Edge Magazine's Scores

  • Games
For 4,015 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:
4015 game reviews
    • 87 Metascore
    • 80 Critic Score
    It’s utterly relentless in its provision of new activities and distractions to the point that it’s hard not to become absorbed, a feeling backed up by the fact that most plot missions introduce a new location or interior environment to revisit and explore. [Dec 2006, p.80]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    Though the Clancy series entirely consists of such well-rounded packages, it’s Splinter Cell that shines – a game of equally accomplished halves. [Dec 2006, p.82]
    • Edge Magazine
    • 80 Metascore
    • 80 Critic Score
    BF2142 fails to stimulate to the same levels as previous titles in the series, all of which have benefited from a more solid grounding in real-world settings and situations. [Dec 2006, p.87]
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    Working out how the game works and how to best profit from your stocks takes an hour’s play, and from then on, it’s no longer about thinking creatively, just economising ruthlessly. Satisfying perhaps, but hardly demanding. [Christmas 2006, p.88]
    • Edge Magazine
    • 74 Metascore
    • 50 Critic Score
    Destroy All Humans 2 is initially enjoyable, entirely endurable and gratifyingly easy. But at its heart it remains an average experience. [Dec 2006, p.86]
    • Edge Magazine
    • 73 Metascore
    • 70 Critic Score
    Take it or leave it: just don’t ignore it, or you may miss the videogame equivalent of a daft night out with some of Capcom’s finest minds. [Dec 2006, p.88]
    • Edge Magazine
    • 76 Metascore
    • 70 Critic Score
    It can feel like all work and no play, but it's work that's professionally rendered, adding some solid detail and feedback to the traditional GTA-style framework. [Dec 2006, p.84]
    • Edge Magazine
    • 38 Metascore
    • 60 Critic Score
    Whether you view the appearance of a game like this on the DS as a crucial step in conserving gaming’s heritage, a convenient nostalgia fix, or a total reversal of everything the machine was supposed to deliver, you’ll most likely greet Bub and Bob with little more than familiar affection. [Feb 2006, p.92]
    • Edge Magazine
    • 52 Metascore
    • 30 Critic Score
    The dialogue is belief-defyingly bad, the characters who deliver it lazy, one-dimensional caricatures. [Oct 2006, p.94]
    • Edge Magazine
    • 78 Metascore
    • 70 Critic Score
    Meltdown deserves its own unique place amongst rolling puzzlers and, eventually, to have its timelessness and solidity recognised as a benchmark. [Nov 2006, p.88]
    • Edge Magazine
    • 90 Metascore
    • 90 Critic Score
    The only thing that's hard to adjust, in fact, is the tension in your muscles. GTR 2 is hugely better than its predecessor in exactly the area that matters. [Oct 2006, p.89]
    • Edge Magazine
    • 84 Metascore
    • 70 Critic Score
    The developer’s cleverest trick here, beyond creating a game that’s worth it for the presentation alone, has been to throw open so many of its rules to player customisation. [Nov 2006, p.90]
    • Edge Magazine
    • 73 Metascore
    • 70 Critic Score
    For all its quirks, the overriding impression of Just Cause is favourable. There’s an almost childish enthusiasm at work here – and an unparalleled sense of freedom that can be enjoyed just as easily as it can be criticised. [Nov 2006, p.82]
    • Edge Magazine
    • 47 Metascore
    • 60 Critic Score
    If you find its imperfections endearing there’s much to position Apocalypse as one of the bolder attempts to further the art of the click-fest. [Dec 2006, p.85]
    • Edge Magazine
    • 76 Metascore
    • 70 Critic Score
    Smartly thought out, handsomely presented and perfectly showcasing the combination of quick thinking and quick reactions we so often claim videogames encourage. [June 2007, p.89]
    • Edge Magazine
    • 93 Metascore
    • 90 Critic Score
    Okami doesn’t just successfully follow Zelda’s structural template and tone – a rare feat – it makes it its own, toeing that line with grace, ingenuity and a strongly individual style. That’s not only rare, it’s unique. [Dec 2006, p.78]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    There may not be anything eye-catchingly bold about Rocket Slime, but there’s close to nothing to criticise: this is the work of masters of their craft. [Dec 2006, p.92]
    • Edge Magazine
    • 93 Metascore
    • 90 Critic Score
    It may produce an experience which is as gruelling as it is compelling, but that’s a badge of honour the game wears with pride. [Nov 2006, p.86]
    • Edge Magazine
    • 63 Metascore
    • 60 Critic Score
    In the great crapshoot of Namco thirdperson action games, it’s a better than average throw. [Nov 2006, p.92]
    • Edge Magazine
    • 81 Metascore
    • 70 Critic Score
    Everything is unabashedly cheerful... It's a shame that later levels begin to run out of steam, repeating tasks over and over as a contrivance for lengthening narrative. [Oct 2006, p.90]
    • Edge Magazine
    • 59 Metascore
    • 30 Critic Score
    It’s just a murky brew of meaningless, exploitative dysfunction filling an empty game, and it leaves a bitter taste. [Dec 2006, p.90]
    • Edge Magazine
    • 69 Metascore
    • 70 Critic Score
    A Mario sports title that appeals beyond its ready-installed fanbase - strong, clean visuals and animation certainly help - but one that might not entrance them long enough to turn into major league love. [Oct 2006, p.95]
    • Edge Magazine
    • 28 Metascore
    • 40 Critic Score
    Bad Day LA is the game people often say they want and then ignore when it arrives; it prizes ambition over execution and flair over finesse and both pays the price and reaps the rewards for daring to do so. [Sept 2006, p.82]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    Eden has composed a beguiling, intoxicating hymn to the open road, and every car lover will want to join its chorus. [Oct 2006, p.82]
    • Edge Magazine
    • 75 Metascore
    • 80 Critic Score
    For some, Yakuza will feel dangerously dumb, due to its unrefined and relentless combat, but it's just as dangerous to risk overlooking its capacity to be fiercely capable and loveably playful in plenty of other ways, always aiming to provide captivating entertainment. [Oct 2006, p.84]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    There’s little doubt that Sony has pulled out a plum – and given the PSP its first real mascot in the process. [Aug 2006, p.82]
    • Edge Magazine
    • 69 Metascore
    • 60 Critic Score
    It’s a unique offering for 360 owners – as it would have been for Xbox – certainly, but one who’s highlights can’t match those of the RPGs currently burning brightly on PS2. [Apr 2006, p.87]
    • Edge Magazine
    • 72 Metascore
    • 90 Critic Score
    This is far, far more than a nostalgic return to form - instead, it's a game so adept at exploiting its own heritage that it can integrate thorough modernity into its design without denting its retro appeal in the slightest. [Sept 2006, p.78]
    • Edge Magazine
    • 56 Metascore
    • 40 Critic Score
    It’s just too hard, the physics too capricious, and the tasks too frustrating for words. [Aug 2006, p.85]
    • Edge Magazine
    • 34 Metascore
    • 30 Critic Score
    It’s a souring of Bomberman’s classic formula, and it hasn’t been compensated for with any new thinking, leaving older editions to continue reigning supreme. [Nov 2006, p.91]
    • Edge Magazine

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