Edge Magazine's Scores
- Games
For 4,019 reviews, this publication has graded:
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15% higher than the average critic
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4% same as the average critic
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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: | Dreams | |
|---|---|---|
| Lowest review score: | FlatOut 3: Chaos & Destruction |
Score distribution:
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Positive: 1,236 out of 4019
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Mixed: 2,352 out of 4019
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Negative: 431 out of 4019
4019
game
reviews
- By Date
- By Critic Score
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- Critic Score
The control system deserves special mention, as it could so easily have been crude or overwhelming. Instead, it's sophisticated and sensitive, catering solidly enough for corridor-cleaning run'n'guns while allowing ambitious flights of TK fancy. [Aug 2004, p.100]- Edge Magazine
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- Critic Score
It's simple, accessible and ultimately disposable stuff. Not the sprawling adventure you were hoping for, but fun nonetheless. [Apr 2004, p.108]- Edge Magazine
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- Critic Score
Other than some disappointing visuals, there's little to complain about in arcade, exhibition and mutliplayer modes. [July 2004, p.109]- Edge Magazine
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- Critic Score
Every single moment of Four Swords is magically familiar and every single moment is dazzlingly fresh...Whether being experienced in the competitive, co-operative cackle of multiplay, or the captivating atmosphere of singleplayer, the extraordinary virtues of the game itself remain the same. [May 2004, p.96]- Edge Magazine
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- Critic Score
Whatever you conclude about the bigger picture, this is special stuff. The claustrophobic buzz of flies, the distant muezzin drone, the desperation as you crouch uncertain in the dust whilst your men call frantically for orders will lodge in your mind long after you've walked away from the game. [July 2004, p.98]- Edge Magazine
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- Critic Score
It's not just a sense of humour and a flair for mayhem that Riddick shares with its star; it's a compact, muscular, single-minded piece of work, too. Flawed, yes, but so confident and independent that it's hard not to like. [Sept 2004, p.98]- Edge Magazine
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- Critic Score
Series veterans may find there's no individual mission that can compare to past highlights like the nails-down-a-blackboard dread of Return To The Cathedral or the emergent possibilities of Life Of The Party, but they remain admirably clever pieces of level design. [July 2004, p.101]- Edge Magazine
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- Critic Score
Series veterans may find there's no individual mission that can compare to past highlights like the nails-down-a-blackboard dread of Return To The Cathedral or the emergent possibilities of Life Of The Party, but they remain admirably clever pieces of level design. [July 2004, p.101]- Edge Magazine
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- Critic Score
Mario Vs Donkey Kong may not be easy on the eye, but it's delightful to behold the system of checks and balances, rules and relationships at work here, some of the rooted in deep Mario lore. [Aug 2004, p.103]- Edge Magazine
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- Critic Score
What will stop you in your tracks is the scale, detail and beuty of the environments. Even after repeated play it's impossible not to pause and breathe in the magnificant view from the top of the Deep Amazon Temple. [May 2004, p.94]- Edge Magazine
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- Critic Score
As an example of unabashed, often exuberant Britsoft that pulls out the SRPG's staples and rebinds it in approachable ease, Future Tactics is remarkable, deserving of cult status. [Aug 2004, p.99]- Edge Magazine
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- Critic Score
As an example of unabashed, often exuberant Britsoft that pulls out the SRPG's staples and rebinds it in approachable ease, Future Tactics is remarkable, deserving of cult status. [Aug 2004, p.99]- Edge Magazine
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- Critic Score
Subtitling this Battle Revolution could be considered a breach of advertising standards; it's about as revolutionary as a racing game with powerslides. But while Custom Robo lacks a fresh hook, it's done with such a diligent simplicity that it's hard not to take a shine to it. [July 2004, p.108]- Edge Magazine
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- Critic Score
As an example of unabashed, often exuberant Britsoft that pulls out the SRPG's staples and rebinds it in approachable ease, Future Tactics is remarkable, deserving of cult status. [Aug 2004, p.99]- Edge Magazine
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- Critic Score
Once the novelty of the new setting and storylines has worn off - there's little genuine inovation to hold your interest. [July 2004, p.104]- Edge Magazine
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- Critic Score
Many titles are likened to "Devil May Cry," but Van Helsing appropriates that game's structure with such brazen thoroughness that it might be seen as this generation's Great Giana Sisters. [July 2004, p.108]- Edge Magazine
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- Critic Score
Many titles are likened to "Devil May Cry," but Van Helsing appropriates that game's structure with such brazen thoroughness that it might be seen as this generation's Great Giana Sisters. [July 2004, p.108]- Edge Magazine
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- Critic Score
The levels are so gloomy, grey and fog-drenched (there's even fog in the mall) that it's hard to see buildings in the near distance, nevermind enemies. Dark, oppressive and torturous, Omega Strain is about as much fun as a wet weekend in a Kafka novel. [July 2004, p.107]- Edge Magazine
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- Critic Score
While there isn't the sense of playing something that opens up a new era for a genre long written off as dying, there is a simple freshness and a delightful accessibility which might endear it to an even wider market. [July 2004, p.106]- Edge Magazine
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- Critic Score
Like the first game, it remains a competent but ultimately restrained title. [June 2004, p.111]- Edge Magazine
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- Critic Score
Gameplay purists may scowl, but Read Dead Revolver is a triumph for beautifully observed atmospherics, characterisation and slapstick set-pieces you cannot fail to enjoy. [June 2004, p.100]- Edge Magazine
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- Critic Score
Gameplay purists may scowl, but Read Dead Revolver is a triumph for beautifully observed atmospherics, characterisation and slapstick set-pieces you cannot fail to enjoy. [June 2004, p.100]- Edge Magazine
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- Critic Score
One of the few games of its type you can actually play for an hour, take on one of its missions, and have a meaningful unit of experience. Staight in. Straight out. Gamer satisfied. [Sept 2004, p.105]- Edge Magazine
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- Critic Score
It's easy to forget just how precious few of the genre's many exponents ever attain this level of competence, of course, but that said it's not unreasonable to have hoped for a little more innovation from Capcom. [July 2004, p.103]- Edge Magazine
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- Critic Score
Next Encounter is one of the grandest and busiest console battlefields yet created. This is a spiritual update to Space Invaders, a one-trick pony that kicks harder than most FPS thoroughbreds, making the "Medal of Honour" series seem like a vain diva by comparison. [June 2004, p.109]- Edge Magazine
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- Critic Score
Siren's grand ideas are to be applauded, but savouring them takes effort. If you can invest the time, and look away in all the right places - such as the genre's trademarks of outrageously bad combat and dogsbody objectives - then there's a uniquely suffocating horror experience waiting to be survived. [Mar 2004, p.99]- Edge Magazine
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- Critic Score
The picaresque form allows the levels to function as discreet puzzles rather than as parts of a story arc: the objective remains pure and always the same. The obstacles and methods open to you are what change, and it's in these areas that Contracts has both expanded and improved. [June 2004, p.103]- Edge Magazine
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- Critic Score
The picaresque form allows the levels to function as discreet puzzles rather than as parts of a story arc: the objective remains pure and always the same. The obstacles and methods open to you are what change, and it's in these areas that Contracts has both expanded and improved. [June 2004, p.103]- Edge Magazine
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- Critic Score
Groove works you harder than lots of rhythm action games, although that's often because players will find themselves waving unnecessarily, unsure whether their hits are going to register. This is where the game suffers most: It lacks the tactile response of its peers. [Jan 2004, p.103]- Edge Magazine
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- Critic Score
The picaresque form allows the levels to function as discreet puzzles rather than as parts of a story arc: the objective remains pure and always the same. The obstacles and methods open to you are what change, and it's in these areas that Contracts has both expanded and improved. [June 2004, p.103]- Edge Magazine