Play Magazine's Scores
- Games
For 2,364 reviews, this publication has graded:
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65% higher than the average critic
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3% same as the average critic
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32% lower than the average critic
On average, this publication grades 2.2 points higher than other critics.
(0-100 point scale)
Average Game review score: 75
| Highest review score: |
Critic Score
100
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|---|---|
| Lowest review score: |
Critic Score
0
|
Score distribution:
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Positive: 1,529 out of 2364
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Mixed: 690 out of 2364
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Negative: 145 out of 2364
2,364
game reviews
- By critic score
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Critic Score 58
Blame slightly unnatural control and a rather generic feeling. [Dec 2003, p.84] -
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Critic Score 58
Though the action is on the repetitive side, unique aspects help the game rise a notch above average. [Nov 2003, p.73] -
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Critic Score 58
Carve's saving grace is its online, multiplayer, handset-compatible, team-based play. [May 2004, p.56] -
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Critic Score 58
Not only is the interface clumsy and hard to view, but the bonus content is poorly edited and sloppily thrown together. [Dec 2003, p.83] -
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Critic Score 58
With a sparse Saturday-morning-cartoon look, the game can become a drag for the adult eye, but just like the best of those cartoons, a certain charm bubbles below the surface. [Jan 2004, p.65] -
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Critic Score 58
If only the targetting system weren't so imprecise and the enemies weren't so overly hidden and prone to outmoded respawn, the fine level design and entertaining scenarios could have commanded much stronger impact. [Nov 2004, p.76] -
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Critic Score 58
New fighting styles, more weapons, added match types, rowdy crowds and some wicked, brutal environmental interactions help make up for the watered-down brawling. [Oct 2004, p.87] -
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Critic Score 58
Central gameplay is little more than repetitive button-mashing that grows old quickly. [Aug 2004, p.58] -
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Critic Score 58
It's a wee bit short and a little slow, but fans should be intrigued by the depth and lore. [Oct 2004, p.75] -
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Critic Score 58
The targeting system, offensive and defensive balance and especially the design are all surprisingly adept, as is the integrated story, about nomadic Earthlings on the run from alien hordes. [June 2004, p.61] -
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Critic Score 58
Bouts of bad behavior distributed between T. Hawk-style fun, the highs and lows of the THUG 2 experience truly boggle the mind with various goals so flawed in execution it feels as if the programmers passed out on their keyboards. [Nov 2004, p.58] -
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Critic Score 58
Basically a run-of-the-mill action title in a heavily armored car that transforms. [Feb 2004, p.47] -
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Critic Score 58
It fails to add up to a truly compelling racer, lacking the graphical polish, deeply sorted physics and versimilitude of McRae. [July 2003, p.79] -
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Critic Score 58
Not even the irreplaceable voice acting of Christopher Walken can rescue the mess of a script driving the action of True Crime, a misguided attempt to share the spotlight with the vastly superior "Grand Theft Auto." [Jan 2004, p.62] -
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Critic Score 58
Though the action is on the repetitive side, unique aspects help the game rise a notch above average. [Nov 2003, p.73] -
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Critic Score 58
Gotcha Force's neat concept didn't follow through in its execution. [Feb 2004, p.46] -
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Critic Score 58
The announcer redefines annoying, the truck models leave much to be desired and the celebration animation's damn funny, but a solid game otherwise. [Mar 2004, p.47] -
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Critic Score 58
With a sparse Saturday-morning-cartoon look, the game can become a drag for the adult eye, but just like the best of those cartoons, a certain charm bubbles below the surface. [Jan 2004, p.65] -
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Critic Score 58
A lack of variety hurts in the end, and while the visual style is enjoyably simple and nicely handled within its constraints, you start to want more meat on the bones. [May 2004, p.56] -
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Critic Score 58
The targeting system, offensive and defensive balance and especially the design are all surprisingly adept, as is the integrated story, about nomadic Earthlings on the run from alien hordes. [June 2004, p.61] -
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Critic Score 58
Bouts of bad behavior distributed between T. Hawk-style fun, the highs and lows of the THUG 2 experience truly boggle the mind with various goals so flawed in execution it feels as if the programmers passed out on their keyboards. [Nov 2004, p.58] -
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Critic Score 55
The control is good, but there is no jump or evasive maneuvers making SOE 2 an altogether innocuous, all too familier assault. [Apr 2006, p.62] -
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Critic Score 55
Blitz: The League crosses the thin line between hardcore and tasteless. [Nov p.94] -
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Critic Score 55
These graphically deficient remakes only half-heartedly capture the greatness of the originals, often feeling like a cheap homage rather than true remakes. [March 2005, p.58] -
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Critic Score 55
As with similar games, the concept is good, but the execution needs to be more compelling. [June 2005, p.56] -
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Critic Score 55
I don't mean to be Captain Bringdown, but even the thought of slaughtering hundreds of people using the same attack over and over again is losing its luster. [May 2006, p.59] -
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Critic Score 55
Tao's is a decent kids' action/RPG but with so much greatness on DS, even that's a stretch. [Apr 2006, p.72] -
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Critic Score 55
This game is more fun with a bunch of friends, but so is going to the DMV or getting a root canal. [May 2006, p.78] -
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Critic Score 55
Imagine trying to perform neurosurgery with mittens and this should hint at what it's like to put video bread into one of Elebits' toasters. [Jan. 2007, p.70] -
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Critic Score 55
It simply wallows in its competence, but doesn't do much - okay, anything - to try and exceed it. [Mar 2007, p.71] -
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Critic Score 55
Blitz: The League crosses the thin line between hardcore and tasteless. [Nov p.94] -
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Critic Score 55
The game can be a murky, sloppy mess, and even when it's trying something interesting, comes off incomplete and badly implemented. [Sept 2005, p.57] -
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Critic Score 55
It's also hella simplistic and the 3D models less than spectacular. [May 2005, p.54] -
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Critic Score 50
The game looks three years old but plays and sounds good enough to hang with, barely. [Feb 2003, p.90] -
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Critic Score 50
The game's battles are simply the best in the turn-based bunch...Oh, how I wish this game was more polished outside of the battles. [Nov 2002, p.85] -
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Critic Score 50
The levels require a lot of unnecessary exploration, setting up missions of collection and inevitable labored backtracking; add a strike for boring objectives that have you scouring confusing areas for far too long. [Oct 2003, p.71] -
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Critic Score 50
The driving and shooting action served up here is fun in its simplicity for a while, but my interest waned before I even finished the first of the game's three seasons. [Nov 2003, p.93] -
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Critic Score 50
Overall, the Code Monkeys have done EA proud. [Dec 2002, p.84] -
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Critic Score 50
There are some good ideas here, but the lack of detail, soft collision (Wolvie sinks ankle-high into any raised surface), murky control and low poly counts make Logan a dull boy. [June 2003, p.58] -
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Critic Score 50
Not that there's anything wrong with cashing in on America's bloodlust, but to call Manhunt a "mature" game, I think, is an affront to mature people. [Jan 2004, p.65] -
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Critic Score 50
Not a poorly constructed game at all, but more of an esoteric offering for the console gamer with exceptional patience and desire for a game that demands meticulous strategy. [Nov 2002, p.90] -
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Critic Score 50
Sure, it's fast and the courses have all the dips and loops that one would expect, but there's no satisfaction in the piloting of the craft. [Jan 2003, p.79] -
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Critic Score 50
There's nothing wrong with simple two-button combat in the spirit of the classic hack 'n' slash, but there is something wrong with making it so mechanical and lifelessly staged. [Dec 2003, p.85] -
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Critic Score 50
With character models that look like they crawled off the Dreamcast, muddy textures and minor but frequent collision issues, this is not exactly a pretty game. [Jan 2004, p.70] -
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Critic Score 50
Can be summed up rather easily: great in the air, bad on the ground. [Nov 2002, p.94] -
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Critic Score 50
It looks surprisingly nice and is designed well enough, but do you really want to visit My Street? [Apr 2003, p.63] -
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Critic Score 50
Dead to Rights is no "Max Payne." It tries to be when it's not being a mediocre melange of mini-games or a reheated crime story, but for the most part it's just generic. [Jan 2003, p.79] -
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Critic Score 50
Most disappointing, the drab use of color and flat architecture design show a basic lack of aesthetic awareness. [Aug 2003, p.77] -
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Critic Score 50
The experience comes across as rather dry, and while I don't need sizzle when I have steak, the boxing-like gameplay is also pretty drab. [July 2003, p.79] -
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Critic Score 50
There just isn't anything exciting about controlling these nondescript racers. [Jan 2003, p.78] -
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Critic Score 50
The story is way overdone and weighs down the gameplay..., and convoluted specifics of progression are unnecessary given the game's linear structure. [Nov 2003, p.93] -
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Critic Score 50
A stilted story of amnesia, magic, and finding the meaning of existence plague the more positive points, the highest being, once again, the entertaining battle system. [Nov 2002, p.96] -
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Critic Score 50
While prep time is nothing new to RTS fans, the amount of time needed for WKB seems excessive, and the tutorials along with the early missions do a very poor job of training new players. [Dec 2003, p.92] -
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Critic Score 50
The main problem with the game is that it gets old really fast. [Apr 2004, p.64] -
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Critic Score 50
This is a repetitious, laborious adventure, riddled with poor character models (what they've done to Kate Beckinsale is a crime...that hair!), shoddy collision and sub-par animation. [July 2004, p.73] -
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Critic Score 50
Whether head shot or grenade to the feet or shotgun blast at point-blank, aiming your weapon never feels efficiently precise. [Dec 2004, p.60] -
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Critic Score 50
The production's decent enough, but there's such a sense of mechanical design, with flat personality and little flair. [Jan 2004, p.67] -
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Critic Score 50
It feels like you're constantly going through the same motions - although there are some really cool sequences. [Oct 2004, p.75] -
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Critic Score 50
Say hello to our little friend, great disappointment. [Oct. 2006, p.60] -
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Critic Score 50
Far and away the best game in the series, but unfortunately, the creators have still neglected to address the lackluster fighting at the core. [Jan 2005, p.68] -
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Critic Score 50
Even the greatest hockey player ever couldn't help 989 find its much-needed groove. [Jan 2005, p.85] -
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Critic Score 50
With MAT 3, the definition of treasure is stretched thin enough to cover the distance from, say, New York to Disappointmentvile. [Oct 2005, p.70] -
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Critic Score 50
This portable "Getaway" has its share of ugly gangster gameplay and bullet holes. [Nov. 2006, p.99] -
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Critic Score 50
In the final analysis, Mobile Suit Gundam: Crossfire is just not worth your time...and this coming from a Gundam maniac. [Jan. 2007, p.73] -
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Critic Score 50
This sequel simply didn't need to happen. [June 2007, p.80] -
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Critic Score 50
As much hype as the gesture system has generated, using the Wiimote to play a fighting game designed for a standard interface just doesn't work. [June 2007, p.80] -
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Critic Score 50
Turning Point's theme of an alternate reality had some possibilities, but even within this fiction you just end up doing uninspired and overworked shootouts. [Apr 2008, p.63] -
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Critic Score 50
Turning Point's theme of an alternate reality had some possibilities, but even within this fiction you just end up doing uninspired and overworked shootouts. [Apr 2008, p.63] -
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Critic Score 50
If drinking out of a giant-size Taco Bell cup that displays The Missing Link and his big sweet smile doesn’t sound like a completely humiliating experience to you, then MvA might make a decent addition to your game collection. But for the hardcore gamer - pass. -
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Critic Score 50
If drinking out of a giant-size Taco Bell cup that displays The Missing Link and his big sweet smile doesn’t sound like a completely humiliating experience to you, then MvA might make a decent addition to your game collection. But for the hardcore gamer - pass. -
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Critic Score 50
Looks good and handles well, but when it comes to the union of cart racing and flying, the game just doesn't gel. [March 2005, p.66] -
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Critic Score 50
Though far from bad, A Sound of Thunder just seems to be going through the motions to deliver an isometric adventure game filled with fetch quests amidst bland levels and typical looking puzzles. [Apr 2004, p.71] -
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Critic Score 50
Almost an exact clone of the previous game - the modes, the moves, the detailed but somewhat stiff animation, even half the character roster. [Nov 2004, p.90] -
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Critic Score 50
Though the gameplay starts out basic, it does pick up halfway through as Luke gains more abilities, yet never ends up being anything more than average. [Nov 2004, p.89] -
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Critic Score 50
If you want Metroid, get "Zero Mission" instead. [Dec 2004, p.100] -
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Critic Score 50
Extremely slippery controls make handling both the chopper and the plane a chore. [Feb 2005, p.80] -
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Critic Score 50
A competent game, but it's also thoroughly forgettable. [May 2005, p.73] -
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Critic Score 50
Due to adjustments made to the diagnosis, vertical movement is often an exercise in frustration. [Aug 2004, p.61] -
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Critic Score 50
A tinge of "Eent Horizon" looms in the air, but is under-realized due to the puzzling nature of the control. [Mar 2003, p.64] -
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Critic Score 50
Manages to get old before it even gets going, due to a clunky interface, poor design, and one of the hokiest English dubs in recent memory. [May 2003, p.61] -
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Critic Score 50
Not a poorly constructed game at all, but more of an esoteric offering for the console gamer with exceptional patience and desire for a game that demands meticulous strategy. [Nov 2002, p.90] -
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Critic Score 50
There are some good ideas here, but the lack of detail, soft collision (Wolvie sinks ankle-high into any raised surface), murky control and low poly counts make Logan a dull boy. [June 2003, p.58] -
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Critic Score 50
There are just too many design flaws within the monotony of the dungeon-crawling template. [Oct 2003, p.73] -
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Critic Score 50
The driving and shooting action served up here is fun in its simplicity for a while, but my interest waned before I even finished the first of the game's three seasons. [Nov 2003, p.93] -
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Critic Score 50
When you take into account the humor, the budget price and the ability to beat your (least) favorite celebrity into a bloody clay pulp, there's certainly fun to be had. [Dec 2003, p.81] -
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Critic Score 50
There's nothing wrong with simple two-button combat in the spirit of the classic hack 'n' slash, but there is something wrong with making it so mechanical and lifelessly staged. [Dec 2003, p.85] -
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Critic Score 50
There's a cartoon approach to the combat and presentation that kind of works at first, but again, it all comes to a halt once the old-school charm wears thin. [Dec 2003, p.83] -
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Critic Score 50
The story is way overdone and weighs down the gameplay..., and convoluted specifics of progression are unnecessary given the game's linear structure. [Nov 2003, p.93] -
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Critic Score 50
Unreal II's biggest fault is the lifeless visual design: the use of color is ugly at times, the enemies aren't appealing and movie clunkily, exhibiting spotty AI to add to the flaws. [Apr 2004, p.64] -
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Critic Score 50
This is a repetitious, laborious adventure, riddled with poor character models (what they've done to Kate Beckinsale is a crime...that hair!), shoddy collision and sub-par animation. [July 2004, p.73] -
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Critic Score 50
It feels like you're constantly going through the same motions - although there are some really cool sequences. [Oct 2004, p.75] -
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Critic Score 50
The production's decent enough, but there's such a sense of mechanical design, with flat personality and little flair. [Jan 2004, p.67] -
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Critic Score 50
Be sure you're Live before even thinking about playing. [June 2005, p.88] -
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Critic Score 50
Say hello to our little friend, great disappointment. [Oct. 2006, p.60] -
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Critic Score 50
With MAT 3, the definition of treasure is stretched thin enough to cover the distance from, say, New York to Disappointmentvile. [Oct 2005, p.70] -
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Critic Score 50
It works on a certain level; if only the game had a better soundtrack (much better), a more organic feel (it's very antiseptic), a strafe, a better flow and a tad more diversity. [Aug 2003, p.76] -
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Critic Score 50
Repetitive dungeon schemes and three-year-old technology. [Dec 2002, p.86] -
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Critic Score 50
There are some good ideas here, but the lack of detail, soft collision (Wolvie sinks ankle-high into any raised surface), murky control and low poly counts make Logan a dull boy. [June 2003, p.58] -
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Critic Score 50
The game is still traeemark Army Men clunky, but you can look past the sloppier qualities - it still smacks of low-key production value - and enjoy the ceaseless combat for its base appeal. [June 2003, p.56] -
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Critic Score 50
Kain is stiff when mutilating the townspeople, and the clunky character designs collapse the mood even more. [Jan 2003, p.76] -
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Critic Score 50
It's totally spastic, and not in a good "Marvel vs. Capcom" way, but rather in a button-mashing, uncontrollably random sort of way. [Aug 2003, p.76] -
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Critic Score 50
If this was simply a run-and-gun action game, Conflict: DS wouldn't survive its mediocre moments, but the presence of units of up to four who require steady management carry the game. [June 2003, p.57] -
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Critic Score 50
While DX is polished somewhat, the ancillary models reamain in a sad state, the pop-up is rampant, the special effects dated, and the collision detection, sadly, is still far from acceptable. [July 2003, p.78] -
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Critic Score 50
The bosses are cool and Hunter has an expectedly grimy, dark edge, but it looked and felt better on Xbox. [Jan 2003, p.81] -
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Critic Score 50
The story is way overdone and weighs down the gameplay..., and convoluted specifics of progression are unnecessary given the game's linear structure. [Nov 2003, p.93] -
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Critic Score 50
It feels like you're constantly going through the same motions - although there are some really cool sequences. [Oct 2004, p.75] -
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Critic Score 50
With MAT 3, the definition of treasure is stretched thin enough to cover the distance from, say, New York to Disappointmentvile. [Oct 2005, p.70] -
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Critic Score 50
The production's decent enough, but there's such a sense of mechanical design, with flat personality and little flair. [Jan 2004, p.67] -
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Critic Score 45
Takes the action-shooter genre and shoves it straight through the Blanderizer 6235 to ensure any sense of novelty possibly contained therein meets is brutal end. [May 2005, p.50] -
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Critic Score 45
Hip-hop-fueld thug culture that seems too forced to come anywhere but from a marketer's meeting. [Oct 2005, p.69] -
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Critic Score 45
Comes close to hitting the mark, but misses by the fine details that separate the good from the mediocre. [May 2005, p.69] -
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Critic Score 45
It just doesn't gel, with misshapen models, repetitive, bland music and a watered-down story that struggles to maintain a "thug-like" quality through forced profanity. [Sept 2005, p.56] -
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Critic Score 45
A bare-bones run-of-the-mill 3D puzzle-actioner saturated with eye-bleeding color and overflowing with tired devices and clunky gameplay. [Sept 2005, p.56] -
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Critic Score 45
The game, however, also gleefully stomps over its source material when it allows these same tiny hobbits to impede the path of a huge and insanely powerful Balrog. [Jan 2006, p.53] -
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Critic Score 45
Drakengard 2 picks up where its predecessor left off, warts and all. [Apr 2006, p.63] -
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Critic Score 45
The Lethal Alliance of uninspired third-person shooting and dull platforming elements pretty much dooms the newest Star Wars game. [Feb 2007, p.44] -
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Critic Score 45
Bladestorm: The Hundred Years' War allows players to win most, if not all, of its battles solely by holding down the right bumper button on the Xbox 360 controller. [Nov 2007, p.73] -
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Critic Score 45
Anyway, not to belabor the point, but the most golden of compasses will point in the only direction that truly matters. Away. [Jan 2008, p.51] -
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Critic Score 45
Anyway, not to belabor the point, but the most golden of compasses will point in the only direction that truly matters. Away. [Jan 2008, p.51] -
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Critic Score 45
My feelings are a lot less mixed about the fact that the Anniversary project is basically just a PSP post of "Dawn of Souls" with the two games sold separately. [June 2007, p.83] -
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Critic Score 45
Some decent ideas do fight there way to the surface. [Aug 2007, p.68] -
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Critic Score 45
Some decent ideas do fight there way to the surface. [Aug 2007, p.68] -
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Critic Score 45
Some decent ideas do fight there way to the surface. [Aug 2007, p.68] -
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Critic Score 45
Briefly interesting, until repetitive, unimaginative mechanics make the experience more closely resemble prostitution than actual gameplay. Ok if you’re looking for a cheap thrill (or a rental)...for everyone else, you’re advised to look elsewhere. -
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Critic Score 45
Briefly interesting, until repetitive, unimaginative mechanics make the experience more closely resemble prostitution than actual gameplay. Ok if you’re looking for a cheap thrill (or a rental)...for everyone else, you’re advised to look elsewhere. -
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Critic Score 45
Hip-hop-fueld thug culture that seems too forced to come anywhere but from a marketer's meeting. [Oct 2005, p.69] -
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Critic Score 45
It just doesn't gel, with misshapen models, repetitive, bland music and a watered-down story that struggles to maintain a "thug-like" quality through forced profanity. [Sept 2005, p.56] -
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Critic Score 45
A bare-bones run-of-the-mill 3D puzzle-actioner saturated with eye-bleeding color and overflowing with tired devices and clunky gameplay. [Sept 2005, p.56] -
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Critic Score 45
Takes the action-shooter genre and shoves it straight through the Blanderizer 6235 to ensure any sense of novelty possibly contained therein meets is brutal end. [May 2005, p.50] -
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Critic Score 45
A bare-bones run-of-the-mill 3D puzzle-actioner saturated with eye-bleeding color and overflowing with tired devices and clunky gameplay. [Sept 2005, p.56] -
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Critic Score 42
Just like in real life, the Corvettes on display possess wicked oversteer and, adding insult to injury, grace some of the most lackluster course designs I've ever traversed while good-'ol-boy rock and swanky sax music crackles in the background. [June 2004, p.61] -
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Critic Score 42
Takes the shallow one-on-one fighting action of its predecessor and repackages it with essentially no noteworthy enhancements to the fighting engine or visuals... Disappointing. [Dec 2003, p.82] -
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Critic Score 42
Inconsistent AI, weak defense, lame freestyle moves - bottom line is the game is incredibly sloppy. [Dec 2003, p.98] -
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Critic Score 42
Though the doggie animation is realistic, the graphics are sub-first-gen quality, the first-person "Smellovision" view is misguided and the platforming always stays pretty basic. [Oct 2004, p.76] -
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Critic Score 42
Setting a game on the moon is a great idea, but even this setting is wasted. [Oct 2004, p.77] -
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Critic Score 42
Far too many key elements are poorly executed. [Nov 2004, p.87] -
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Critic Score 42
I suppose MMBCC pulls off the light strategy it's attempting well enough, but I'm afraid that doesn't make it any more fun to play. [Jan 2004, p.76] -
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Critic Score 42
Instead of proceeding to that final stage, I was told to backtrack through the entire game, beat every minigame two more times, and then trudge all the way back. Sorry, but that's not fun - that's lazy desing and artifical lengthening through tedious repetition. [June 2004, p.72] -
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Critic Score 42
We're treated to slow-paced gameplay hindered by arbitrary rules - having to start every stage without your weapon, and being forced to sneak around the level to find it, is a huge contrivance. [Nov 2004, p.90] -
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Critic Score 42
This isn't an awful game, just so average, rough and predictable at everything it does that you find yourself quickly ready to call it quits. [Sept 2003, p.81] -
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Critic Score 42
Budokai has style, but the substance is almost non-existent. [Nov 2003, p.92] -
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Critic Score 42
I kept waiting for a real adventure to unfold, but it never materialized. [Sept 2004, p.73] -
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Critic Score 40
Besides a real lack of polish on the models and backgrounds in Dimension, it just feels mediocre when stacked against competition like "DOA," "Kakuto Chojin," and "MK Deadly Alliance." [Jan 2003, p.81] -
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Critic Score 40
I’d have enjoyed movie tie-ins as well, like Michael Ironside barking out the mission briefings. [Feb 2002, p.62] -
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Critic Score 40
The graphics, though slick, lack the sort of interest I expected and are actually quite bland. [Feb 2002, p.62] -
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Critic Score 40
There just isn’t anything about this game that excites the way a jet-ski racer should. [Feb 2002, p.62] -
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Critic Score 40
Sometimes a mindless shooter does have an appeal, but MiB II needs more juice in its tank. [Aug 2002, p.71] -
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Critic Score 40
The game is in serious need of some diversity – namely, some platforming and/or puzzle elements. [Apr 2002, p.59] -
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Critic Score 40
The game falls apart in its execution. Quite frankly, it's not very fun to play. [Dec 2002, p.90] -
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Critic Score 40
Levels so sparse they should run at 30, the models are bad, and there's loading where there should be none. [Feb 2003, p.90] -
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Critic Score 40
The framerate clicks in at a slow 30-fps, the controls are shifty, and the graphics are ordinary. [Feb 2002, p.61] -
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Critic Score 40
There's a lack of polish on display here, AI and collision problems, and the platforming is ugly. [Aug 2002, p.70] -
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Critic Score 40
I like the idea behind this game well enough, but the generic packaging leaves it stalled. [Feb 2003, p.91] -
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Critic Score 40
Flat control, annoying fish-eye perspective, and a schizophrenic camera that never settles down. [Jan 2003, p.80] -
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Critic Score 40
Not a whole lot went right here, other than the cinemas, which are gorgeous. [July 2002, p.82] -
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Critic Score 40
The antiseptic chill of the game eventually takes its toll as well, finally sending this monotonous five hour experience into the deep freeze. [Mar 2003, p.65] -
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Critic Score 40
In a game that is billed as a "true filmic crossover," neither the story nor the play provide any pull, and their inability to work in tandem reveals the cracks even deeper. [Mar 2003, p.44] -
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Critic Score 40
There's a big list of moves and attacks, but you never find any worthwhile ways to use them as the game devolves into tiresome plough-ahead combat. [June 2005, p.56] -
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Critic Score 40
I think it's time somebody rethought this license. DBZ fans deserve much better. [May 2005, p.50] -
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Critic Score 40
I hadn't played an all-stylus game until now, but having done so, I can officially state tht I find it utterly joyless. [May 2005, p.72] -
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Critic Score 40
Testosterone carries Warning. It does not carry it very far, nor very fast. [Nov p.88] -
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Critic Score 40
Mundane battle exercises. [Aug 2006, p.64] -
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Critic Score 40
Exasperating mini-games; bad AI, camera jams, and a slap in the face story to any fan...This is not good...no--this is really not good. [Apr 2006, p.63] -
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Critic Score 40
Solid control, excellent animation, and a fittingly cute soundtrack. [Aug 2002, p.76] -
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Critic Score 40
Doesn't anyone, anywhere, give a rat's ass about this franchise anymore? [Aug 2002, p.76] -
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Critic Score 40
xXx is so cookie-cutter action, it's actually sad... The 2D portions are just total crap. [Oct 2002, p.86] -
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Critic Score 40
For the GBA, 'Zilla should have been planned as a no-nonsense 2D beat-'em-up. This just isn't fun. [May 2003, p.63] -
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Critic Score 40
There are a few minor twists in the Anniversary Mode, such as the ability to use the Spin Dash that was introduced later in the series, but none of it matters when the fundamentals are so thoroughly screwed. [Dec. 2006, p.92] -
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Critic Score 40
The novelty of Smuggler's Run just doesn't have octane to last. [Feb 2002, p.67] -
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Critic Score 40
Unless you stay within the given path, you're guaranteed to lose every race. [Feb 2002, p.66] -
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Critic Score 40
Graphics and sound it has, but fun is in short supply. [April 2002, p.66] -
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Critic Score 40
I hate to be the bearer of bad news for WWF fans, but Raw falls well short of expectations. [Apr 2002, p.62] -
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Critic Score 40
It’s also home to some of the most pathetic voice acting I’ve ever heard. [Feb 2002, p.59] -
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Critic Score 40
If you LOVE Bruce Lee, okay, if not - pass.[Aug 2002, p.71] -
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Critic Score 40
The missin objectives leave no room to breathe and take in all the loveliness; the physics on the robot are too floaty given its awesome scale; and the difficulty becomes insane too quickly. [Aug 2002, p.70] -
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Critic Score 40
A great technology demo for the box, and the best demo derby game around. [July 2002, p.82] -
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Critic Score 40
I find Spy Hunter somewhat an exercise in memorization as you traverse each trecherous path discovering which weapon to use where. [May 2002, p.58] -
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Critic Score 40
Besides a real lack of polish on the models and backgrounds in Dimension, it just feels mediocre when stacked against competition like "DOA," "Kakuto Chojin," and "MK Deadly Alliance." [Jan 2003, p.81] -
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Critic Score 40
An extended session with Misters Been There Done That. [Dec 2005, p.66] -
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Critic Score 40
Its focus is clunky, and the disparate connection to your teammates sabotages the elements that game does get right. [Aug 2002, p.71] -
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Critic Score 40
Chief among its problems is an unconvincing graphical presentation. [Feb 2002, p.61] -
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Critic Score 40
There's a big list of moves and attacks, but you never find any worthwhile ways to use them as the game devolves into tiresome plough-ahead combat. [June 2005, p.56] -
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Critic Score 40
I think it's time somebody rethought this license. DBZ fans deserve much better. [May 2005, p.50] -
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Critic Score 40
Exasperating mini-games; bad AI, camera jams, and a slap in the face story to any fan...This is not good...no--this is really not good. [Apr 2006, p.63] -
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Critic Score 40
This truly is a shell of the other two console versions, so I beg you to pass. [Oct 2002, p.84] -
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Critic Score 40
Besides a real lack of polish on the models and backgrounds in Dimension, it just feels mediocre when stacked against competition like "DOA," "Kakuto Chojin," and "MK Deadly Alliance." [Jan 2003, p.81] -
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Critic Score 40
If Gauntlet were a used car, It'd be a '72 Pinto with 400,000 miles on it. [May 2002, p.58] -
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Critic Score 40
Flat control, annoying fish-eye perspective, and a schizophrenic camera that never settles down. [Jan 2003, p.80] -
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Critic Score 40
Why does the house of "Metal Gear," "Z.O.E.," "Contra," "Silent Hill," and "Castlevania" need to bestow upon us such mediocre kiddy fare as this? [Jan 2003, p.81] -
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Critic Score 40
The play is slow, rubbery, and uneventful. [May 2003, p.62] -
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Critic Score 40
I think it's time somebody rethought this license. DBZ fans deserve much better. [May 2005, p.50] -
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Critic Score 38
The game, like the movie it was also inspired by, has failed to properly tap into the vivid, dark energy of the comic book. [Feb 2005, p.62] -
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Critic Score 38
It's almost like they picked parts of the first that worked really well, and then broke them. [Feb 2005, p.67] -
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Critic Score 38
The game, like the movie it was also inspired by, has failed to properly tap into the vivid, dark energy of the comic book. [Feb 2005, p.62] -