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
    • 60 Metascore
    • 50 Critic Score
    Rogue Agent is the result of design by committee: a safe, reasonably accomplished but uninspiring offering which neither excels nor progresses its genre in any way. [Christmas 2004, p.82]
    • Edge Magazine
    • 78 Metascore
    • 70 Critic Score
    Alien Hominid is just about an essential title for anyone who’s caught themselves yearning for a forgotten past, or to any young blood wondering what people mean when they say they don’t make them like they used to. [Jan 2005, p.97]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    Mario 64 DS is a magnificent execution of entirely the wrong content. Happily, despite its age, that content is so robust and remarkable that the result is still surprising, spectacular and, yes, downright Super. [Jan 2005, p.78]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    As a sequel, it's not so much an extension as a remix, but one so capable and confident that 'remix' could very well be one of Clover Studio's own personal VFX powers.
    • 91 Metascore
    • 80 Critic Score
    It’s the most loveable, exasperating, unhinged, pretentious, ambitious, gorgeous, funny, tedious, thrilling, subversive and just plain silly Metal Gear yet. It’s the most Metal Gear Metal Gear yet, a franchise turned in on itself, a snake eating its own tail. It’s perversely wonderful. [Jan 2005, p.80]
    • Edge Magazine
    • 72 Metascore
    • 60 Critic Score
    Demon Stone suggests more potential than it fulfils, but it's a not-entirely-failed experiment in teaching old dice new tricks, and a follow-up with the same attention to detail but more ambitious design would be welcome. [Nov 2004, p.108]
    • Edge Magazine
    • 96 Metascore
    • 100 Critic Score
    Half-Life 2 is a first-person shooter. But in action, storytelling, technical achievement, atmosphere and intensity it has far outdone its peers. Valve just hit the top note no other PC game developer could reach...The excuse that 'it's just a game' won't cut it anymore. [Dec 2004, p.102]
    • Edge Magazine
    • 80 Metascore
    • 60 Critic Score
    It remains compelling, but much of that compulsion is in expecting the game to truly deliver - a moment you'll likely still be awaiting at the anticlimactic conclusion. [Jan 2005, p.89]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    It's doubtful you'll endlessly return past the few hours necessary to beat the game, but for now it remains both a welcome introduction to a new system and its own unique and rewarding experience.
    • 80 Metascore
    • 70 Critic Score
    Unquestionably, Ghost Recon 2 is a more well-rounded and intense experience than before, but despite some beautiful locations and powerful sound effects it still errs on the side of cold simulation rather than an emotional and dramatic war experience. But that's exactly what some people want. [Christmas 2004, p.83]
    • Edge Magazine
    • 65 Metascore
    • 70 Critic Score
    There's just no accounting for an excruciating wipeout on the final lap when such possibilities are at the mercy of circumstances as much as they are at the player's skill. But, played with a graceful, Zen-like acceptance – shit happens – Crash 'n' Burn is as enjoyable as it is easy to understand. [Jan 2005, p.97]
    • Edge Magazine
    • 68 Metascore
    • 50 Critic Score
    Given the power at the player's fingertips to rewind, pause, fast forward and even record time, the scope for creating some genuinely engaging and ingenious situations is still as immense as it ever was. But, in actuality, everything is blandly obvious and ironically one-dimensional, and the use of the rewind function is still as chronological as it ever was. [Jan 2005, p.91]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    So well integrated is the card collection/reward mechanic that the traditional RPG exploration elements slip easily between the staccato rhythm of the battles. For this reason, the game takes on an invigorating freshness that overrides most of its generic frustrations. [Jan 2005, p.93]
    • Edge Magazine
    • 82 Metascore
    • 60 Critic Score
    The handling hasn’t evolved and a year on, with the masking novelty of the game’s tuning aspects worn off, it’s disappointingly limited and remote. And despite the increased choice and plot introduction the whole exercise can often feel soulless. [Christmas 2004, p.60]
    • Edge Magazine
    • 63 Metascore
    • 70 Critic Score
    There’s just no accounting for an excruciating wipeout on the final lap when such possibilities are at the mercy of circumstances as much as they are at the player’s skill. But, played with a graceful, Zen-like acceptance – shit happens – Crash ‘n’ Burn is as enjoyable as it is easy to understand. [Jan 2005, p.97]
    • Edge Magazine
    • 73 Metascore
    • 50 Critic Score
    Cleverest when at its most minimal, It's Mr Pants is a little too convoluted and coy a brain-tease, destined to live in the shadow of purer designs. [March 2005, p.93]
    • 77 Metascore
    • 60 Critic Score
    The handling hasn't evolved and a year on, with the masking novelty of the game's tuning aspects worn off, it's disappointingly limited and remote. And despite the increased choice and plot introduction the whole exercise can often feel soulless. [Christmas 2004, p.60]
    • Edge Magazine
    • 92 Metascore
    • 80 Critic Score
    Regardless of the amount of familiarity, though, Echoes is as solid and tangible as ever: the uncluttered HUD, the gentle rumble as Samus touches down from her unfaltering jumps, the ingeniously tucked-away power-ups, the smoothness and surety of movement. Its combat and exploration, if taken separately, can feel a little hollow and basic, but taken together they're still a powerful combination for a rewarding adventure. [Christmas 2004, p.76]
    • Edge Magazine
    • 84 Metascore
    • 60 Critic Score
    Jak 3 too often feels like you're merely going through the motions. As the series' conclusion, then, it's a mild disappointment. [Christmas 2004, p.89]
    • 82 Metascore
    • 60 Critic Score
    The handling hasn’t evolved and a year on, with the masking novelty of the game’s tuning aspects worn off, it’s disappointingly limited and remote. And despite the increased choice and plot introduction the whole exercise can often feel soulless. [Christmas 2004, p.60]
    • Edge Magazine
    • 71 Metascore
    • 70 Critic Score
    It’s wildly exhilarating, and it’s wildly exhilarating because it works, but that’s not to say it works perfectly... Persevere to perfect the right lighting conditions and learn the game’s slightly idiosyncratic perception of your movements, and it is an unparalleled experience, if a slightly shallow sports game. [Jan 2005, p.86]
    • 95 Metascore
    • 90 Critic Score
    It's fitting that we're able to steal a line from the script to sum everything up. No spoilers here, just an epitaph, from the moment Cortana turns to Master Chief and says this: "It's not a new plan. But we know it'll work." [Christmas 2004, p.74]
    • Edge Magazine
    • 80 Metascore
    • 50 Critic Score
    Power Tennis has depth only insofar as there's a great deal to do – medals to win, records to beat and tournament trophies to hold aloft – but all the frills and gimmicks overcomplicate something that wasn't broken in the first place. [Jan 2005, p.92]
    • Edge Magazine
    • 80 Metascore
    • 50 Critic Score
    This is another ugly blunder. Pacific Assault demonstrates that bewildering battle scenes are no equal for clever level design and attention to detail. [Christmas 2004, p.92]
    • Edge Magazine
    • 91 Metascore
    • 80 Critic Score
    It's taken two near-miss games to get here, but Insomniac has finally nailed the art of war, lock, stock and around 20 smoking barrels. [Christmas 2004, p.89]
    • Edge Magazine
    • 72 Metascore
    • 70 Critic Score
    The complaints that can be levelled at Superstars are real, but so is the magic it contains. When it works, Monkey Ball truly feels like you’re tilting the land, not moving the ball. When it works, Nights makes you think you can fly. [Dec 2005, p.112]
    • Edge Magazine
    • 70 Metascore
    • 60 Critic Score
    While there is scope for each skirmish to play out differently, it's simpler to respond in kind to cheap deaths by lobbing pre-emptive grenades into scripted entry points - and in doings so, you're not so much numbed to the shock of Killzone's war as anaesthetised. [Christmas 2004, p.84]
    • Edge Magazine
    • 83 Metascore
    • 60 Critic Score
    The fifth in the Colin McRae series is still a fine game if - and here's the major caveat - you didn't play last year's update. Those who did will get more fun out of playing spot the difference. [Nov 2004, p.107]
    • Edge Magazine
    • 76 Metascore
    • 70 Critic Score
    Ultimately, setting out to critique and parody so studiously such a hidebound genre has brought The Bard’s Tale too close to what it was trying to distance itself from. This is a conventional, likeable dungeon crawl whose flashes of brilliance distract you from its accomplishments by hinting at how much more it could have been. [Christmas 2004, p.93]
    • 95 Metascore
    • 90 Critic Score
    As with previous GTA games there's lots to criticise, but San Andreas survives, scathed but still walking tall, buoyed by the kind of ambition that sees most games crumble under the weight of it all. It's a multi-faceted, multi-achieving experience, a rough-edged but massively substantial landmark. [Christmas 2004, p.78]
    • Edge Magazine

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