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
It’s a game built with focus and one that’s going in a truly worthwhile direction, but that falls short of greatness. [Apr 2006, p.7]- Edge Magazine
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- Critic Score
Its multiplayer component is far better suited to the game’s design potential than a singleplayer campaign that’s more the frontline rookie, dazzled and dazed by blast upon blast upon blast. [May 2006, p.88]- Edge Magazine
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- Critic Score
You’d need to have a cold heart indeed not to enjoy a game where you get to see a giant cat using Drunken Master kung fu to break Al Capone out of Alcatraz. [June 2007, p.91]- Edge Magazine
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- Critic Score
It delivers on its promise of realising pursuit scenarios in a fast-paced and energetic manner – it's a pleasing experience, but not exceptional. [Dec 2005, p.102]- Edge Magazine
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- Critic Score
For a reinvention, it has an almost parodical lack of surprises: You’ve seen every abandoned village, sacked castle and anachronistic laboratory before, with the more striking imagery suggested by the game’s plague of tainted cherry blossoms all but ignored until the final stage. [Apr 2006, p.80]- Edge Magazine
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- Critic Score
Criterion’s ability to make the technology and design of games seem harmonious is a significant strength in an industry where few can pull it off... Black is a fiery example of what can result. [Mar 2006, p.82]- Edge Magazine
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- Critic Score
With design lifts from here, there and everywhere peppered throughout, it’s safe to say that the developer has rather appropriately played things by the numbers. [Mar 2006, p.88]- Edge Magazine
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- Critic Score
Ultimately, the momentum needed to truly get Generation Of Chaos in motion is an enormous commitment, and it's a game that just - only just, by the skin of those teeth that need to be pulled - manages to offer enough of a reward to make the investment worthwhile. [June 2006, p.96]- Edge Magazine
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- Critic Score
Criterion's ability to make the technology and design of games seem harmonious is a significant strength in an industry where few can pull it off... Black is a fiery example of what can result. [Mar 2006, p.82]- Edge Magazine
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- Critic Score
There’s certainly something to be said for such a calming, stress-free adventure – a game that goes out of its way to provide a holiday as much as it does entertainment. [Mar 2006, p.95]- Edge Magazine
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- Critic Score
Plagued by imbalance, the Round 3 career can serve up over 50 bouts before one goes the distance. The new stun punch – a thunderclap of a haymaker – helps to ensure first to third round knockouts for the vast majority of fights. [Apr 2006, p.82]- Edge Magazine
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- Critic Score
Race Driver 3 understands that a processional win from pole is less fulfilling than a hard-fought, championship-saving fifth place from the back of the grid. And though it can’t exactly engineer those situations, it does everything in its power to make them more likely and leave them unpunished. [Mar 2006, p.87]- Edge Magazine
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- Critic Score
Race Driver 3 understands that a processional win from pole is less fulfilling than a hard-fought, championship-saving fifth place from the back of the grid. And though it can’t exactly engineer those situations, it does everything in its power to make them more likely and leave them unpunished. [Mar 2006, p.87]- Edge Magazine
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- Critic Score
Race Driver 3 understands that a processional win from pole is less fulfilling than a hard-fought, championship-saving fifth place from the back of the grid. And though it can't exactly engineer those situations, it does everything in its power to make them more likely and leave them unpunished. [Mar 2006, p.87]- Edge Magazine
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- Critic Score
Tycoon City’s desire to create a believable Big Apple has become an obsession, focusing on that end rather than the means of getting there. Where its peers extol freedom, this game calls the shots. [Mar 2006, p.90]- Edge Magazine
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- Critic Score
It’s just not accurate or tangible enough to be rewarding, handling with the same kind of wool as Sonic’s 3D platformers. [Apr 2006, p.93]- Edge Magazine
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- Critic Score
Getting monkey into position, and camera into position behind him, in time to make your desperate dash for a whirling mechanism has everything to do with the old-school frustrations of instant-death gaming and nothing to do with the effortless application of skill that the first game delivered so appealingly. [Feb 2006, p.91]- Edge Magazine
- Read full review
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- Critic Score
It's just not accurate or tangible enough to be rewarding, handling with the same kind of wool as Sonic's 3D platformers. [Apr 2006, p.93]- Edge Magazine
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- Critic Score
It's just not accurate or tangible enough to be rewarding, handling with the same kind of wool as Sonic's 3D platformers. [Apr 2006, p.93]- Edge Magazine
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- Critic Score
Plagued by imbalance, the Round 3 career can serve up over 50 bouts before one goes the distance. The new stun punch – a thunderclap of a haymaker – helps to ensure first to third round knockouts for the vast majority of fights. [Apr 2006, p.82]- Edge Magazine
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- Critic Score
Plagued by imbalance, the Round 3 career can serve up over 50 bouts before one goes the distance. The new stun punch – a thunderclap of a haymaker – helps to ensure first to third round knockouts for the vast majority of fights. [Apr 2006, p.82]- Edge Magazine
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- Critic Score
Plagued by imbalance, the Round 3 career can serve up over 50 bouts before one goes the distance. The new stun punch – a thunderclap of a haymaker – helps to ensure first to third round knockouts for the vast majority of fights. [Apr 2006, p.82]- Edge Magazine
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- Critic Score
The possibility of this all coming together in a more flexible and engaging manner is still a welcome one. But, for a game based on a culture of reputation, craftsmanship and leaving a mark, Getting Up is one that’ll pass by largely unnoticed. [Mar 2006, p.86]- Edge Magazine
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- Critic Score
Much to its credit, Backbone Vancouver has done a masterful job in taking the complexity of Ensemble’s original and stripping it to its bare essentials for portable play. [Apr 2006, p.95]- Edge Magazine
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- Critic Score
Pseudo may have avoided the formlessness that afflicts so much vehicular combat, but it has failed to play to its game’s strengths. The greasy, weightless, unmodulated handling and largely unimaginative course design aren’t remotely as satisfying as the raw, explosive scraps between racers. [Mar 2006, p.84]- Edge Magazine
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- Critic Score
The possibility of this all coming together in a more flexible and engaging manner is still a welcome one. But, for a game based on a culture of reputation, craftsmanship and leaving a mark, Getting Up is one that’ll pass by largely unnoticed. [Mar 2006, p.86]- Edge Magazine
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- Critic Score
Judged purely on its battle system, Grandia III is the best RPG on PS2...But battles are only part of the RPG experience, and elsewhere the game struggles. [May 2006, p.93]- Edge Magazine
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- Critic Score
It’s hard to find reasons not to point to Exit as a prime piece of PSP gaming. It’s rich colours and bold stylings bring out the best in the machine’s screen; the short, compelling levels are perfect for playing in bite-sized chunks, and wi-fi connectivity means new levels – of which Taito has already made a good few available - will sustain your enthusiasm longterm. [Fe 2006, p.90]- Edge Magazine
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- Critic Score
The possibility of this all coming together in a more flexible and engaging manner is still a welcome one. But, for a game based on a culture of reputation, craftsmanship and leaving a mark, Getting Up is one that'll pass by largely unnoticed. [Mar 2006, p.86]- Edge Magazine
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- Critic Score
Tales’ traditionally creative dungeon design comes to the rescue, giving each chapter a genuine sense of adventure as you anticipate what organic shimmers or high-tech gloss might be in store. [Apr 2006, p.90]- Edge Magazine