Stuff's Scores

  • Games
For 431 reviews, this publication has graded:
  • 69% higher than the average critic
  • 2% same as the average critic
  • 29% lower than the average critic
On average, this publication grades 4 points higher than other critics. (0-100 point scale)
Average Game review score: 77
Highest review score: 100 Black
Lowest review score: 0 Killer7
Score distribution:
  1. Negative: 25 out of 431
431 game reviews
    • 71 Metascore
    • 70 Critic Score
    The soundtrack, featuring James Brown and Strawberry Alarm Clock, keeps you going long after the Agent Orange has taken away your ability to feel.
    • 50 Metascore
    • 70 Critic Score
    The narrative is a bit thin—there's a new drug on the street called "Liquid Soul" and your task is to figure out where it's coming from—but once the fists and lead start flying, you won't really give a damn why you're doing what you're doing.
    • 88 Metascore
    • 70 Critic Score
    While playing, we began to wonder whether it would be cooler if the bad guys won? We tried joining forces with them, but died each time. Way to be cliquey, guys.
    • 78 Metascore
    • 70 Critic Score
    This edition costs only $30, but you essentially get one game, with a lot of variants, for the money. If you want to go retro, you should pick up "Midway Arcade Treasures" for more 2-D bang for less buck.
    • 84 Metascore
    • 70 Critic Score
    Much of the run-and-gun action is marvelously good but whenever we were just starting to get comfortable with a level or a particular set of weapons, the game was already zipping us off to someplace new.
    • 76 Metascore
    • 70 Critic Score
    There is never a break in the action, and even with the obvious emphasis on ESP, the bullets never stop flying.
    • 84 Metascore
    • 70 Critic Score
    And speaking of those late stages, don't plan on seeing them. Ever. This game is so controller-bustingly hard that even the one guy in the office who beat "Ninja Gaiden" ended up wetting himself, then shivering in a corner of the Xerox room all afternoon. Which is a real shame, because behind that near-impossible difficulty there's a big, beautiful action game here.
    • 78 Metascore
    • 70 Critic Score
    The developers have managed to squeeze some extra mileage out of the tired "extreme sports" format with a solid racing engine and a trick/combo that will have you linking more tricks together than a prostitute at Charlie Sheen's Playa's Ball.
    • 48 Metascore
    • 70 Critic Score
    At times, the game is more complicated than it needs to be (e.g., top scorer sets the rules, minigames within the game), but there are 20 episodes with over 60 girls displaying their tidbits, many of which are quite tantalizing.
    • 78 Metascore
    • 70 Critic Score
    Using the various bio-augmentations is a hoot (one makes you invulnerable, another slows down time, etc.) Unfortunately, the developers were damn stingy with the save points, which means you'll be replaying some levels more times than you'd like.
    • 66 Metascore
    • 70 Critic Score
    And the online play and Franchise mode are limited compared with the competition. But for a relaunch of an old, broken-down series, it's a screaming slap shot in the right direction.
    • 75 Metascore
    • 70 Critic Score
    While some of the mini-games are curiously compelling—one had us actually blowing into the NDS microphone to snuff out a series of marching candles that were about to set a group of people on fire—there's no reason to ever play it again once the LSD wears off.
    • 61 Metascore
    • 70 Critic Score
    The action is solid—we actually enjoyed the old-school game play—but the sprawling level design cramped our fun. If you miss one of the hostages (and you will), plan on spending about 10 minutes backtracking. Ah, good times.
    • 57 Metascore
    • 70 Critic Score
    Something about the A.E.U.G. rebels doing battle against the elite Titans police force…oh hell, just pass the damn aspirin already. But the gameplay does feature its fair share of bright and shiny explosions.
    • 67 Metascore
    • 70 Critic Score
    Sporting bigger loads than John Holmes (almost all of EA's PSP titles are plagued with long load times), this miniature version of the MVP franchise seems to be trying a little too hard to look good.
    • 83 Metascore
    • 70 Critic Score
    Indeed, the game requires constant shouting into the mike; so you can forget about ever playing this cart on public transporation... unless of course you don't mind being mistaken for an insane person.
    • 83 Metascore
    • 70 Critic Score
    Indeed, the game requires constant shouting into the mike; so you can forget about ever playing this cart on public transporation... unless of course you don't mind being mistaken for an insane person.
    • 83 Metascore
    • 70 Critic Score
    Indeed, the game requires constant shouting into the mike; so you can forget about ever playing this cart on public transporation... unless of course you don't mind being mistaken for an insane person.
    • 77 Metascore
    • 70 Critic Score
    Sneaking up on unsuspecting monkeys, cracking them in the head with your stun club, then scooping them up in your net, we confess, is still as much fun as drinking six happy hour-priced banana daiquiris.
    • 67 Metascore
    • 70 Critic Score
    All told, Galleon provides the standard 30 to 40 hours of game play, a little less if you keep exploration to a minimum.
    • 73 Metascore
    • 70 Critic Score
    The soundtrack, featuring James Brown and Strawberry Alarm Clock, keeps you going long after the Agent Orange has taken away your ability to feel.
    • 51 Metascore
    • 70 Critic Score
    The narrative is a bit thin-there's a new drug on the street called "Liquid Soul" and your task is to figure out where it's coming from-but once the fists and lead start flying, you won't really give a damn why you're doing what you're doing.
    • 80 Metascore
    • 70 Critic Score
    Buy with the knowledge that even the multiplayer mode can’t save some environments from growing stale.
    • 83 Metascore
    • 70 Critic Score
    Much of the run-and-gun action is marvelously good but whenever we were just starting to get comfortable with a level or a particular set of weapons, the game was already zipping us off to someplace new.
    • 68 Metascore
    • 70 Critic Score
    The racing feels bone-dry next to the tastier "Midnight Club 3"; the tracks in Juiced are closed off and clean, giving the game a hygienic feel.
    • 75 Metascore
    • 70 Critic Score
    There is never a break in the action, and even with the obvious emphasis on ESP, the bullets never stop flying.
    • 74 Metascore
    • 70 Critic Score
    The irreverent, goofball sense of humor from the show is intact, which makes up for the sometimes iffy controls.
    • 79 Metascore
    • 70 Critic Score
    Using the various bio-augmentations is a hoot (one makes you invulnerable, another slows down time, etc.) Unfortunately, the developers were damn stingy with the save points, which means you'll be replaying some levels more times than you'd like.
    • 47 Metascore
    • 70 Critic Score
    At times, the game is more complicated than it needs to be (e.g., top scorer sets the rules, minigames within the game), but there are 20 episodes with over 60 girls displaying their tidbits, many of which are quite tantalizing.
    • 77 Metascore
    • 70 Critic Score
    There is never a break in the action, and even with the obvious emphasis on ESP, the bullets never stop flying.