levels devolve into tiresome thug/robot hunts.
    • 65 Metascore
    • 48 Critic Score
    Don’t get me wrong, I love weird games as much as the next guy, but SP never moves beyond what feels like an elastic 3D engine tech demo. [Sept 2001, p.144]
    • Electronic Gaming Monthly
    • 59 Metascore
    • 48 Critic Score
    Played it, beat it, forgot it... Oh, and it has the worst unlockable secret ever - an art gallery of the load screens...that's right, the ones burned into your memory during the long load times. Gee, thanks. [Oct 2003, p.139]
    • Electronic Gaming Monthly
    • 53 Metascore
    • 48 Critic Score
    Pretty levels and power chords can't hide Dawn of Fate's real weakness: crappy gameplay. [Nov 2002, p.304]
    • Electronic Gaming Monthly
    • 46 Metascore
    • 48 Critic Score
    Too bad the actual b-balling action has been done before and better. [July 2006, p.92]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 48 Critic Score
    The repetitive challenges are uncreative, and the game's choppy graphics and collision-detection isues make the whole experience head-splitting. [Aug 2003, p.116]
    • Electronic Gaming Monthly
    • 62 Metascore
    • 48 Critic Score
    Something is wrong with a football title when you spend more time laughing at the instant replays than actually playing the game. [Oct 2001, p.154]
    • Electronic Gaming Monthly
    • 58 Metascore
    • 48 Critic Score
    Perhaps I wasn't clear enough the first time: THIS GAME NEEDS VOICE CHAT. [May 2005, p.135]
    • Electronic Gaming Monthly
    • 53 Metascore
    • 48 Critic Score
    This Frankenstein seems to have been assembled from the Pariah spare-parts bin. [May 2006, p.104]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 48 Critic Score
    Control is stiff and floaty, while boss battles often require stubborn persistence instead of strategy. [July 2004, p.95]
    • Electronic Gaming Monthly
    • 54 Metascore
    • 48 Critic Score
    What we have here is a title that tries hard to impress with its flash, yet stumbles over fundamentally busted gameplay. [June 2005, p.99]
    • Electronic Gaming Monthly
    • 63 Metascore
    • 48 Critic Score
    Ostensibly a real-time strategy title, Future Tactics is really a glorified game of hide-and-seek: You either fall into your enemy's sights or manage to luck out for another turn. [July 2004, p.94]
    • Electronic Gaming Monthly
    • 60 Metascore
    • 48 Critic Score
    The whole package amounts to a single "Vice City" car mission in which you tail jalopies along rigidly scripted trails, but without the room for improvisation you'd find in "GTA." [Nov 2003, p.173]
    • Electronic Gaming Monthly
    • 65 Metascore
    • 48 Critic Score
    The controls are great once you get them customized properly*fire buttons on L1 and R1), with nimble movement and crazy bursts of speed seldom seen outside of anime, but this dexterity is wasted on short missions, bare-bones multiplayer, and the same ol' gameplay AC has been recycling for years. [Apr 2007, p.85]
    • Electronic Gaming Monthly
    • 58 Metascore
    • 48 Critic Score
    The whole package amounts to a single "Vice City" car mission in which you tail jalopies along rigidly scripted trails, but without the room for improvisation you'd find in "GTA." [Nov 2003, p.173]
    • Electronic Gaming Monthly
    • 68 Metascore
    • 48 Critic Score
    From the annoying time management of the schedule-based career mode to the ho-hum training minigames, Smash Court feels like a less entertaining "Virtua Tennis" knock-off. [Aug 2007, p.84]
    • Electronic Gaming Monthly
    • 65 Metascore
    • 48 Critic Score
    The controls are great once you get them customized properly*fire buttons on L1 and R1), with nimble movement and crazy bursts of speed seldom seen outside of anime, but this dexterity is wasted on short missions, bare-bones multiplayer, and the same ol' gameplay AC has been recycling for years. [Apr 2007, p.85]
    • Electronic Gaming Monthly
    • 61 Metascore
    • 48 Critic Score
    Ostensibly a real-time strategy title, Future Tactics is really a glorified game of hide-and-seek: You either fall into your enemy's sights or manage to luck out for another turn. [July 2004, p.94]
    • Electronic Gaming Monthly
    • 74 Metascore
    • 48 Critic Score
    Control is stiff and floaty, while boss battles often require stubborn persistence instead of strategy. [July 2004, p.95]
    • Electronic Gaming Monthly
    • 61 Metascore
    • 48 Critic Score
    The action isn't bad - just appallingly generic. [Jan 2004, p.110]
    • Electronic Gaming Monthly
    • 67 Metascore
    • 48 Critic Score
    The edgy cartoon trappings kept me interested in this game far longer than its actual gameplay. Which is to say, about an hour - or maybe three, if you count the two times I had to restart because I was still figuring out the Story mode's rules that don't let you retry events.
    • 63 Metascore
    • 48 Critic Score
    An epic adventure is hiding in here somewhere, but AI3 doesn't bother getting around to it till it's done boring you. [June 2007, p.91]
    • Electronic Gaming Monthly
    • 73 Metascore
    • 48 Critic Score
    In other words, it's prescribed, with reservations, for patient <i>The Longest Journey</i> zealots only. [Jun 2006, p.115]
    • Electronic Gaming Monthly
    • 51 Metascore
    • 48 Critic Score
    Where Ape Escape Academy should feel like a festive minigame extravaganza, it comes off as more of a collection of half-assed prototypes due to the overly complex challenges, unresponsive controls, and complete lack of coherency. [Feb 2006, p.111]
    • 51 Metascore
    • 48 Critic Score
    While intriguing, the game is never captivating. [June 2007, p.94]
    • Electronic Gaming Monthly
    • 58 Metascore
    • 48 Critic Score
    Played it, beat it, forgot it... Oh, and it has the worst unlockable secret ever - an art gallery of the load screens...that's right, the ones burned into your memory during the long load times. Gee, thanks. [Oct 2003, p.139]
    • Electronic Gaming Monthly
    • 65 Metascore
    • 48 Critic Score
    The game is stupidly, punishingly difficult. And its save "system," pardon my Latin, blows syphilitic goats. [Jan 2004, p.108]
    • Electronic Gaming Monthly
    • 51 Metascore
    • 48 Critic Score
    Too bad the actual b-balling action has been done before and better. [July 2006, p.92]
    • Electronic Gaming Monthly
    • 61 Metascore
    • 48 Critic Score
    Ostensibly a real-time strategy title, Future Tactics is really a glorified game of hide-and-seek: You either fall into your enemy's sights or manage to luck out for another turn. [July 2004, p.94]
    • Electronic Gaming Monthly