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
    • 73 Metascore
    • 70 Critic Score
    It only betrays itself completely once – in a dismally conventional boss battle around halfway through – though at times Spartan threatens to become routine, it never does, thanks to its strong character, handsome looks and sheer, irrepressible verve. [Nov 2005, p.96]
    • Edge Magazine
    • 74 Metascore
    • 70 Critic Score
    It only betrays itself completely once – in a dismally conventional boss battle around halfway through – though at times Spartan threatens to become routine, it never does, thanks to its strong character, handsome looks and sheer, irrepressible verve. [Nov 2005, p.96]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    You need a decent stick (or a god among pads) to facilitate the split-second Just Impacts, Ukemis and sidesteps that consistent victory demands. This, more than the abundant content is the game's defining improvement - one to snap you out of the sleepwalk by which most Namco fighters are conquered in singleplayer. [Christmas 2005, p.103]
    • Edge Magazine
    • 86 Metascore
    • 70 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
    • 81 Metascore
    • 70 Critic Score
    Gunplay is conveyed through some truly dazzling visual feedback and blare. But, once the smoke clears, it feels all too repetitive in terms of its deathmatch-style objectives. [Christmas 2005, p.109]
    • Edge Magazine
    • 83 Metascore
    • 60 Critic Score
    A thrilling ride, but with so little strategic variety, and without the benefit of multiplayer, a certain sameness takes hold and unfortunately cuts short what could have been a fantastic portable shooter resurgence. [Christmas 2005, p.111]
    • Edge Magazine
    • 73 Metascore
    • 70 Critic Score
    It only betrays itself completely once – in a dismally conventional boss battle around halfway through – though at times Spartan threatens to become routine, it never does, thanks to its strong character, handsome looks and sheer, irrepressible verve. [Nov 2005, p.96]
    • Edge Magazine
    • 80 Metascore
    • 80 Critic Score
    From its overpowered weapons and gormless AI to its pedestrian objecctives, the singleplayer game is as dumb as it is misguided – an embarrassment to the rather splendid mulitplayer game that, fortunately, represents all that's really important. [Dec 2005, p.101]
    • Edge Magazine
    • 88 Metascore
    • 80 Critic Score
    It’s all here: the hoi polloi, the ambience, the weather, the police pressure, and the emergent scenarios that can make you feel special or wretched. It feels familiar, but remains primed for fresh exploration and mischief, reapplying a formula that still feels superior to its imitators’ approaches. [Christmas 2005, p.107]
    • Edge Magazine
    • 77 Metascore
    • 40 Critic Score
    Once guns are acquired you feel less helpless, but the combat is awkward with enemies reacting poorly to hits and a compulsory manual reload that is ponderous beyond belief. In trying to make the game realistic, Headfirst has grievously shot itself in the foot. [Dec 2005, p.112]
    • Edge Magazine
    • 80 Metascore
    • 80 Critic Score
    From its overpowered weapons and gormless AI to its pedestrian objecctives, the singleplayer game is as dumb as it is misguided – an embarrassment to the rather splendid mulitplayer game that, fortunately, represents all that's really important. [Dec 2005, p.101]
    • Edge Magazine
    • 74 Metascore
    • 70 Critic Score
    Few other FPS titles can match the intensity of this nitrous-charged shooting gallery, but plenty of them offer the kind of less that feels like much, much more. [Nov 2005, p.104]
    • Edge Magazine
    • 91 Metascore
    • 80 Critic Score
    There’s not much that can be said about Shadow Of The Colossus. Not because there aren’t pages to be written about the designs of the colossi, the wisdom of some of the puzzles involved in defeating them, or the deliberately ambiguous implications of the story, but because this is a game with so little content that to discuss specifics would be to tarnish an experience that needs to be approached with as few preconceptions as possible. [Christmas 2005, p.98]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    If this is the series' swansong, it goes out in the luxuirous manner in which the series was born – in a well-produced, moderately thoughful and firmly enjoyable instalment of an established genre – a manner that won't go unappreciated but will just as likely go unremembered. [Dec 2005, p.110]
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    The title is just painfully apt: never has a free-roaming structure brought so little to improve the quality of a game's world. The mooted open-ended environments of Tony Hawk's American Wasteland feel like a fallacy, a bleak repackaging for hocking the game to a jaded audience. [Dec 2005, p.107]
    • Edge Magazine
    • 75 Metascore
    • 60 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]
    • 77 Metascore
    • 60 Critic Score
    The title is just painfully apt: never has a free-roaming structure brought so little to improve the quality of a game's world. The mooted open-ended environments of Tony Hawk's American Wasteland feel like a fallacy, a bleak repackaging for hocking the game to a jaded audience. [Dec 2005, p.107]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    The title is just painfully apt: never has a free-roaming structure brought so little to improve the quality of a game's world. The mooted open-ended environments of Tony Hawk's American Wasteland feel like a fallacy, a bleak repackaging for hocking the game to a jaded audience. [Dec 2005, p.107]
    • Edge Magazine
    • 84 Metascore
    • 60 Critic Score
    It's when the game is at its most GTA-like that it comes alive, conjuring up scenarios that take in whole city boroughs and throwing at you groups of adversaries and challenges you have to juggle on the fly… and then you get to a tediously engineered boss encounter and it all begins to get tiresome again. [Christmas 2005, p.109]
    • Edge Magazine
    • 88 Metascore
    • 80 Critic Score
    In opposition to its marketing pitch, then, it's perhaps best to view FEAR less as a horror show punctuated by action than a blistering action spectacle that likes to play games with its guests. [Dec 2005, p.98]
    • Edge Magazine
    • 85 Metascore
    • 60 Critic Score
    It's when the game is at its most GTA-like that it comes alive, conjuring up scenarios that take in whole city boroughs and throwing at you groups of adversaries and challenges you have to juggle on the fly… and then you get to a tediously engineered boss encounter and it all begins to get tiresome again. [Christmas 2005, p.109]
    • Edge Magazine
    • 81 Metascore
    • 70 Critic Score
    It too often asks for a mere nod in the right direction rather than a considered gambit, filling in the incriminating details itself and leaving the player yearning for more active involvement. [Christmas 2005, p.110]
    • 81 Metascore
    • 80 Critic Score
    This game's focus is its singleplayer campaign, and it's an involving, dynamic, astonishing-looking 12-15 hour bloodbath. A good, old-fashioned bloodbath. [Dec 2005, p.94]
    • Edge Magazine
    • 72 Metascore
    • 70 Critic Score
    Few other FPS titles can match the intensity of this nitrous-charged shooting gallery, but plenty of them offer the kind of less that feels like much, much more. [Nov 2005, p.104]
    • Edge Magazine
    • 84 Metascore
    • 70 Critic Score
    Though its stellar looks and innately satisfying play (especially in multiplayer) continue to serve aces, World Tour’s rallying skills leave something to be desired. [Oct 2005, p.96]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    Earned In Blood might not seem like a radical departure from the original but the gloriously cascading AI and open maps have effectively transformed it into a very special WWII experience. The fact that there's nothing quite like it in such a crowded genre speaks volumes. [Dec 2005, p.103]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    Earned In Blood might not seem like a radical departure from the original but the gloriously cascading AI and open maps have effectively transformed it into a very special WWII experience. The fact that there's nothing quite like it in such a crowded genre speaks volumes. [Dec 2005, p.103]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    As an RTS, Black & White 2 is less deep, but just as flexible and responsive – and when creatures, miracles, wonders and large armies are all in play it’s arguably the greatest show in gaming. [Nov 2005, p.94]
    • Edge Magazine
    • 89 Metascore
    • 70 Critic Score
    Core game play remains largely undeveloped from Symphony Of The Night, and, despite the additions, is aspirational rather than inspirational. It’s certainly the best handheld Castlevania game, but Igarashi’s team is too dedicated to the framework he masterminded for this to be anything innovatory. [Nov 2005, p.108]
    • 62 Metascore
    • 70 Critic Score
    Global Storm feels like the true heir to the Conflict: Desert Storm games in more than just surname, and remains a worthy war effort, despite there being other games that may do it grander or deeper. [Nov 2005, p.102]
    • Edge Magazine

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