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
Taken in isolation, there’s no denying Cold Fear’s panache - RenderWare has rarely been used to such strong visual effect - and there is a fair helping of survival horror entertainment to be had here, it’s just that you have to dig through several layers of frustration to get at it. [Apr 2005, p.96]- Edge Magazine
-
- Critic Score
While it feels dynamic for what is, essentially, an RPG of skill harvesting and exploiting, the end result is more about flexibility than exhilaration, more a colourfully-framed and extended session of rock-paper-scissors than any kind of rush. [June 2005, p.87]- Edge Magazine
-
- Critic Score
Taken in isolation, there's no denying Cold Fear's panache - RenderWare has rarely been used to such strong visual effect - and there is a fair helping of survival horror entertainment to be had here, it's just that you have to dig through several layers of frustration to get at it. [Apr 2005, p.96]- Edge Magazine
-
- Critic Score
It certainly lacks the variety and sense of progress that great platform games can offer. But then it was never supposed to be a great platform game. It was supposed to be, and is, a great DS game. [Apr 2005, p.102]- Edge Magazine
-
- Critic Score
Game designers talk of emphasising character through dialogue or animation, but his may be the first incidence of a game emphasising it through a control method. Its immediacy means you'll share every inch of his swaggering, gleeful, unstoppable violence. [Feb 2005, p.78]- Edge Magazine
-
- Critic Score
Ignore the presentation, the much-talked-about comic book inspiration. Ignore the artwork, the ridiculous voiceovers and the magnificent origin stories. Pay it no attention. The really funny thing about Freedom Force is how little the funny stuff matters. [May 2005, p.89]- Edge Magazine
-
- 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
-
- Critic Score
An overall shoddy feeling to the production spoils a great deal more. Where there should be panache, there are rough edges. As a comedy, it achieves much. It is funny. But as a sports game a great deal more polish is required. [Sept 2004, p.106]- Edge Magazine
-
- Critic Score
Your main objective is the bane of the modern FPS: follow a little blue arrow while shooting things, with the odd escort or protect responsibility thrown in to make you turn around occasionally. It's average justice dished out to the licence, but nothing more. [Christmas 2003, p.121]- Edge Magazine
-
- Critic Score
Encounters feel needlessly protracted - born of a stubborn refusal to admit the game’s fundamental lack of content. The layout of scenery predetermines your every gambit before enemies blithely meander into your squad’s unlimited gunfire. [Apr 2005, p.101]- Edge Magazine
-
- Critic Score
It’s a strange situation for the series to truly hit its stride in a game that’s both beginning and conclusion, and you can’t help but wish Dante would never grow up, that there could have been more stories of his teenage roundhouse kicks. [Apr 2005, p.90]- Edge Magazine
-
- 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
-
- Critic Score
Singleplayer is weak - despite well-worked tutorial and mission modes it always feels like target practice for combat with friends - and the lack of online support disappoints. But despite a potentially hazardous dimensional switch, it remains as appealing a way of antagonising your friends as ever. [Dec 2003, p.108]- Edge Magazine
-
- Critic Score
Your main objective is the bane of the modern FPS: follow a little blue arrow while shooting things, with the odd escort or protect responsibility thrown in to make you turn around occasionally. It's average justice dished out to the licence, but nothing more. [Christmas 2003, p.121]- Edge Magazine
-
- Critic Score
With a superior control system and a raft of incisive upgrades, this year’s update is a connoisseur of the boxing arts. [Apr 2005, p.103]- Edge Magazine
-
- Critic Score
Encounters feel needlessly protracted - born of a stubborn refusal to admit the game's fundamental lack of content. The layout of scenery predetermines your every gambit before enemies blithely meander into your squad's unlimited gunfire. [Apr 2005, p.101]- Edge Magazine
-
- Critic Score
With a superior control system and a raft of incisive upgrades, this year's update is a connoisseur of the boxing arts. [Apr 2005, p.103]- Edge Magazine
-
- Critic Score
With a superior control system and a raft of incisive upgrades, this year's update is a connoisseur of the boxing arts. [Apr 2005, p.103]- Edge Magazine
-
- Critic Score
While Heritage Of Kings has taken the series in a new direction without completely uprooting itself from the settlement-crafting past, it’s not been a successful evolution. Even the most lethargic and undemanding of gamers will quickly become bored of the gambolling wildlife and labouring peasants. [March 2005, p.87]- Edge Magazine
-
- Critic Score
While a misplaced desire for innovation once pushed it off course, the series has found its way home. Though it may never learn consistency, it’s remembered how to keep even the most jaded gamer beguiled. [May 2005, p.80]- Edge Magazine
-
- Critic Score
Your main objective is the bane of the modern FPS: follow a little blue arrow while shooting things, with the odd escort or protect responsibility thrown in to make you turn around occasionally. It's average justice dished out to the licence, but nothing more. [Christmas 2003, p.121]- Edge Magazine
-
- Critic Score
Your main objective is the bane of the modern FPS: follow a little blue arrow while shooting things, with the odd escort or protect responsibility thrown in to make you turn around occasionally. It's average justice dished out to the licence, but nothing more. [Christmas 2003, p.121]- Edge Magazine
-
- Critic Score
Gran Turismo 4 is fundamentally unconcerned with furthering the art of the videogame. This titanic franchise, this critical, load-bearing pillar of PlayStation, is barely even a videogame at all. It’s a hobbyist software suite, a racetrack tutorial, an encyclopaedia you can get in and drive off. [March 2005, p.78]- Edge Magazine
-
- 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
-
- Critic Score
Fortunately, the backbone of strategy means that behind every chaotic disaster lies the digestible conclusion that, with better planning, it could have been avoided. [May 2005, p.87]- Edge Magazine
-
- 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
-
- Critic Score
The most dedicated of slash ‘em up fans may be willing to ride out the disparity between Nano Breaker’s furious highs and comatose lows, but this just doesn’t feel like an experiment made for the player’s benefit – unless it’s one borne out by the next Castlevania. [March 2005, p.91]- Edge Magazine
-
- Critic Score
The player is required to reap their principle enjoyment from the narrative and the cinematic rather than the interactive. The traditional flow of play has been turned on its head: cut-scenes are the new king, gameplay elements little more than lines to link the drama. [Apr 2005, p.104]- Edge Magazine
-
- Critic Score
Few games can capture the sense of being in the hunt so well, and by degrees few games can disappoint so much when this sense is lost to wrangling with the camera or gawkish, unpredictable controls shackling your weightlessness. [Oct 2004, p.108]- Edge Magazine
-
- Critic Score
Constantine’s narrative is compelling enough, and some excellent puzzles save it from the ignominy of being yet another average third-person movie tie-in, but only just... Yes it’s uncomplicated, but still an engaging realisation of the source material. [Apr 2005, p.99]- Edge Magazine