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
    • 83 Metascore
    • 70 Critic Score
    This is no true sequel, nor is there the intent or transformative change to suggest that it could've been. The result, however, is no less appreciated – lavish, generous and a step to the left of the standard follow-up. [March 2005, p.88]
    • Edge Magazine
    • 75 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]
    • Edge Magazine
    • 84 Metascore
    • 70 Critic Score
    The Unsung War doesn’t break any boundaries, but it perfectly fulfils expectations. What might look unambitious is in actuality an adventure that whisks you through brilliantly rendered backdrops with a touch more polish than previous iterations, always flying hard and successfully conveying the buzz of aerial combat. [Jan 2005, p.90]
    • 79 Metascore
    • 80 Critic Score
    OutRun 2’s heady caricature of driving is some kind of high-water mark for how much beautifully slick, instantly fluid and, thanks to the excellent use of joypad rumble, gloriously tangible play can be squeezed into five minutes of flamboyant autoerotica. [Nov 2004, p.98]
    • 79 Metascore
    • 80 Critic Score
    In keeping with the original, Otogi 2 is something of an empty vessel, but it's one of the most ornate and accomplished around, possibly the most excessively and obscenely beautiful videogame yet made. Games that are this electric and uniquely rewarding don't come along very often, whereas those with more complexity are commonplace. Take your pick. [Mar 2004, p.104]
    • Edge Magazine
    • 61 Metascore
    • 50 Critic Score
    Just as Double Dash's random nature levels newcomers and experts but means the game will never be as satisfying in the long term, so Gacha Mecha Athlete's flaws are initially forgivably amusing, but ultimately wearing. [Sept 2004, p.103]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    The open levels are fantastic and are complemented by a great storyline with dialogue that's immediately engaging, yet Tribes can feel slightly primitive and the indoor missions are a letdown.
    • 82 Metascore
    • 70 Critic Score
    It’s an introspective RPG not just in theme, but in the outlay of time and thought it asks of the player to make sense of what’s otherwise a cosmetically unfair challenge. It’s a work of art, but one on such a dauntingly high pillar that only the most dedicated will appreciate it to the full. [Christmas 2004, p.87]
    • Edge Magazine
    • 55 Metascore
    • 60 Critic Score
    Under the Skin is refreshing but it's let down by its erratic camera and the whole experience eventually wears thin.
    • 81 Metascore
    • 70 Critic Score
    The third person action is surprisingly sturdy, while the clash of metal against bone and the confusion, blood and carnage of close combat has been captured spectacularly. [Nov 2004, p.109]
    • Edge Magazine
    • 87 Metascore
    • 80 Critic Score
    The strength of the Mario RPG series has always been the convincing lunacy with which it depicts the 'ordinary' life of the mushroom kingdom. You may have steered Mario through some strange odd-jobs in your time, but Paper Mario 2 is your best chance to actually be him. [Christmas 2004, p.86]
    • Edge Magazine
    • 58 Metascore
    • 40 Critic Score
    Voyeurs will be disappointed, since the sex portrayed is the very model of conventionality. The really shocking thing is how close Singles gets to being wholesome. [June 2004, p.111]
    • Edge Magazine
    • 55 Metascore
    • 50 Critic Score
    The pacing, thanks to a combination of necessary haste and the weakness of your divided squad members, feels more akin to a corridor shooter; there's a constant sensation of feeling harried and hemmed in. [Oct 2004, p.107]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    THUG2’s biggest step forward – it’s stripped-down Classic mode – is one it takes back. It’s as refreshing as it is nostalgic, taking on old-school Tony Hawk’s levels and goals with THUG’s improved trick set, and proves to be a necessary antidote to the mouthy fluster of the career mode, offering up pure, disciplined high-score play against the clock. [Dec 2005, p.117]
    • Edge Magazine
    • 62 Metascore
    • 40 Critic Score
    A maddening, misguided mongrel of a game... Luck plays a huge part, and simply navigating the world can be exactly as hard as the hardest challenge: a random, enraging, minutes-long bore, especially with moving enemies straying across your line. [Dec 2005, p.115]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    THUG2's biggest step forward – it's stripped-down Classic mode – is one it takes back. It's as refreshing as it is nostalgic, taking on old-school Tony Hawk's levels and goals with THUG's improved trick set, and proves to be a necessary antidote to the mouthy fluster of the career mode, offering up pure, disciplined high-score play against the clock. [Dec 2005, p.117]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    While there are awkward moments on this malignant management escapade, it’s never less than charming. The exaggerated ‘60’s spy-movie design is familiar and entertainingly fresh, and although flawed, it’s still far more appealing than Republic. [Nov 2004, p.104]
    • Edge Magazine
    • 65 Metascore
    • 60 Critic Score
    None of this feels like a refinement, … just a slight bulking up. With Legends, you’re buying into an upgraded suite of presentation – of lengthy career modes, of yet more movie-faithful music – than anything else. [Nov 2004, p.105]
    • Edge Magazine
    • 73 Metascore
    • 80 Critic Score
    As the standard bearer for mech-building and fighting, Armoured Core's depth is still as profound... The greater emphasis on overheat and a new tuning system will be to the taste of some veterans and not others, but the beauty of the machines will please all. [June 2004, p.110]
    • Edge Magazine
    • 67 Metascore
    • 60 Critic Score
    A consuming, flowing and sparky fighting game that, like Rocky himself, is as defiant as it is aged. Yet it smacks of trying to draw out the dying moments of a well-flogged horse.
    • 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
    It's far too easy for veterans in singleplayer, but with four sets of the ludicrous peripheral - an unlikely scenario, admittedly - and each player tapping out their own, interlinking rhythm the game becomes a uniquely entertaining experience. [Feb 2004, p.111]
    • Edge Magazine
    • 92 Metascore
    • 90 Critic Score
    Rome: Total War is more compelling, more beautiful and more expansive than anything that has gone before. [Dec 2004, p.104]
    • Edge Magazine
    • 62 Metascore
    • 50 Critic Score
    If Headhunter’s controls were as coherent as its looks, it could’ve made for one of the greatest action-adventure games of recent times. Instead, we’re left with a clunky shooting gallery that is, in parts, a likeable gunfighting game. [Oct 2004, p.109]
    • Edge Magazine
    • 77 Metascore
    • 80 Critic Score
    It is, of course, more of the same, but the concept is as compulsive as ever. [Jan 2004, p.107]
    • Edge Magazine
    • 68 Metascore
    • 80 Critic Score
    The game’s major achievement is an emphasis less on personal advancement, but rather on working as a cohesive unit to achieve your collective goal – the hunting of monsters, truly absurdly monstrous monsters... It’s an excellent exercise in humility and cooperation, and one that should not be passed by. [Dec 2005, p.108]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    When so many games are trying to defend their value by cramming every mode and style into one unpalatable mix, it's refreshing to play something that's conceived with such vibrant, capricious clarity. [May 2004, p.104]
    • 77 Metascore
    • 80 Critic Score
    FFXI may not technically be the future of MMORPGs, as there’s no ignoring its derivative nature. However, it has cleverly assimilated all the elements that make the genre so popular and married them with international brand popularity well beyond the reach of other, more ghettoised MMORPGs. [Dec 2005, p110]
    • Edge Magazine
    • 73 Metascore
    • 80 Critic Score
    FFXI may not technically be the future of MMORPGs, as there’s no ignoring its derivative nature. However, it has cleverly assimilated all the elements that make the genre so popular and married them with international brand popularity well beyond the reach of other, more ghettoised MMORPGs. [Dec 2005, p110]
    • Edge Magazine
    • 80 Metascore
    • 80 Critic Score
    Whatever you conclude about the bigger picture, this is special stuff. The claustrophobic buzz of flies, the distant muezzin drone, the desperation as you crouch uncertain in the dust whilst your men call frantically for orders will lodge in your mind long after you've walked away from the game. [July 2004, p.98]
    • Edge Magazine

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