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
Despite its unreserved nature, and being about as tightly tethered to reality as the Burnout series, Ridge Racer 6 hasn’t floated away from its roots. It’s content to sink into its well-established furrow of soaring slides and skids, and it still feels crisply satisfying with it. [Jan 2005, p.82]- Edge Magazine
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- Critic Score
Given the game’s marketing as one woman’s war against the corporations, the irony of Perfect Dark Zero is that the quality of the game experience it offers degrades in parallel with the number of people playing it. [Jan 2005, p.80]- Edge Magazine
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- Critic Score
For those who can tolerate having their brain beaten numb by it, the game entails often enthralling, occasionally awe-inspiring sights and sounds. But little is there that’s new compared to much that needs renewal. [Christmas 2005, p.96]- Edge Magazine
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- Critic Score
The calibre of game you might well produce having been shot three times and then stabbed. [Jan 2005, p.91]- Edge Magazine
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- Critic Score
A scary, vicious, visually progressive if rather hollow next-gen showcase that doesn’t outstay its welcome. If you want to spend a night or two in the company of the future of horror videogaming, you could do a lot worse. [Christmas 2005, p.94]- Edge Magazine
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- Critic Score
PGR3 hasn’t moved from its niche, not at all – at its core, it’s still pure PGR, a savvy and standalone mixture of real form and hyper-real function – but it’s been transformed into a wondrous and rewarding beauty spot. [Christmas 2005, p.88]- Edge Magazine
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- Critic Score
Why roam freely (when the game lets you, which is by no means always) when all that’s out there to find is an empty trek between jarring episodes of production-line gaming? [Christmas 2005, p.105]- Edge Magazine
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- Critic Score
It’s an enormously likeable package, and one which sets perhaps a much more valuable next-gen agenda: one of games which place a higher emphasis on player enjoyment than they do their own ambitions. [Jan 2005, p.84]- Edge Magazine
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- Critic Score
For all its potential, Infected delivers precious little in either world: a singleplayer that blooms too late, and an underdeveloped online experience that withers too soon. [Jan 2005, p.85]- Edge Magazine
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- Critic Score
To call this style over substance would be grossly inaccurate. The substance is all there – weighty, deep and stretching off 90 hours into the distance. But, unmistakable, it is substance from another time. [Jan 2005, p.78]- Edge Magazine
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- Critic Score
By keeping it real, the game retains many of the things that make navigating the real city more of a pain than a pleasure: countless faceless skyscrapers don’t make for memorable landmarks, and facing the wrong way down a jammed one-way street when you’re in a hurry to get somewhere is the sort of challenge few will relish. [Jan 2005, p.91]- Edge Magazine
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- Critic Score
Approached free of any expectations higher than endless, mindless single-button mashing, the kenpu collecting and scenery spotting can provide some limited enjoyment in smaller doses, but approached as an epic quest, Key Of Heaven is one better left untaken. [Mar 2006, p.94]- Edge Magazine
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- Critic Score
It instantly shares the same atmosphere and pleasure as the original Sonic classics did 15 years ago, even if it does little to move them forward. [Christmas 2005, p.111]- Edge Magazine
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- Critic Score
By keeping it real, the game retains many of the things that make navigating the real city more of a pain than a pleasure: countless faceless skyscrapers don't make for memorable landmarks, and facing the wrong way down a jammed one-way street when you're in a hurry to get somewhere is the sort of challenge few will relish. [Jan 2005, p.91]- Edge Magazine
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- Critic Score
By keeping it real, the game retains many of the things that make navigating the real city more of a pain than a pleasure: countless faceless skyscrapers don't make for memorable landmarks, and facing the wrong way down a jammed one-way street when you're in a hurry to get somewhere is the sort of challenge few will relish. [Jan 2005, p.91]- Edge Magazine
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- Critic Score
Instantly familiar, and instantly entertaining, Nintendo could hardly have picked a better title for its wi-fi debut. [Christmas 2005, p.106]- Edge Magazine
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- Critic Score
That this is one decidedly average experience and one decidedly great one jammed together becomes clear long before you’re freed to fully enjoy yourself. [Jan 2005, p.86]- Edge Magazine
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- Critic Score
Why roam freely (when the game lets you, which is by no means always) when all that’s out there to find is an empty trek between jarring episodes of production-line gaming? [Christmas 2005, p.105]- Edge Magazine
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- Critic Score
Why roam freely (when the game lets you, which is by no means always) when all that’s out there to find is an empty trek between jarring episodes of production-line gaming? [Christmas 2005, p.105]- Edge Magazine
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- Critic Score
The Tormented may read more as a mystery than a truly frightening horror story but, if it’s to be a conclusion to this dark and lonely diversion from the beaten track, it will be a fitting and deserving one. [Jan 2005, p.87]- Edge Magazine
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- Critic Score
Why roam freely (when the game lets you, which is by no means always) when all that's out there to find is an empty trek between jarring episodes of production-line gaming? [Christmas 2005, p.105]- Edge Magazine
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- Critic Score
Through the crush of it all, Viewtiful Joe's pedigree for fusing entertainment and quality is clearly visible throughout the chaos, even if it doesn't necessarily shine. [Dec 2005, p.100]- Edge Magazine
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- Critic Score
Why roam freely (when the game lets you, which is by no means always) when all that's out there to find is an empty trek between jarring episodes of production-line gaming? [Christmas 2005, p.105]- Edge Magazine
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- Critic Score
As chaotic and unrefined as it is, however, it motors on with a definite sense of purpose and provides a solid sense of fulfilment, if not necessarily one of accomplishment. [Christmas 2005, p.110]- Edge Magazine
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- Critic Score
As chaotic and unrefined as it is, however, it motors on with a definite sense of purpose and provides a solid sense of fulfilment, if not necessarily one of accomplishment. [Christmas 2005, p.110]- Edge Magazine
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- Critic Score
When so much work has gone into the game’s visuals and so much effort has been poured into the most insignificant cosmetic flourish, you find your patience for the hiccups that still plague many games is reduced to almost zero. [Christmas 2005, p.92]- Edge Magazine
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- Critic Score
You’ll discover whether you’re a screamer or a yeller, a wide-striding groover or a bolt-upright pogo-er. This is a game that you can play sitting down, but you won’t. Not once. [Christmas 2005, p.104]- Edge Magazine
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- Critic Score
As chaotic and unrefined as it is, however, it motors on with a definite sense of purpose and provides a solid sense of fulfilment, if not necessarily one of accomplishment. [Christmas 2005, p.110]- Edge Magazine
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- Critic Score
By any standards that have existed during the last ten, Without Warning is a work of stultifying incompetence that seems to hate its own players. [Dec 2005, p.108]- Edge Magazine
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- Critic Score
By any standards that have existed during the last ten, Without Warning is a work of stultifying incompetence that seems to hate its own players. [Dec 2005, p.108]- Edge Magazine