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: | Dreams | |
|---|---|---|
| Lowest review score: | FlatOut 3: Chaos & Destruction |
Score distribution:
-
Positive: 1,234 out of 4015
-
Mixed: 2,350 out of 4015
-
Negative: 431 out of 4015
4015
game
reviews
- By Date
- By Critic Score
-
- Critic Score
There may be better ways to relive Resident Evil than Deadly Silence, but no version could demote it from its status as a creaky but compelling classic. [Apr 2006, p.94]- Edge Magazine
-
- Critic Score
It's a peculiar idea to grasp, but it's impossible to argue with how successfully Game Freak has taken one simple design decision and made it integral to movement, combat and puzzle solving. [Mar 2006, p.95]- Edge Magazine
-
- Critic Score
In your travels you'll stumble upon and unfold an intricately spun web of character interactions, warmly drawn personalities every bit as rewarding to explore as the physical environments themselves. [Sept 2005, p.86]- Edge Magazine
-
- Critic Score
It’s still a hardcore sim at heart – forgiving lower difficulties, sexy day/night effects and emotive cars aside – and those that rush in may miss the point. But explore and savour each passionately sculpted track and car, either solo or in the 16-player online mode, and there are few games to touch it. [Nov 2005, p.111]- Edge Magazine
- Read full review
-
- Critic Score
If there’s one thing that 25 To Life gets to do right, let it bring an end to this destructive preoccupation with the cross-media lure of gritty, crime-flavoured urban violence, and the unacceptably low standards it so often brings with it. [Mar 2006, p.89]- Edge Magazine
-
- Critic Score
If there’s one thing that 25 To Life gets to do right, let it bring an end to this destructive preoccupation with the cross-media lure of gritty, crime-flavoured urban violence, and the unacceptably low standards it so often brings with it. [Mar 2006, p.89]- Edge Magazine
-
- Critic Score
By far the most slickly produced and gorgeously rendered version of the series, the pacing this time around is even more fluid than its predecessors – less an open-ended matter of hide and seek, and more focused on the stylish, dramatic pursuit and capture that its TV and silver-screen themes would seem to require. [Oct 2005, p.89]- Edge Magazine
-
- Critic Score
If there's one thing that 25 To Life gets to do right, let it bring an end to this destructive preoccupation with the cross-media lure of gritty, crime-flavoured urban violence, and the unacceptably low standards it so often brings with it. [Mar 2006, p.89]- Edge Magazine
-
- Critic Score
The more it seeks to challenge the player, the more likely it becomes for the game to fail to provide either an enjoyable process of trial and error or a legitimate test of aptitude. [Aug 2005, p.97]- Edge Magazine
- Read full review
-
- Critic Score
This stands as software that will give back to the user as much as they are willing to put in. Without goals, with nothing there to ‘win’, Electroplankton is its own reward. [June 2005, p.93]- Edge Magazine
-
- Critic Score
With it’s limited range of costumes (broadened with lazy palette swaps) and unambitious Tag and Team battles, DOA4 remains as familiar as the mild disappointment it delivers. [Feb 2006, p.84]- Edge Magazine
- Read full review
-
- Critic Score
Sorrows is a hollow experience, misinterpreting the original as a sheer numbers game rather than one of constant risk and reward. It’s an issue made more glaring by an unsatisfying combat system, paying lip service to counters, juggles and combo strikes even though endlessly repeating the same moves is just as effective. [Feb 2006, p.88]- Edge Magazine
-
- Critic Score
Sorrows is a hollow experience, misinterpreting the original as a sheer numbers game rather than one of constant risk and reward. It's an issue made more glaring by an unsatisfying combat system, paying lip service to counters, juggles and combo strikes even though endlessly repeating the same moves is just as effective. [Feb 2006, p.88]- Edge Magazine
-
- Critic Score
At worst, it feels like a hollow exercise in brand extension, a game where the brand itself is utilised to provide a recognisable veneer, and nothing more. It’s an amiable but unremarkable card-battling title, a robust but unspectacular game. [Feb 2006, p.93]- Edge Magazine
-
- Critic Score
The inheritance of wearisome combat, embarrassing characterisation and impoverished audio now joins a bevy of PSP-specific issues... Revelations does succeed in living up to its name, but we’d hoped that such disappointments weren’t the surprise it had in store. [Feb 2006, p.93]- Edge Magazine
-
- Critic Score
In practice, Tokobot offers so little to challenge either the reflexes or the mind that it boils down to one long, plodding, gentle ushering from one side of a large, mostly vacant level to the other, with nothing to reward self-determined exploration and an identical series of Pavlovian cues to let the player know that it’s time to switch to the next formation. [Feb 2006, p.89]- Edge Magazine
-
- Critic Score
Despite the familiarity, the longer you spend in your scaled-down village, the more you’re soothed into a gentle, constructive daydream which is every bit as charming as in all its other incarnations. [Jan 2005, p.89]- Edge Magazine
-
- Critic Score
This is easily the better sequel, a firm improvement on "Warrior Within." So why the long face? For the simple and saddest reason of all: ennui. [Christmas 2005, p.100]- Edge Magazine
- Read full review
-
- Critic Score
This is easily the better sequel, a firm improvement on "Warrior Within." So why the long face? For the simple and saddest reason of all: ennui. [Christmas 2005, p.100]- Edge Magazine
-
- Critic Score
This is easily the better sequel, a firm improvement on "Warrior Within." So why the long face? For the simple and saddest reason of all: ennui. [Christmas 2005, p.100]- Edge Magazine
-
- Critic Score
This is easily the better sequel, a firm improvement on "Warrior Within." So why the long face? For the simple and saddest reason of all: ennui. [Christmas 2005, p.100]- Edge Magazine
-
- Critic Score
The story is inventively fantastical but ridiculously so, like a child’s weightless daydreaming, and its shallowness is made all the clearer by Agetec’s lifeless and laborious translation. [Feb 2006, p.92]- Edge Magazine
-
- Critic Score
Often, it can be enough for a sequel to deliver more of the same, but in Superstar Saga’s case, when what the first game delivered was such a powerful sense of freshness, more of the same – which Partners In Time certainly delivers – inevitably feels like less. [Feb 2006, p.86]- Edge Magazine
-
- Critic Score
This dazzling, determinedly populist experience was not made according to the standards other games are made by, and when judged – or even just described – by those standards, it might seem slender to the point of frailty. [Christmas 2005, p.101]- Edge Magazine
-
- Critic Score
This dazzling, determinedly populist experience was not made according to the standards other games are made by, and when judged – or even just described – by those standards, it might seem slender to the point of frailty. [Christmas 2005, p.101]- Edge Magazine
-
- Critic Score
Wideload has placed a welcome knee in the groin of the status quo, but by taking its subject too lightly it’s also failed to turn an adventurous prototype into a durable production. [Christmas 2005, p.102]- Edge Magazine
-
- Critic Score
This dazzling, determinedly populist experience was not made according to the standards other games are made by, and when judged – or even just described – by those standards, it might seem slender to the point of frailty. [Christmas 2005, p.101]- Edge Magazine
-
- Critic Score
This dazzling, determinedly populist experience was not made according to the standards other games are made by, and when judged – or even just described – by those standards, it might seem slender to the point of frailty. [Christmas 2005, p.101]- Edge Magazine
-
- Critic Score
Maddening moments are far enough between to be only a minor blemish on an otherwise fantastic portable action game. [Jan 2005, p.90]- Edge Magazine
-
- Critic Score
The calibre of game you might well produce having been shot three times and then stabbed. [Jan 2005, p.91]- Edge Magazine