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
    • 89 Metascore
    • 80 Critic Score
    It takes more than caffeine, luck and a nosebleed to truly become master of these streets, and this is Revenge's greatest achievement over its predecessor. The eight locations, split as usual into varied circuits, are arcade racing dreams given form. [Nov 2005, p.98]
    • Edge Magazine
    • 70 Metascore
    • 70 Critic Score
    Single- and multiplayer minigames – and, more interestingly, a fully self-contained production-quality construction kit supporting a viral and burgeoning custom-level trading community – round off an already complete package, making Gripshift one of the PSP's finest and full-featured games to date. [Dec 2005, p.110]
    • 78 Metascore
    • 70 Critic Score
    Stripped by necessity to its basest form to allow for the limited inputs of the handheld, and this time greatly enhanced and personlaised by character artist Gez Fry's gorgeous anime-inspired designs, Rebelstar may be their most accessible title to date. [Dec 2005, p.112]
    • 77 Metascore
    • 70 Critic Score
    As smooth and exhilarating a ride as it ever was… MotoGP 3 remains a strong, solid outing for those who enjoy a thoroughly analogue play experience as well as fans of motorbike racing. [Oct 2005, p.98]
    • Edge Magazine
    • 85 Metascore
    • 70 Critic Score
    As smooth and exhilarating a ride as it ever was… MotoGP 3 remains a strong, solid outing for those who enjoy a thoroughly analogue play experience as well as fans of motorbike racing. [Oct 2005, p.98]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    Mario can still throw a mean pitch and has a solid swing, but it's his lazy ambition that catches him out.
    • 51 Metascore
    • 40 Critic Score
    For all its wit and swagger, Truckers is inescapably safety-conscious, rewarding the maintenance of a planned route and steady trajectory while more arresting notions - spontaneous risk, for example - fall from the back like poorly fastened cases of moonshine. [Sept 2005, p.99]
    • Edge Magazine
    • 83 Metascore
    • 60 Critic Score
    Once fluent in Hulk’s explosive vocabulary of lamppost-javelins, boulder-bowling balls and tank football, it becomes apparent how much there is to praise in this game. It’s hard to think of a superhero title that has come so close in delivering the spirit of the hero’s super-ness. [Sept 2005, p.95]
    • Edge Magazine
    • 48 Metascore
    • 40 Critic Score
    Yes, Beat Down revives the warped charisma of Capcom’s beat’em up heyday, but that’s the only area where it actually triumphs. [Oct 2005, p.90]
    • Edge Magazine
    • 72 Metascore
    • 60 Critic Score
    Pac ‘N’ Roll is regrettably short and, with few rules to master, its replayability is quite limited. With the DS’s library rapidly expanding beyond minigame collections and touchscreen experiments it’s a tough sell, but as a fast, cheap diversion there’s enough simple fun in exploration to make it worthwhile. [Nov 2005, p.113]
    • Edge Magazine
    • 44 Metascore
    • 40 Critic Score
    For all its wit and swagger, Truckers is inescapably safety-conscious, rewarding the maintenance of a planned route and steady trajectory while more arresting notions - spontaneous risk, for example - fall from the back like poorly fastened cases of moonshine. [Sept 2005, p.99]
    • Edge Magazine
    • 50 Metascore
    • 40 Critic Score
    For all its wit and swagger, Truckers is inescapably safety-conscious, rewarding the maintenance of a planned route and steady trajectory while more arresting notions - spontaneous risk, for example - fall from the back like poorly fastened cases of moonshine. [Sept 2005, p.99]
    • Edge Magazine
    • 84 Metascore
    • 60 Critic Score
    Once fluent in Hulk's explosive vocabulary of lamppost-javelins, boulder-bowling balls and tank football, it becomes apparent how much there is to praise in this game. It's hard to think of a superhero title that has come so close in delivering the spirit of the hero's super-ness. [Sept 2005, p.95]
    • Edge Magazine
    • 51 Metascore
    • 40 Critic Score
    Yes, Beat Down revives the warped charisma of Capcom's beat'em up heyday, but that's the only area where it actually triumphs. [Oct 2005, p.90]
    • Edge Magazine
    • 84 Metascore
    • 60 Critic Score
    Once fluent in Hulk's explosive vocabulary of lamppost-javelins, boulder-bowling balls and tank football, it becomes apparent how much there is to praise in this game. It's hard to think of a superhero title that has come so close in delivering the spirit of the hero's super-ness. [Sept 2005, p.95]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    There’s more to be got out of this new kind of play than Nintendo has found this time around, and some of it could be better implemented. But, for now, it offers an experience that can’t be matched. [July 2005, p.89]
    • 83 Metascore
    • 70 Critic Score
    There’s more to be got out of this new kind of play than Nintendo has found this time around, and some of it could be better implemented. But, for now, it offers an experience that can’t be matched. [July 2005, p.89]
    • 83 Metascore
    • 70 Critic Score
    There’s more to be got out of this new kind of play than Nintendo has found this time around, and some of it could be better implemented. But, for now, it offers an experience that can’t be matched. [July 2005, p.89]
    • 90 Metascore
    • 80 Critic Score
    Thank heavens, then, for the brilliant Survival mode. Of all Dual Strike’s little reinventions it’s the only one to twist the template into a persuasive new shape. [Sept 2005, p.97]
    • Edge Magazine
    • 74 Metascore
    • 50 Critic Score
    Nearly all enemy behaviour consists of direct charges, calling on the butt of your gun as frequently as its barrel. While it’s undeniably intense, it soon becomes apparent that this intensity is the only string on the designers’ banjo, plucked with increasingly feverish rapidity instead of ever-changing chords. [Nov 2005, p.105]
    • Edge Magazine
    • 78 Metascore
    • 80 Critic Score
    The presentation is as characterful as you would expect from London Studio, it's welcoming to newcomers to the EyeToy, or even to gaming in general, and the navigation system has been much improved, responding snappily to your commands.
    • 61 Metascore
    • 40 Critic Score
    Even with just an additional pair of buttons for camera movement, a broad switch of irritations could have been avoided, but as it is, Death Jr is recommended only for forgiving platformer enthusiasts. [Nov 2005, p.113]
    • Edge Magazine
    • 68 Metascore
    • 50 Critic Score
    With the game's over-reliance on backtracking and aimless overworld item hunts, another shooting segment is never more than ten seconds away, resulting in a jarring, disjointed flow... In the end, Sigma Star Saga does justice to neither of its two loosely conjoined games. [Oct 2005, p.95]
    • Edge Magazine
    • 75 Metascore
    • 50 Critic Score
    Nearly all enemy behaviour consists of direct charges, calling on the butt of your gun as frequently as its barrel. While it's undeniably intense, it soon becomes apparent that this intensity is the only string on the designers' banjo, plucked with increasingly feverish rapidity instead of ever-changing chords. [Nov 2005, p.105]
    • Edge Magazine
    • 66 Metascore
    • 40 Critic Score
    Unfortunately, no sooner does Geist suggest it can blossom into something fresh and exciting that it's undermined at every turn by a frustrating insistence on being nothing more than a mundane firstperson shooter. [Oct 2005, p.88]
    • Edge Magazine
    • 58 Metascore
    • 40 Critic Score
    Frustratingly, the game’s on-rails sequences exacerbate its lack of invention, whipping up enemies that often inflict damage before their location is revealed. When a single rocket can end the game by killing you or your entourage, this tests the patience more than a prosaic shooter has the right to. [Aug 2005, p.97]
    • Edge Magazine
    • 77 Metascore
    • 80 Critic Score
    Ultimately, Makai Kingdom feels more about brutal stat farming than true tactics… Makai Kingdom’s key strategy isn’t so much tactics as just sheer weight of numbers, of accumulation and refinement of properties. [Oct 2005, p.86]
    • Edge Magazine
    • 71 Metascore
    • 50 Critic Score
    If there isn't a great deal of sophistication, there also isn't much in the way of mucking around. Flying up the screen making things go pop has been reliably entertaining for decades. [Oct 2005, p.95]
    • Edge Magazine
    • 84 Metascore
    • 70 Critic Score
    Where most games are built out of wood, bullets and money, Darwinia has an unapologetically spiritual vision, its geeky god presiding over a world which dares to make an imagined religion into a ruleset. That in some places it falls short of its ambitions is not what makes this game important. [March 2005, p.82]
    • Edge Magazine
    • 64 Metascore
    • 70 Critic Score
    Deformable landscapes, multiple level routes, context sensitive controls, impeccable camera control, inventive boss level. Flipnic would be one hell of an adventure game. [Dec 2003, p.99]
    • Edge Magazine

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