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
    • 84 Metascore
    • 70 Critic Score
    It's a whole that still offers an intricate series of diversions - some old, some new - but one that has lost some sparkle, despite its sharper, more colourful looks. Most players will get sick of Disgaea 2 long before Disgaea 2 gets sick of them. [Sept 2006, p.80]
    • Edge Magazine
    • 81 Metascore
    • 60 Critic Score
    While Rockstar made its millions capturing the grotesque allure of fantasy crime, every character in this me-too endeavor is simply grotesque. It has a taste for hot coffee, but only knows how to serve it straight. [Oct 2006, p.88]
    • Edge Magazine
    • 76 Metascore
    • 70 Critic Score
    Ultimately, the tiny, intricate design just doesn't give Command enough elbow room to develop true depth or challenge, but it's thoroughly satisfying all the same, and a worthy side-show to the Star Fox circus. [Oct 2006, p.87]
    • Edge Magazine
    • 57 Metascore
    • 40 Critic Score
    It’s a high-profile demonstration of the fact that those who created this much-loved universe have lost their understanding of what originally made it so engaging. [Apr 2006, p.91]
    • Edge Magazine
    • 61 Metascore
    • 60 Critic Score
    Ninety-Nine Nights deserves a better score... That's a strange ways to put it, but it comes from the fact that its most grating flaws occur at such a fundamental level that it's a mystery they were ever tolerated at all. [JPN Import; June 2006, p.89]
    • Edge Magazine
    • 57 Metascore
    • 40 Critic Score
    On balance, its lack of ambition is supported only by a very basic underlying solidity in its execution: too weak to tackle bigger monsters, but strong enough to soldier on with some perseverance. [Nov 2006, p.89]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    Thematically eccentric, mechanically shambolic and technically stunning, Dead Rising is the kind of infectious experience that yearns for a sequel. [Oct 2006, p.80]
    • Edge Magazine
    • 73 Metascore
    • 60 Critic Score
    Where FlatOut felt like racing in a field, FlatOut 2 feels like racing on a film set. It has been reshaped into the archetype, competent arcade racer. [Aug 2006, p.89]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    Where FlatOut felt like racing in a field, FlatOut 2 feels like racing on a film set. It has been reshaped into the archetype, competent arcade racer. [Aug 2006, p.89]
    • Edge Magazine
    • 53 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
    • 73 Metascore
    • 60 Critic Score
    Where FlatOut felt like racing in a field, FlatOut 2 feels like racing on a film set. It has been reshaped into the archetype, competent arcade racer. [Aug 2006, p.89]
    • Edge Magazine
    • 51 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
    • 88 Metascore
    • 70 Critic Score
    The series is so hemmed in by its own history - and the demands of fans - that it is largely unable to innovate. As such, the PSP version, while a solid iteration of an eminently playable formula, is able to grow only in width rather than concept. [Sept 2006, p.85]
    • Edge Magazine
    • 63 Metascore
    • 60 Critic Score
    The charismatic animation and evocative, sunset-hazed setting make up for a lot of the game's shortcomings, and although limited in lasting appeal, Miami Vice is solidly and imaginatively made. [Sept 2006, p.86]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    While most shooters handle the genre's design tradition like fragile cargo, careful to ensure that its arrangement of pieces doesn't fall into disarray, Prey cranks it like a Rubik's cube, cocking its world delightfully askew. [Sept 2006, p.76]
    • Edge Magazine
    • 79 Metascore
    • 80 Critic Score
    While most shooters handle the genre's design tradition like fragile cargo, careful to ensure that its arrangement of pieces doesn't fall into disarray, Prey cranks it like a Rubik's cube, cocking its world delightfully askew. [Sept 2006, p.76]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    Outerlight will patch out the inconsistencies and interface issues, and the community around it will settle. The final delight: this game will get better. The last frustration: we're being made to wait. [Sept 2006, p.83]
    • Edge Magazine
    • 49 Metascore
    • 40 Critic Score
    It's in need of plenty more flair, not so much that it strains against what its buttoned-down framework is trying to achieve, but just to inject some feeling of variety into its skirmishes and sorties. [Sept 2006, p.88]
    • Edge Magazine
    • 64 Metascore
    • 40 Critic Score
    There’s a nugget of brilliance at the heart of Micro Machines that’s too simple and solid to crush, it’s true, but the laughable track editor, fussy interface and baffling load times certainly don’t justify this release. [Aug 2006, p.93]
    • Edge Magazine
    • 61 Metascore
    • 40 Critic Score
    There’s a nugget of brilliance at the heart of Micro Machines that’s too simple and solid to crush, it’s true, but the laughable track editor, fussy interface and baffling load times certainly don’t justify this release. [Aug 2006, p.93]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    Titan Quest’s hyper-realism is, at least when above ground, dazzlingly picturesque, with lighting so natural you expect there to be an elemental resistance for sunburn. [Aug 2006, p.84]
    • Edge Magazine
    • 73 Metascore
    • 60 Critic Score
    Ultimately, Urban Chaos doesn't have the reach to deliver what it promises, and ends up retreating into cliché. A few months more, a few dollars more and this could have made a much more defiant stand. [June 2006, p.93]
    • Edge Magazine
    • 66 Metascore
    • 50 Critic Score
    As a sideline between sessions with meatier games it's generally right on target. [Sept 2006, p.88]
    • Edge Magazine
    • 72 Metascore
    • 60 Critic Score
    Ultimately, Urban Chaos doesn't have the reach to deliver what it promises, and ends up retreating into cliché. A few months more, a few dollars more and this could have made a much more defiant stand. [June 2006, p.93]
    • Edge Magazine
    • 64 Metascore
    • 60 Critic Score
    It isn’t perfectly realised, but the subtleties of tactical planning and the bloodiness of frontline slashing combine to suggest a new way forward for realtime strategy. [Aug 2006, p.90]
    • Edge Magazine
    • 80 Metascore
    • 80 Critic Score
    MotoGP may only bring a handful of new bikes and tracks, but it’s still a handsome package. [July 2006, p.82]
    • Edge Magazine
    • 48 Metascore
    • 40 Critic Score
    Astonishia ultimately proves to be little more than a charming catalogue of decade-old foibles and cliché. [Aug 2006, p.93]
    • Edge Magazine
    • 68 Metascore
    • 60 Critic Score
    Despite the obvious staying power of the game’s mechanics that has made it a hit in all its various iterations, it strains to push itself beyond its one-note colour-matching principle into truly engaging puzzling. [Aug 2006, p.92]
    • Edge Magazine
    • 87 Metascore
    • 80 Critic Score
    Half-Life’s narrative does nothing altogether new, and nothing to upturn the quite reasonable condescension of Roger Ebert and his peers in more mature media. But in an interactive genre bound to the traditions of the pop-up gun and invisible hero, it simply doesn’t get more sophisticated than this. [Aug 2006, p.80]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    Blood Money feels only slightly closer to the series’ ideal of a gameworld that’s both complex and cogent, and is more accessible and entertaining with it. [July 2006, p.80]
    • Edge Magazine

Top Trailers