Edge Magazine's Scores

  • Games
For 4,019 reviews, this publication has graded:
  • 15% higher than the average critic
  • 4% same as the average critic
  • 81% lower than the average critic
On average, this publication grades 9 points lower than other critics. (0-100 point scale)
Average Game review score: 66
Highest review score: 100 Dreams
Lowest review score: 10 FlatOut 3: Chaos & Destruction
Score distribution:
4019 game reviews
    • 69 Metascore
    • 70 Critic Score
    It's on Live, though, that Ten Hammers truly explodes into life, the absolute requirement for tactics creating jumpy matches that outgun anything so far on Xbox or its baby brother. [Apr 2006, p.92]
    • Edge Magazine
    • 75 Metascore
    • 40 Critic Score
    For such a costly flagship title to provide neither the promised statement of mainstream grown-up appeal nor even polished, lesser disposable thrills is a landmark failure. [May 2006, p.92]
    • Edge Magazine
    • 72 Metascore
    • 40 Critic Score
    For such a costly flagship title to provide neither the promised statement of mainstream grown-up appeal nor even polished, lesser disposable thrills is a landmark failure. [May 2006, p.92]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    In short, it’s a game with its spirit, its satisfaction and its structure intact. [Jan 2005, p.88]
    • Edge Magazine
    • 58 Metascore
    • 60 Critic Score
    Despite a fair few moments of awe, the governing and familiar impression here is of compromise. The vivid aesthetic and precise audio of the console versions have respectively been mellowed and overplayed, the design beaten into handheld shape and accordingly bruised. [Apr 2006, p.93]
    • Edge Magazine
    • 77 Metascore
    • 40 Critic Score
    For such a costly flagship title to provide neither the promised statement of mainstream grown-up appeal nor even polished, lesser disposable thrills is a landmark failure. [May 2006, p.92]
    • Edge Magazine
    • 94 Metascore
    • 80 Critic Score
    It’s debatable whether Oblivion is a great adventure, but it’s certainly one of the broadest around and one that’s a willing canvas for a variety of approaches from its players. [May 2006, p.84]
    • Edge Magazine
    • 94 Metascore
    • 80 Critic Score
    It’s debatable whether Oblivion is a great adventure, but it’s certainly one of the broadest around and one that’s a willing canvas for a variety of approaches from its players. [May 2006, p.84]
    • Edge Magazine
    • 84 Metascore
    • 70 Critic Score
    Tetris DS should celebrate the game, but instead feels hollow with its shortfall of rewards and bonuses. [May 2006, p.97]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    The singleplayer adventure is yet another sprawling, puzzle-heavy artefact hunt which, truth be told, is far bigger than we had any right to expect. [May 2006, p.89]
    • Edge Magazine
    • 87 Metascore
    • 70 Critic Score
    The frenetic, bite-sized missions are perfect for PSP, bursting with combat and highly detailed. Not before time, Sony has proved that PSP can run and gun with the big boys. [May 2006, p.96]
    • Edge Magazine
    • 69 Metascore
    • 70 Critic Score
    Driver has escaped near-death with a captivating and colourful return, and one where everything from systems to cinematics is of a quality build. As surprises go, it’s a juggernaut. [Apr 2006, p.84]
    • Edge Magazine
    • 85 Metascore
    • 70 Critic Score
    Ready At Dawn has successfully maintained its focus, making its debut game a standout title on a platform lacking in must-haves. [May 2006, p.91]
    • Edge Magazine
    • 69 Metascore
    • 70 Critic Score
    Driver has escaped near-death with a captivating and colourful return, and one where everything from systems to cinematics is of a quality build. As surprises go, it's a juggernaut. [Apr 2006, p.84]
    • Edge Magazine
    • 70 Metascore
    • 70 Critic Score
    It’s a game built with focus and one that’s going in a truly worthwhile direction, but that falls short of greatness. [Apr 2006, p.7]
    • Edge Magazine
    • 90 Metascore
    • 80 Critic Score
    Its multiplayer component is far better suited to the game’s design potential than a singleplayer campaign that’s more the frontline rookie, dazzled and dazed by blast upon blast upon blast. [May 2006, p.88]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    You’d need to have a cold heart indeed not to enjoy a game where you get to see a giant cat using Drunken Master kung fu to break Al Capone out of Alcatraz. [June 2007, p.91]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    It delivers on its promise of realising pursuit scenarios in a fast-paced and energetic manner – it's a pleasing experience, but not exceptional. [Dec 2005, p.102]
    • Edge Magazine
    • 81 Metascore
    • 60 Critic Score
    For a reinvention, it has an almost parodical lack of surprises: You’ve seen every abandoned village, sacked castle and anachronistic laboratory before, with the more striking imagery suggested by the game’s plague of tainted cherry blossoms all but ignored until the final stage. [Apr 2006, p.80]
    • Edge Magazine
    • 79 Metascore
    • 80 Critic Score
    Criterion’s ability to make the technology and design of games seem harmonious is a significant strength in an industry where few can pull it off... Black is a fiery example of what can result. [Mar 2006, p.82]
    • Edge Magazine
    • 62 Metascore
    • 60 Critic Score
    With design lifts from here, there and everywhere peppered throughout, it’s safe to say that the developer has rather appropriately played things by the numbers. [Mar 2006, p.88]
    • Edge Magazine
    • 60 Metascore
    • 50 Critic Score
    Ultimately, the momentum needed to truly get Generation Of Chaos in motion is an enormous commitment, and it's a game that just - only just, by the skin of those teeth that need to be pulled - manages to offer enough of a reward to make the investment worthwhile. [June 2006, p.96]
    • Edge Magazine
    • 77 Metascore
    • 80 Critic Score
    Criterion's ability to make the technology and design of games seem harmonious is a significant strength in an industry where few can pull it off... Black is a fiery example of what can result. [Mar 2006, p.82]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    There’s certainly something to be said for such a calming, stress-free adventure – a game that goes out of its way to provide a holiday as much as it does entertainment. [Mar 2006, p.95]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    Plagued by imbalance, the Round 3 career can serve up over 50 bouts before one goes the distance. The new stun punch – a thunderclap of a haymaker – helps to ensure first to third round knockouts for the vast majority of fights. [Apr 2006, p.82]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    Race Driver 3 understands that a processional win from pole is less fulfilling than a hard-fought, championship-saving fifth place from the back of the grid. And though it can’t exactly engineer those situations, it does everything in its power to make them more likely and leave them unpunished. [Mar 2006, p.87]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    Race Driver 3 understands that a processional win from pole is less fulfilling than a hard-fought, championship-saving fifth place from the back of the grid. And though it can’t exactly engineer those situations, it does everything in its power to make them more likely and leave them unpunished. [Mar 2006, p.87]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    Race Driver 3 understands that a processional win from pole is less fulfilling than a hard-fought, championship-saving fifth place from the back of the grid. And though it can't exactly engineer those situations, it does everything in its power to make them more likely and leave them unpunished. [Mar 2006, p.87]
    • Edge Magazine
    • 67 Metascore
    • 50 Critic Score
    Tycoon City’s desire to create a believable Big Apple has become an obsession, focusing on that end rather than the means of getting there. Where its peers extol freedom, this game calls the shots. [Mar 2006, p.90]
    • Edge Magazine
    • 55 Metascore
    • 40 Critic Score
    It’s just not accurate or tangible enough to be rewarding, handling with the same kind of wool as Sonic’s 3D platformers. [Apr 2006, p.93]
    • Edge Magazine

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