Entertainment Weekly's Scores

For 266 reviews, this publication has graded:
  • 54% higher than the average critic
  • 5% same as the average critic
  • 41% lower than the average critic
On average, this publication grades 2.6 points higher than other critics. (0-100 point scale)
Average Game review score: 76
Highest review score: 100 SoulCalibur II
Lowest review score: 16 Superman: The Man of Steel
Score distribution:
  1. Negative: 27 out of 266
266 game reviews
    • 78 Metascore
    • 67 Critic Score
    For the ultimate in ego gratification (yours), MLB 2005 lets you use an Eye-Toy to digitally paste your face onto the body of a young rookie. [16 Apr 2004, p.L2T 19]
    • Entertainment Weekly
    • 88 Metascore
    • 67 Critic Score
    A great looking game that isn't very deep. [19 Apr 2002, p.75]
    • Entertainment Weekly
    • 71 Metascore
    • 67 Critic Score
    Loaded with risque puns and kid-friendly hip-hop slang, TJ&E is fun - but forgettable fun. [1 Nov 2002, p.77]
    • Entertainment Weekly
    • 71 Metascore
    • 67 Critic Score
    Ultimately devolves into the same hack-and-slash tedium seen in the old Sega Genesis games that inspired it. [10 Jan 2003, p.77]
    • Entertainment Weekly
    • 75 Metascore
    • 67 Critic Score
    Unreal II, for all its technical pizzazz, lacks a similar let's-pile-on-the-scares inventiveness... Awakening, we have to say, is anything but. [28 Feb 2003, p.86]
    • Entertainment Weekly
    • 64 Metascore
    • 67 Critic Score
    Console gamers may find its weak graphics and extreme slowness torturous. [20 Sept 2002]
    • Entertainment Weekly
    • 70 Metascore
    • 67 Critic Score
    The formula is getting just a little stale. [29 Nov 2002, p.114]
    • Entertainment Weekly
    • 79 Metascore
    • 67 Critic Score
    While Battle does a serviceable job of distilling the requisite commands into an intuitive sequence of button taps on the controller, it doesn't come close to the convenience of the tried-and-true keyboard and mouse combination. Playing on the 360 feels like flying an airplane using only the ''cabin lights off'' switch.
    • 90 Metascore
    • 67 Critic Score
    While the environments are beautiful, the hackneyed time-travel story line feels shoehorned into the experience... [which] ends up feeling a bit half-baked. [4 Oct 2002, p.158]
    • Entertainment Weekly
    • 74 Metascore
    • 67 Critic Score
    We have to deduct points for the game's flaccid fighting engine, which looks awfully similar to "Ready to Rumble Boxing" and becomes repetitive after about three bouts. [15 Nov 2002, p.144]
    • Entertainment Weekly
    • 73 Metascore
    • 67 Critic Score
    Offers a glimpse of brilliance...but lacks the magic that made the original Genesis classic a Mario-worthy masterpiece. [15 March 2002, p.79]
    • Entertainment Weekly
    • 88 Metascore
    • 67 Critic Score
    While the environments are beautiful, the hackneyed time-travel story line feels shoehorned into the experience... [which] ends up feeling a bit half-baked. [4 Oct 2002, p.158]
    • Entertainment Weekly
    • 74 Metascore
    • 67 Critic Score
    We have to deduct points for the game's flaccid fighting engine, which looks awfully similar to "Ready to Rumble Boxing" and becomes repetitive after about three bouts. [15 Nov 2002, p.144]
    • Entertainment Weekly
    • 88 Metascore
    • 67 Critic Score
    While the environments are beautiful, the hackneyed time-travel story line feels shoehorned into the experience... [which] ends up feeling a bit half-baked. [4 Oct 2002, p.158]
    • Entertainment Weekly
    • 70 Metascore
    • 67 Critic Score
    May not be too deep, but it's relatively easy to play. [4 Oct 2002, p.158]
    • Entertainment Weekly
    • 73 Metascore
    • 67 Critic Score
    DTR is weighted down with too many bad minigames, most of which seem designed with the sole intent of inducing repetitive-stress injuries. [6 Sept 2002, p.89]
    • Entertainment Weekly
    • 69 Metascore
    • 67 Critic Score
    While the graphics and some of the battle moves are impressive, Sonic Battle would have made more sense as a minigame inside the last Sonic GBA release, the infinitely more playable "Sonic Advance 2." [13 Feb 2004, p.L2T 18]
    • Entertainment Weekly
    • 74 Metascore
    • 67 Critic Score
    We have to deduct points for the game's flaccid fighting engine, which looks awfully similar to "Ready to Rumble Boxing" and becomes repetitive after about three bouts. [15 Nov 2002, p.144]
    • Entertainment Weekly
    • 50 Metascore
    • 58 Critic Score
    xXx
    Its uninspired gameplay is capable of inducing a few ZZZs. [16 Sept 2002, p.159]
    • Entertainment Weekly
    • 87 Metascore
    • 58 Critic Score
    While KHII's story and flawless presentation (no camera problems here) ease gamers through the lengthy 30-hour quest, the undercooked gameplay makes it unlikely they'll touch the game again. It's just too easy: lock onto your target and mash the X button as needed. Heal and repeat. This isn't fun — it's tedious.
    • 57 Metascore
    • 58 Critic Score
    After an hour or two of Total Destruction button-mashing, you'll be ready to move on to "Q-Bert."
    • 81 Metascore
    • 58 Critic Score
    When all is said and done, Vendetta is an uninspired wrestling title that lacks Def Jam's trademark sheen. [21 Mar 2003, p.120]
    • Entertainment Weekly
    • 43 Metascore
    • 58 Critic Score
    Not quite the challenge hardcore gamers or fans of the show are looking for. [20 Sept 2002, p.159)
    • Entertainment Weekly
    • 59 Metascore
    • 58 Critic Score
    A first-rate hiking simulator. [28 Feb 2003, p.86]
    • Entertainment Weekly
    • 80 Metascore
    • 58 Critic Score
    When all is said and done, Vendetta is an uninspired wrestling title that lacks Def Jam's trademark sheen. [21 Mar 2003, p.120]
    • Entertainment Weekly
    • 51 Metascore
    • 58 Critic Score
    Most of these minigames are fun and challenging, but the lack of a plot can leave you wondering just where you're going with the gameplay — and some become insanely hard after a couple starter rounds.
    • 69 Metascore
    • 58 Critic Score
    The new-car smell has faded and the series just doesn't move us like it used to. [6 Sept 2002, p.89]
    • Entertainment Weekly
    • 51 Metascore
    • 58 Critic Score
    After an hour or two of Total Destruction button-mashing, you'll be ready to move on to "Q-Bert."
    • 80 Metascore
    • 50 Critic Score
    It's bad enough that you have to sit there and <I>watch</I> as Bond does his thing, but what's really frustrating is that these [cinematic] sequences (parachuting off a skyscraper, somersaulting to avoid gunfire) illustrate precisely the kind of actions that <I>you should be able to control</I>. [22 Nov 2002, p.84]
    • Entertainment Weekly
    • 77 Metascore
    • 50 Critic Score
    Offering gameplay no different than other mindless brawlers, it's sad evidence that this once legendary game is most definitely mortal.
    • 78 Metascore
    • 50 Critic Score
    It's bad enough that you have to sit there and <I>watch</I> as Bond does his thing, but what's really frustrating is that these [cinematic] sequences (parachuting off a skyscraper, somersaulting to avoid gunfire) illustrate precisely the kind of actions that <I>you should be able to control</I>. [22 Nov 2002, p.84]
    • Entertainment Weekly
    • 71 Metascore
    • 50 Critic Score
    Four levels are too few to stay interesting for all 175-plus missions, which are too bloody repetitive. [22 Mar 2002, p.114]
    • Entertainment Weekly
    • 58 Metascore
    • 50 Critic Score
    If only the designers had spent as much time on the gameplay as they did on rendering the abundant female anatomy. [18 Oct 2002, p.124]
    • Entertainment Weekly
    • 73 Metascore
    • 50 Critic Score
    The game misses its mark: Instead of the gritty, scrub-brush humor of a Sergio Leone pic, Revolver feels like a rootin'-tootin' Disneyland ride. [18 June 2004, p.L2T 20]
    • Entertainment Weekly
    • 75 Metascore
    • 50 Critic Score
    Offering gameplay no different than other mindless brawlers, it's sad evidence that this once legendary game is most definitely mortal.
    • 67 Metascore
    • 50 Critic Score
    Features 23 characters who, while lacking artistic detail, still yell, grunt, and move almost exactly like their broadcast counterparts. [17 Jan 2003, p.87]
    • Entertainment Weekly
    • 77 Metascore
    • 50 Critic Score
    It's bad enough that you have to sit there and <I>watch</I> as Bond does his thing, but what's really frustrating is that these [cinematic] sequences (parachuting off a skyscraper, somersaulting to avoid gunfire) illustrate precisely the kind of actions that <I>you should be able to control</I>. [22 Nov 2002, p.84]
    • Entertainment Weekly
    • 74 Metascore
    • 50 Critic Score
    The game misses its mark: Instead of the gritty, scrub-brush humor of a Sergio Leone pic, Revolver feels like a rootin'-tootin' Disneyland ride. [18 June 2004, p.L2T 20]
    • Entertainment Weekly
    • 72 Metascore
    • 50 Critic Score
    If most real-time strategy titles are elaborate versions of rock, paper, scissors, Impossible Creatures is the world's most sophisticated game of rock. [7 Feb 2003, p.90]
    • Entertainment Weekly
    • 71 Metascore
    • 50 Critic Score
    My advice: Wear a helmet while playing, because you'll be banging your head against the TV in frustration. [Summer 2002]
    • Entertainment Weekly
    • 75 Metascore
    • 50 Critic Score
    The only things that are shamelessly exposed are the game's feckless fisticuffs.
    • 67 Metascore
    • 50 Critic Score
    The extra-large level maps offer vertiginous expanses to traverse, and since half the game forces you to zip from ledge to ledge, this leads to nagging depth-perception problems. [15 Nov 2002, p.143]
    • Entertainment Weekly
    • 65 Metascore
    • 50 Critic Score
    The extra-large level maps offer vertiginous expanses to traverse, and since half the game forces you to zip from ledge to ledge, this leads to nagging depth-perception problems. [15 Nov 2002, p.143]
    • Entertainment Weekly
    • 71 Metascore
    • 50 Critic Score
    The cool concept can't sweep away the problems - a poor camera system, kitschy visuals, annoying music, and bland level design. [18 Oct 2002, p.1124]
    • Entertainment Weekly