Edge Magazine's Scores
- Games
For 4,015 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: 1,234 out of 4015
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Mixed: 2,350 out of 4015
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Negative: 431 out of 4015
4015
game
reviews
- By Date
- By Critic Score
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- Critic Score
As a game of corners, conditions and the times in which you master them, DIRT is an outstanding engine of online competition, powered by an outstanding engine of sight, sound and physics. [July 2007, p.88]- Edge Magazine
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- Critic Score
For its dramatic and cinematic flair, its lovingly crafted chaotic destruction and above all its network of interconnected personalities, it's an adventure that shouldn't be missed. [JPN Import; June 2006, p.92]- Edge Magazine
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- Critic Score
The Wii addition sends players on the same astonishing, grisly funfair ride with a slight new twist. But, though it does little to take the experience to new heights, Resident Evil 4 is still an immense pleasure to return to. [Aug 2007, p.95]- Edge Magazine
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- Critic Score
Call Of Juarez has mined its source material well, collecting a wealth of imagery that it then squanders on lacklustre and dysfunctional gameplay. [Aug 2007, p.93]- Edge Magazine
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- Critic Score
While Monster Madness does much to scratch the co-op itch, and offers some titillating online modes, it sullies it with patchy execution and a series of poor design choices. [Sept 2007, p.93]- Edge Magazine
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- Critic Score
While Monster Madness does much to scratch the co-op itch, and offers some titillating online modes, it sullies it with patchy execution and a series of poor design choices. [Sept 2007, p.93]- Edge Magazine
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- Critic Score
It’s a game that’s full of faults, but also one in which they can be immaterial to the experience of playing. [Sept 2007, p.95]- Edge Magazine
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- Critic Score
Call Of Juarez has mined its source material well, collecting a wealth of imagery that it then squanders on lacklustre and dysfunctional gameplay. [Aug 2007, p.93]- Edge Magazine
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- Critic Score
Offering the quiet contemplation of a puzzle mode, the soothing time-wasting of a marathon session, or the frenetic rivalry of multiplayer: this has it all. [July 2007, p.95]- Edge Magazine
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- Critic Score
The racing, in itself, is excellent. Striking a wonderful balance between simulation and thrills. [July 2007, p.86]- Edge Magazine
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- Critic Score
Shadowrun has too many cooks: it’s a heady broth initially, and the possibilities might seem unmatched, but ultimately it turns out to be limited fun. [Aug 2007, p.88]- Edge Magazine
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- Critic Score
Shadowrun has too many cooks: it’s a heady broth initially, and the possibilities might seem unmatched, but ultimately it turns out to be limited fun. [Aug 2007, p.88]- Edge Magazine
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- Critic Score
Criticism has often been aimed at Hudson’s perpetual shrug of the shoulders as to how to milk new games from the same old buttons and analogue stick setup, yet here we find all-new motion controls and still no freshness. [Aug 2007, p.95]- Edge Magazine
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- Critic Score
The game is full of charm, from the easily-distinguishable block types and hero in dressing gown, to the sequences that detail the game’s story and a delicate hint mode. [July 2007, p.93]- Edge Magazine
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- Critic Score
Anyone prepared to look beyond the candy colourings and initially floaty controls will discover a game of real depth and precision. [July 2007, p.90]- Edge Magazine
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- Critic Score
That the game’s numerous niggles don’t ruin the experience sooner is testament to its unusual artistic coherence which creates a compelling world. But familiarity does eventually break the visual spell to reveal a mostly average and repetitive game underneath. [Sept 2007, p.91]- Edge Magazine
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- Critic Score
At World’s End would shame Jack Sparrow himself: it’s boring, nondescript and significantly lacking in adventure. [July 2007, p.91]- Edge Magazine
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- Critic Score
There aren’t enough maps, there aren’t enough distinctions between the vehicles, and there’s just not enough meat on what feel like solid bones. [Sept 2007, p.96]- Edge Magazine
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- Critic Score
It’s a clean game, at least, texturally crisp and evocatively lit, but the feeling of playing an interactive 3D Mark demo is discouragingly strong. [Apr 2007, p.88]- Edge Magazine
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- Critic Score
Unfortunately, creating such a smooth ride has resulted in a title you can race through in just under a single charge of the PSP battery. [July 2007, p.94]- Edge Magazine
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- Critic Score
Its problem is what the missions ask of you: they are simply too tough. Trained soldiers would and should mutiny when asked to carry out the tasks AA routinely asks of you. [Mar 2007, p.84]- Edge Magazine
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- Critic Score
The frequent glitches and pop-up testify to a lack of preparation, and a question has to be asked about what exactly Treyarch has been doing for the past two years. [July 2007, p.89]- Edge Magazine
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- Critic Score
It'll be happier on PSP, where competitors and attention spans are in short supply, and the more energetic interaction offered by the Wii should play to its drop-in simplicity and haphazard dogfights, but on PS2 it's too obviously anachronistic and quickly exhausted. [May 2007, p.93]- Edge Magazine
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- Critic Score
The Red Star is more of a red dwarf next to some of the more sharp-witted and unabashed action titles that have landed on PS2 in recent years, but one that's still capable of shininig. [May 2007, p.95]- Edge Magazine
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- Critic Score
Bright and breezy, it offers almost bottomless value, creates a believable and consistent world, offers a real strategic challenge as well as the kind of brainless completism that’s best suited to delayed trains and rainy afternoons, and hides a staggeringly intricate set of mechanics inside an accessible and non-threatening world. [July 2007, p.84]- Edge Magazine
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- Critic Score
Bright and breezy, it offers almost bottomless value, creates a believable and consistent world, offers a real strategic challenge as well as the kind of brainless completism that’s best suited to delayed trains and rainy afternoons, and hides a staggeringly intricate set of mechanics inside an accessible and non-threatening world. [July 2007, p.84]- Edge Magazine
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- Critic Score
Boom Boom Rocket is marking time rather than feeling the rhythm, and that’s not enough to set Live Arcade’s skies alight. [June 2007, p.88]- Edge Magazine
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- Critic Score
Charming, irrepressible and inventive, the fact that it never manages to blend its ingredients smoothly together doesn’t stop it being a toothsome pick ‘n’ mix of playful puzzles, familiar faces and unrestrained whimsy. [June 2007, p.84]- Edge Magazine
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- Critic Score
For a series that puts so much stock in its grace and composure, the lack of an intuitive control scheme is hard to overcome. [June 2007, p.86]- Edge Magazine
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- Critic Score
The pretty basic minigames are bland, and the worst, such as Pot Luck, are based on blind, dumb chance. So are the best, sadly. They’re fun with four people, but what isn’t? [June 2007, p.92]- Edge Magazine