Edge Magazine's Scores
- Games
For 4,041 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: | Clair Obscur: Expedition 33 | |
|---|---|---|
| Lowest review score: | FlatOut 3: Chaos & Destruction |
Score distribution:
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Positive: 1,243 out of 4041
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Mixed: 2,365 out of 4041
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Negative: 433 out of 4041
4041
game
reviews
- By Date
- By Critic Score
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- 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
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- 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
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- 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
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- 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
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- 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
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- 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
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- 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
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- 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
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- 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
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- 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
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- 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
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- 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
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- 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
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- 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.- Edge Magazine
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- 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
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- 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]- Edge Magazine
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- 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'.- Edge Magazine
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- 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]- Edge Magazine
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- 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]- Edge Magazine
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- 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
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- 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
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- 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
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- 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]- Edge Magazine
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- 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.- Edge Magazine
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- 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
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- 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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- 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
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- 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
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- 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
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- 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