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
    • 82 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
    • 82 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
    • 81 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
    • 52 Metascore
    • 40 Critic Score
    With the exceptions of deplorably bad cutscenes and haphazard signposting, there are few significant flaws here that a steadier gestation couldn’t have resolved. [Aug 2006, p.90]
    • Edge Magazine
    • 71 Metascore
    • 70 Critic Score
    This thirdperson actioner spikes the familiar with flavour, and a tired but reliable vocabulary of wall-hugs, circle-strafe, grenade lobs and headshots with an invigorating Nu-Earth twang. [June 2006, p.94]
    • Edge Magazine
    • 69 Metascore
    • 70 Critic Score
    This thirdperson actioner spikes the familiar with flavour, and a tired but reliable vocabulary of wall-hugs, circle-strafe, grenade lobs and headshots with an invigorating Nu-Earth twang. [June 2006, p.94]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    What it lacks in personality it makes up for in solid mechanics and slick execution, and should do any tactical fanatic proud. [July 2006, p.90]
    • Edge Magazine
    • 74 Metascore
    • 70 Critic Score
    Attempting to race beyond its own predetermined speed limits only results in frustration, but given the time to slow-burn and settle in at its own tempo the immensity of its offerings will rarely disappoint. [Aug 2006, p.87]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    The portability that saw the game through its tour of every major format during the '90s has finally failed the test of time, and it's the trawl of the cursor between one lemming and the next that does this interpretation the most damage. [Mar 2006, p.92]
    • Edge Magazine
    • 51 Metascore
    • 40 Critic Score
    With the exceptions of deplorably bad cutscenes and haphazard signposting, there are few significant flaws here that a steadier gestation couldn't have resolved. [Aug 2006, p.90]
    • Edge Magazine
    • 71 Metascore
    • 70 Critic Score
    This thirdperson actioner spikes the familiar with flavour, and a tired but reliable vocabulary of wall-hugs, circle-strafe, grenade lobs and headshots with an invigorating Nu-Earth twang. [June 2006, p.94]
    • Edge Magazine
    • 81 Metascore
    • 70 Critic Score
    In no way the cheap plug for the market gap that some have suggested, it may point the way forward for a new model of next-gen development. [July 2006, p.83]
    • Edge Magazine
    • 53 Metascore
    • 40 Critic Score
    The overall impression is of a game that’s both bravely and badly designed, and weighted towards the latter. [July 2006, p.84]
    • Edge Magazine
    • 52 Metascore
    • 40 Critic Score
    The overall impression is of a game that's both bravely and badly designed, and weighted towards the latter. [July 2006, p.84]
    • Edge Magazine
    • 52 Metascore
    • 30 Critic Score
    Had The Official Game provided a consistent overall challenge, it would have been bearable, if unexciting. But it hasn’t, and it isn’t. [July 2006, p.88]
    • Edge Magazine
    • 52 Metascore
    • 30 Critic Score
    Had The Official Game provided a consistent overall challenge, it would have been bearable, if unexciting. But it hasn’t, and it isn’t. [July 2006, p.88]
    • Edge Magazine
    • 52 Metascore
    • 30 Critic Score
    Had The Official Game provided a consistent overall challenge, it would have been bearable, if unexciting. But it hasn’t, and it isn’t. [July 2006, p.88]
    • Edge Magazine
    • 53 Metascore
    • 30 Critic Score
    Had The Official Game provided a consistent overall challenge, it would have been bearable, if unexciting. But it hasn't, and it isn't. [July 2006, p.88]
    • Edge Magazine
    • 50 Metascore
    • 30 Critic Score
    Had The Official Game provided a consistent overall challenge, it would have been bearable, if unexciting. But it hasn't, and it isn't. [July 2006, p.88]
    • Edge Magazine
    • 54 Metascore
    • 40 Critic Score
    The overall impression is of a game that’s both bravely and badly designed, and weighted towards the latter. [July 2006, p.84]
    • Edge Magazine
    • 89 Metascore
    • 80 Critic Score
    In a family whose every member shouts from the rooftops, it risks palling into the background. Set it on its own, though – or besides absolutely any other 2D platformer – and it shines with dazzling kaleidoscopic brightness. [July 2006, p.78]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    Big Huge Games has dressed the RTS in its finest coat-tails, sent it on the most captivating of journeys and transformed its communication skills. There's no question it has become a creature with broader horizons and more refined taste, but there's also no question it's still a familiar figure. [June 2006, p.84]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    Sin Episodes promised us one part of an epic, but we’re in danger of getting a generic formula over several iterations, ageing technologically each time. [July 2006, p.85]
    • Edge Magazine
    • 66 Metascore
    • 40 Critic Score
    While the basic mechanic shows promise, the game itself is purely mechanical, and predictably joyless as a result. [July 2006, p.92]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    Only a supreme apologist could suggest that such performance dips aren’t as damaging as they are disappointing, but conversely a realist should soon become capable of accepting them, momentary as they are. [Apr 2006, p.95]
    • Edge Magazine
    • 62 Metascore
    • 50 Critic Score
    It’s all personality and no muscle, a prime victim for getting sand kicked in its face by the numerous RPG beefcakes currently swaggering around on PS2. [July 2006, p.92]
    • Edge Magazine
    • 68 Metascore
    • 50 Critic Score
    In the end, though there is little average about either its elegant successes or its needless failings, between them they leave Lost Magic hanging in the balance. [June 2006, p.97]
    • Edge Magazine
    • 68 Metascore
    • 60 Critic Score
    While these new ingredients can be magical, they’re not enough to produce a truly golden successor. Nevertheless, it’s still an RPG that contains some precious properties. [July 2006, p.90]
    • Edge Magazine
    • 75 Metascore
    • 50 Critic Score
    Namco’s design process seems so addled by the multiform calls for improvement – the aforementioned mission design, multiplayer modes (which remain entirely offline), storylines and sheer content volume all trailing expectations – that it’s momentarily lost its focus. [July 2006, p.88]
    • Edge Magazine
    • 73 Metascore
    • 70 Critic Score
    If you share director Ragnar Tornquist's view that being engaged in dialogue is a form of gameplay, then there's a richness here that few other titles have the ability or luxury to create. [June 2006, p.86]
    • Edge Magazine

Top Trailers