The New York Times' Scores

For 293 reviews, this publication has graded:
  • 44% higher than the average critic
  • 3% same as the average critic
  • 53% lower than the average critic
On average, this publication grades 3.1 points higher than other critics. (0-100 point scale)
Average Game review score: 77
Highest review score: 100 Burnout 3: Takedown
Lowest review score: 35 Harvey Birdman: Attorney at Law
Score distribution:
  1. Negative: 6 out of 293
293 game reviews
    • 86 Metascore
    • 83 Critic Score
    The game does ask the player to make choices, but they seem best decided by a coin toss, as there are no practical or moral reasons to choose a particular path. While a theme of duality runs through the game, it is more narrative conceit than game-play enhancement.
    • 86 Metascore
    • 88 Critic Score
    Canvas Curse is tremendous fun.
    • 86 Metascore
    • 70 Critic Score
    In spite of rave reviews it’s a fairly pedestrian humans-versus-aliens first-person shooter that brings nothing new to the genre. The artificial intelligence of combatants is lackluster, and the semi-sepia-toned graphics are surprisingly unimpressive, no better than what you would see on the five-year-old Xbox.
    • 86 Metascore
    • 80 Critic Score
    While most such games overlay this free-form world with rigidly structured missions, Mercenaries allows the player almost as much freedom in action as it does in travel.
    • 86 Metascore
    • 60 Critic Score
    Though I loved the original, I was less enthralled by the sequel. It felt too much like a typical role-playing dungeon crawl, in which you go from room to room fighting endless battles.
    • 86 Metascore
    • 86 Critic Score
    Retains most of the original's brilliance, though it isn't quite as funny.
    • 86 Metascore
    • 80 Critic Score
    I've never seen a control scheme like that before, but then I've never seen a game where you could roll a ball over a cat before.
    • 86 Metascore
    • 90 Critic Score
    While Skate has some small flaws (it would have been a good idea to make your skater translucent whenever he blocks something important on screen), it is rare to find a game that comes so close to doing everything right.
    • 86 Metascore
    • 87 Critic Score
    The complex chesslike game play is as terrific as ever, but what sets Ruin apart is a radical change in tone. The previous games all had a cutesy style and a negligible story, but Ruin details a grim post-apocalyptic world where survivors struggle to find food and avoid a deadly parasite that turns people into flower-bedecked corpses.
    • 86 Metascore
    • 83 Critic Score
    The game does ask the player to make choices, but they seem best decided by a coin toss, as there are no practical or moral reasons to choose a particular path. While a theme of duality runs through the game, it is more narrative conceit than game-play enhancement.
    • 85 Metascore
    • 63 Critic Score
    So I fought, each time sitting through an unskippable 30-second scene of the fight's start and then getting killed within a minute. I did this about 70 times. My body trembling from tension and exhaustion, I kept playing not because it was any fun but simply because it was my job, and when after three hours I finally won I experienced not victorious joy but simply relief that it was over. I felt all the considerable pleasure the game had given me had been taken back.
    • 85 Metascore
    • 85 Critic Score
    The second season has increased the difficulty with each episode, and Beelzebub has some really tricky puzzles.
    • 85 Metascore
    • 86 Critic Score
    Daxter, developed by Ready at Dawn Studios, is far closer in spirit to the original game than "Jak II" or "Jak 3," with wacky humor and imaginative puzzles and action that are challenging without being torturous.
    • 85 Metascore
    • 80 Critic Score
    I am a great fan of thoughtful, intricate games, yet there is an undeniable power in the visceral thrill of blasting robots, ramming into flatbed trucks and disrobing Bugs Bunny.
    • 85 Metascore
    • 90 Critic Score
    The controls feel less random and demand some extra skill, particularly in the countering system that allows one to block a punch and use its momentum to throw an opponent. The game lacks the intuitive feel of similar fighting series like Tekken and Soul Calibur, but it is still tremendous fun.
    • 85 Metascore
    • 70 Critic Score
    It is interesting but not absorbing.
    • 85 Metascore
    • 88 Critic Score
    This approach is similar to chess, but there are far more variables.
    • 85 Metascore
    • 70 Critic Score
    But just keeping the player's attention is not enough to make a great game, and the tragedy of Indigo is that it so wants to be one.
    • 85 Metascore
    • 63 Critic Score
    So I fought, each time sitting through an unskippable 30-second scene of the fight's start and then getting killed within a minute. I did this about 70 times. My body trembling from tension and exhaustion, I kept playing not because it was any fun but simply because it was my job, and when after three hours I finally won I experienced not victorious joy but simply relief that it was over. I felt all the considerable pleasure the game had given me had been taken back.
    • 85 Metascore
    • 79 Critic Score
    Parts of the game are remarkably tedious, like a series of easy duels that wears out its welcome by the first duel. The game also refuses to let you skip expository scenes you’ve already witnessed, which is particularly unfortunate since the story and dialogue are rather dull. While all this keeps Super Paper Mario from being a great game, the imaginative level design, clever ideas and varied locations still make it a very good one.
    • 85 Metascore
    • 79 Critic Score
    [The save structure] makes for a fascinating but infuriating experience reminiscent of the movie “Groundhog Day”; you have to keep reliving the same three days over and over, each time saving a few more people and killing a few more psychopaths until you perfect your game.
    • 85 Metascore
    • 63 Critic Score
    So I fought, each time sitting through an unskippable 30-second scene of the fight's start and then getting killed within a minute. I did this about 70 times. My body trembling from tension and exhaustion, I kept playing not because it was any fun but simply because it was my job, and when after three hours I finally won I experienced not victorious joy but simply relief that it was over. I felt all the considerable pleasure the game had given me had been taken back.
    • 85 Metascore
    • 90 Critic Score
    While Skate has some small flaws (it would have been a good idea to make your skater translucent whenever he blocks something important on screen), it is rare to find a game that comes so close to doing everything right.
    • 84 Metascore
    • 87 Critic Score
    The movie construction system is impressive.
    • 84 Metascore
    • 80 Critic Score
    While most such games overlay this free-form world with rigidly structured missions, Mercenaries allows the player almost as much freedom in action as it does in travel.
    • 84 Metascore
    • 63 Critic Score
    So I fought, each time sitting through an unskippable 30-second scene of the fight's start and then getting killed within a minute. I did this about 70 times. My body trembling from tension and exhaustion, I kept playing not because it was any fun but simply because it was my job, and when after three hours I finally won I experienced not victorious joy but simply relief that it was over. I felt all the considerable pleasure the game had given me had been taken back.
    • 84 Metascore
    • 79 Critic Score
    In spite of its well-produced animated dramatic sequences, the game isn’t about story, it’s about destruction, and Devil May Cry 4 offers many ways to wreak havoc.
    • 84 Metascore
    • 79 Critic Score
    In spite of its well-produced animated dramatic sequences, the game isn’t about story, it’s about destruction, and Devil May Cry 4 offers many ways to wreak havoc.
    • 84 Metascore
    • 75 Critic Score
    Besides being a simply designed but strategically complex game, Defcon can also be seen as a work of art. It made me think of Andy Warhol’s silk-screen paintings of an electric chair. Like those paintings, Defcon presents its subject with a stark matter-of-factness. The game does not tell you what to think about nuclear war, but makes it impossible not to think about it.
    • 84 Metascore
    • 70 Critic Score
    But just keeping the player's attention is not enough to make a great game, and the tragedy of Indigo is that it so wants to be one.

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