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
    • 69 Metascore
    • 40 Critic Score
    Ends up feeling like it's been built by PC game developers obsessed with quick saves. There's absolutely no creative latitude; it's a case of remembering where enemies appear and getting them before they get you. [May 2005, p.86]
    • Edge Magazine
    • 85 Metascore
    • 70 Critic Score
    The extreme volatility of every moment carries a reward that overshadows the annoyances. [June 2005, p.85]
    • Edge Magazine
    • 68 Metascore
    • 60 Critic Score
    Though the game’s confidence falters, its storytelling never does, building a new myth with the kind of passion and resonance expected from an eastern retelling of an old one, and enriching the entire sweep of its universe. [June 2005, p.84]
    • Edge Magazine
    • 76 Metascore
    • 70 Critic Score
    Kids are often underestimated, but that doesn't mean their games should be. Lego Star Wars has an appeal that goes beyond age, even if it's one that rarely goes beyond 20 minutes at a time. [May 2005, p.84]
    • Edge Magazine
    • 78 Metascore
    • 70 Critic Score
    Kids are often underestimated, but that doesn’t mean their games should be. Lego Star Wars has an appeal that goes beyond age, even if it’s one that rarely goes beyond 20 minutes at a time. [May 2005, p.84]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    Kids are often underestimated, but that doesn’t mean their games should be. Lego Star Wars has an appeal that goes beyond age, even if it’s one that rarely goes beyond 20 minutes at a time. [May 2005, p.84]
    • Edge Magazine
    • 81 Metascore
    • 80 Critic Score
    Chaos Theory is the game that the original Splinter Cell was meant to deliver: a tight play experience within a trusty framework, one more of enjoyment than irritation, and a game that's no longer exclusively for fans of repeated reloading. [Apr 2005, p.97]
    • Edge Magazine
    • 47 Metascore
    • 50 Critic Score
    Even the most dedicated player’s are likely to fall out of love with the game more frequently than its promise of unstoppable motion and a world outside slate-grey corridors (which becomes more distant as the game progresses) can entice them back. [May 2005, p.83]
    • Edge Magazine
    • 69 Metascore
    • 50 Critic Score
    Ironically, this series is unlikely to blossom until its popularity wanes and Koei stops being afraid to change it. [July 2005, p.95]
    • Edge Magazine
    • 46 Metascore
    • 50 Critic Score
    Even the most dedicated player's are likely to fall out of love with the game more frequently than its promise of unstoppable motion and a world outside slate-grey corridors (which becomes more distant as the game progresses) can entice them back. [May 2005, p.83]
    • Edge Magazine
    • 54 Metascore
    • 40 Critic Score
    Levels feature numerous boss battles and a stream of identikit foot soldiers, but merrily send the player back to square one when their lone life is over and make the singleplayer story mode an agonising exercise in self-abuse. [June 2005, p.88]
    • Edge Magazine
    • 87 Metascore
    • 80 Critic Score
    Chaos Theory is the game that the original Splinter Cell was meant to deliver: a tight play experience within a trusty framework, one more of enjoyment than irritation, and a game that’s no longer exclusively for fans of repeated reloading. [Apr 2005, p.97]
    • Edge Magazine
    • 92 Metascore
    • 80 Critic Score
    Chaos Theory is the game that the original Splinter Cell was meant to deliver: a tight play experience within a trusty framework, one more of enjoyment than irritation, and a game that’s no longer exclusively for fans of repeated reloading. [Apr 2005, p.97]
    • Edge Magazine
    • 94 Metascore
    • 80 Critic Score
    Chaos Theory is the game that the original Splinter Cell was meant to deliver: a tight play experience within a trusty framework, one more of enjoyment than irritation, and a game that's no longer exclusively for fans of repeated reloading. [Apr 2005, p.97]
    • Edge Magazine
    • 74 Metascore
    • 60 Critic Score
    Even if the overall package is less than the sum of its parts, an arcade-perfect port of Vampire Saviour is impressive enough alone, and the PSP’s screen definition infuses the visuals with their original, unmistakable vibrancy. [Feb 2005, p.82]
    • Edge Magazine
    • 79 Metascore
    • 60 Critic Score
    It represents a sublimely efficient means by which to enjoy competitive multiplayer an on all-new platform, doing so amid a shower of sparks. [June 2005, p.94]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    THUG 2 Remix stand straight and tall, offering the series’ trademark open-ended combo blitzing in the form of a solid repackaging, albeit one that’s more a testament to the PSP’s potential rather than a true exploitation of it. [June 2005, p.94]
    • Edge Magazine
    • 94 Metascore
    • 80 Critic Score
    From the near-pornographic money-shot that occurs during the slo-mo moments of certain vicious attack combos, to the ludicrous events that send the player travelling down a monster's throat, God of War is made from the stuff of legend, to become the stuff of legend.
    • 88 Metascore
    • 80 Critic Score
    Racers has an appealing lack of pretension that suggests it has nothing to prove other than that Ridge Racer is a delight to play. And it is, with no call for caveat – for a handheld, for a ‘remake’, for a launch title. It's simply one of the best pure arcade racers to date. [JPN Import; Feb 2005, p.68]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    In refusing to let the PSP’s home-console-style graphical capabilities dictate the nature of its gameplay, Acid is a valuable blueprint for future PSP development. [Feb 2005, p.77]
    • 89 Metascore
    • 80 Critic Score
    Minor lapses in cohesion and polish drop Lumines short of the absolute completeness of "Rez," but it expands upon its concepts in ways even Mizuguchi followers couldn't have expected. It's a block puzzle that celebrates the joy of light and sound – to the question of whether the PSP can encourage new experiences, it's a resounding 'yes'.
    • 68 Metascore
    • 70 Critic Score
    As a portable title, Untold Legends knows that its payoff has to be immediate and frequent and it graciously complies, with even the briefest morning commute diversion yielding at least one quest completed, at least one level gained and frequently another full wardrobe change rounding off a constant feeling of accomplishment. [June 2005, p.86]
    • 66 Metascore
    • 60 Critic Score
    Though it’s regrettable that Sony opted for a retrofit rather than a rebirth, and while series stalwarts might initially balk at controls that fit awkwardly, given a chance the cat-and-mouse charm shines through, and make On The Loose a fine first stab at a new wave of portable platforming. [May 2005, p.93]
    • 84 Metascore
    • 80 Critic Score
    As forgettable as the story mode is, this is a game that should be judged by the pleasure it can bring to a room full of gamers eager for furious arena combat and a splendid variety of team games. And judged by those criteria, it has few peers. [Apr 2005, p.94]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    As forgettable as the story mode is, this is a game that should be judged by the pleasure it can bring to a room full of gamers eager for furious arena combat and a splendid variety of team games. And judged by those criteria, it has few peers. [Apr 2005, p.94]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    As forgettable as the story mode is, this is a game that should be judged by the pleasure it can bring to a room full of gamers eager for furious arena combat and a splendid variety of team games. And judged by those criteria, it has few peers. [Apr 2005, p.94]
    • Edge Magazine
    • 62 Metascore
    • 50 Critic Score
    For the promising set-up, it collapses in the heat of battle. Nearly a full third of the PSP’s screen is filled by a clumsy status display, clipping the peripheral vision that would have been so useful in the chaos of a Dynasty scrum. [Feb 2005, p.79]
    • 88 Metascore
    • 80 Critic Score
    There's no question that Wipeout Pure is a very fine Wipeout game and, thanks to its lively, dynamic soundscape and its distinct, exhilarating handling, it deserves three out of three just as much as a score out of ten.
    • 82 Metascore
    • 70 Critic Score
    Plenty of games have flourished around the slaughter, scale and destruction of war, but few have managed to realise a soldier’s role and worth - disposable, vulnerable, pivotal - as well as this. [Apr 2005, p.100]
    • Edge Magazine
    • 76 Metascore
    • 70 Critic Score
    While Snowblind never truly escapes the feeling of being a well-dressed, derivative run’n’gun shooter, it never fails to get the running and gunning right, and in that respect, at least, it’s a sound success. [March 2005, p.86]
    • Edge Magazine

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