PSM Magazine's Scores

  • Games
For 1,325 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 3.1 points lower than other critics. (0-100 point scale)
Average Game review score: 71
Highest review score: 100 Metal Gear Solid 3: Snake Eater
Lowest review score: 20 Sonic the Hedgehog
Score distribution:
1325 game reviews
    • 76 Metascore
    • 80 Critic Score
    Its improvements to the series are substantial. [Sept 2002, p.30]
    • PSM Magazine
    • 60 Metascore
    • 50 Critic Score
    No longer an utter mess, but it still isn't in the same league as the top PS2 football games. [Oct 2002, p.30]
    • PSM Magazine
    • 95 Metascore
    • 90 Critic Score
    Madden 2003 is not only the deepest football game ever made, but it may also be the deepest PS2 game ever made. [Sept 2002, p.20]
    • PSM Magazine
    • 71 Metascore
    • 70 Critic Score
    We would like to have seen a bit more effort put into the dynasty mode. [Oct 2002, p.35]
    • PSM Magazine
    • 83 Metascore
    • 80 Critic Score
    The visuals come up a bit short with aliasing problems and shimmering...Despite its problems, this is still the best tennis experience on the PS2, period. [Sept 2002, p.31]
    • PSM Magazine
    • 80 Metascore
    • 60 Critic Score
    The combat is actually the biggest letdown: while relying on an interesting mechanic, it just doesn't hold up for an entire game. [August 2002, p.23]
    • PSM Magazine
    • 63 Metascore
    • 80 Critic Score
    It stacks up well against the graphics of something like "Syphon Filter," which is what it ought to be compared to. [August 2002, p.20]
    • PSM Magazine
    • 91 Metascore
    • 90 Critic Score
    The passing game's sharp, the running game's well balanced, and even the kick return game is more exciting that it is in the pros. [Sept 2002, p.26]
    • PSM Magazine
    • 50 Metascore
    • 40 Critic Score
    Sloppy, nonintuitive control and monotonous, room-clearing gameplay make it a chore to play. It's also unnecessarily difficult. [Sept 2002, p.31]
    • PSM Magazine
    • 63 Metascore
    • 70 Critic Score
    LLike an evolved "Power Stone." It's also pretty good. [Sept 2002, p.31]
    • PSM Magazine
    • 72 Metascore
    • 80 Critic Score
    The upgraded graphical presentation and more RPG-like aspect of upgrading characters and abilities really puts it over the top. [August 2002, p.22]
    • PSM Magazine
    • 75 Metascore
    • 70 Critic Score
    What covers most for its faults are its replay value and abundant personality. [August 2002, p.20]
    • PSM Magazine
    • 77 Metascore
    • 80 Critic Score
    The most fun we've had playing a baseball game this year. [August 2002, p.22]
    • PSM Magazine
    • 33 Metascore
    • 30 Critic Score
    A collection of terribly constructed animations, horribly limited replay, and a create-a-boxer mode that's shallower than it first seems. [Sept 2002, p.31]
    • PSM Magazine
    • 71 Metascore
    • 70 Critic Score
    Just even barely hitting anything and your car explodes into pieces. Put frankly, this just makes the game unnecessarily frustrating. [August 2002, p.21]
    • PSM Magazine
    • 81 Metascore
    • 70 Critic Score
    Its similarity to last year's game could put off players who've seen an done this all before. [Sept 2002, p.31]
    • PSM Magazine
    • 81 Metascore
    • 70 Critic Score
    As expected, Freekstyle merely tweaks Big's entirely familiar, albeit brilliant, formula. [July 2002, p.34]
    • PSM Magazine
    • 83 Metascore
    • 70 Critic Score
    The adrenaline-pumping thrill, sensory bombardment, and frantic combat have been cranked up for PS2. [June 2002, p.34]
    • PSM Magazine
    • 64 Metascore
    • 70 Critic Score
    Despite these quibbles, we can't seem to stop playing FireBlade - check it out. [August 2002, p.22]
    • PSM Magazine
    • 64 Metascore
    • 70 Critic Score
    Extremely pretty, one of the smoothest engines produced for a PS2 racer, but AI issues and championship design leave something to be desired. [July 2002, p.40]
    • PSM Magazine
    • 57 Metascore
    • 60 Critic Score
    It's "Time Crisis II," only not quite. [August 2002, p.20]
    • PSM Magazine
    • 68 Metascore
    • 80 Critic Score
    A deeper game than any of its UFC predecessors, but it comes with a diminished graphical punch. [July 2002, p.36]
    • PSM Magazine
    • 59 Metascore
    • 50 Critic Score
    There's hardly any creativity to hold it together. [June 2002, p. 40]
    • PSM Magazine
    • 74 Metascore
    • 70 Critic Score
    It has unusually charming gameplay, and lots of atmospheric mileage despite cut-rate production values. [July 2002, p.39]
    • PSM Magazine
    • 78 Metascore
    • 70 Critic Score
    A rather enjoyable, if not totally innovative, experience. [June 2002, p.39]
    • PSM Magazine
    • 88 Metascore
    • 80 Critic Score
    I actually found myself sweating from nervousness and trembling from fear during many of the levels. [July 2002, p.32]
    • PSM Magazine
    • 85 Metascore
    • 90 Critic Score
    Despite some technical hiccups, Aggressive Inline still shines as one of the best and most challenging "extreme" titles on PS2. [August 2002, p.19]
    • PSM Magazine
    • 73 Metascore
    • 70 Critic Score
    The radar detector and cop chases that the series introduced are back..., but other than that, there isn't a lot that sets this racer apart from the pack. [July 2002, p.37]
    • PSM Magazine
    • 69 Metascore
    • 60 Critic Score
    I enjoyed this game up until the halfway point. Then, the sheer lack of any really new gameplay mechanics and the amazing repetitiveness of collecting really got to me. [July 2002, p.40]
    • PSM Magazine
    • 74 Metascore
    • 80 Critic Score
    While it doesn't bring anything truly groundbreaking to the genre, it's executed pretty damn well, overall. [June 2002, p.30]
    • PSM Magazine

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