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
    • 76 Metascore
    • 70 Critic Score
    Crisp of cut-scene, blessed with a refreshingly light touch and low-key compared to the po-faced chest-beating of its peers, Second Sight could well be a high water mark in storytelling through games (as opposed to storytelling around them). [Oct 2004, p.104]
    • 67 Metascore
    • 60 Critic Score
    There are scores of tiny, surprising, memorable reasons to like Blood Will Tell, and one big reason not to: the game can’t do them all justice. It’s as likely to aggravate as to amaze, and even if you appreciate its peculiar magic there are sections where that magic is spread so thin that it’s impossible not to fall out of its spell. [Dec 2005, p.109]
    • Edge Magazine
    • 59 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
    • 75 Metascore
    • 70 Critic Score
    Crisp of cut-scene, blessed with a refreshingly light touch and low-key compared to the po-faced chest-beating of its peers, Second Sight could well be a high water mark in storytelling through games (as opposed to storytelling around them). [Oct 2004, p.104]
    • 77 Metascore
    • 70 Critic Score
    Crisp of cut-scene, blessed with a refreshingly light touch and low-key compared to the po-faced chest-beating of its peers, Second Sight could well be a high water mark in storytelling through games (as opposed to storytelling around them). [Oct 2004, p.104]
    • 82 Metascore
    • 80 Critic Score
    Those accustomed to the adult world of online PC gaming may have reason to sniff at the more streamlined play, but Pandemic has given consoles a whole new genre, pretty much perfectly formed... No game has ever felt quite so much like playing with Star Wars figures. [Nov 2004, p.102]
    • Edge Magazine
    • 77 Metascore
    • 50 Critic Score
    You won't even break a sweat before you get to the Silver Cup in the Expert class, and F-Zero stalwarts will feel patronised by the ease with which this short-lived Tournament mode can be completed. [Feb 2004, p.110]
    • Edge Magazine
    • 80 Metascore
    • 80 Critic Score
    Those accustomed to the adult world of online PC gaming may have reason to sniff at the more streamlined play, but Pandemic has given consoles a whole new genre, pretty much perfectly formed... No game has ever felt quite so much like playing with Star Wars figures. [Nov 2004, p.102]
    • Edge Magazine
    • 68 Metascore
    • 40 Critic Score
    Playing Gungrave OD, there's a nagging sensation that the design team experienced the original through a shop window...In attempting to meet criticisms of Gungrave's single-minded focus, that focus has been squandered. The result is unlikely to satisfy. [May 2004, p.110]
    • Edge Magazine
    • 90 Metascore
    • 80 Critic Score
    When two Sims lovingly clasp each other as they sleep, even the coldest gaming hearts will begin to melt. [Oct 2004, p.102]
    • 64 Metascore
    • 50 Critic Score
    There are a lot of interesting ideas in here. Roaming in smellovision mode is the game's greatest tool for making you feel like you're piloting an animal. It makes exploring a dull path feel way more exciting than it should be. [Jan 2004, p.102]
    • Edge Magazine
    • 82 Metascore
    • 90 Critic Score
    The action creeps up slowly, starting out like a gorgeous-looking but fairly standard shoot 'em up. However, by the middle of level two, it's pummelling you with a relentless parade of conceptual set pieces so audacious and inventive you'll laugh with delight as you gape in horror. [Sept 2004, p.94]
    • Edge Magazine
    • 58 Metascore
    • 40 Critic Score
    Firefights become more surreal than menacing when the worst-case scenario is of your fellow GIs having to catch their breath for a few seconds after being riddled with bullets. [Aug 2004, p.96]
    • Edge Magazine
    • 50 Metascore
    • 40 Critic Score
    Firefights become more surreal than menacing when the worst-case scenario is of your fellow GIs having to catch their breath for a few seconds after being riddled with bullets. [Aug 2004, p.96]
    • Edge Magazine
    • 88 Metascore
    • 60 Critic Score
    Over-dependence on legwork over the bulk of each world robs the game of its sparkle, making it feel more work-ethic sweatshop than well-paced sweetshop. [Dec 2005, p.111]
    • Edge Magazine
    • 71 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
    • 65 Metascore
    • 60 Critic Score
    While it doesn't pass as an update or a worthy torch bearer for the hyperactive, all-out action-clash that was the original Guardian Heroes, the resemblance is still there. It's more homage than successor, but it's a decent beat 'em up in its own right. [Dec 2005, p.116]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    It's not so much a game with depth as one with width, a fat pool of possible ways to idle away your time between quests, allowing you to craft what feels like an unprecedented sense of social personality, in terms of colour and grandeur if not actual complexity. [Nov 2004, p.94]
    • Edge Magazine
    • 58 Metascore
    • 40 Critic Score
    Firefights become more surreal than menacing when the worst-case scenario is of your fellow GIs having to catch their breath for a few seconds after being riddled with bullets. [Aug 2004, p.96]
    • Edge Magazine
    • 58 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
    • 60 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
    • 76 Metascore
    • 60 Critic Score
    Look at it one way, and it's a choking journey with unprecedented attention to unease and psychological horror, a game framed with unparalleled sophistication. From another angle, it's just a clunky PSone throwback, with all the design wit of a dodo. [Aug 2004, p.92]
    • Edge Magazine
    • 93 Metascore
    • 90 Critic Score
    It still possesses the series’ trademark ability to deliver Tempest-like ‘in the zone’ moments of remarkable intensity unlike any of its contemporaries, but now comes with a confidently revised dynamic, marking this as Criterion Games’ finest hour. [Oct 2004, p.100]
    • Edge Magazine
    • 67 Metascore
    • 60 Critic Score
    Look at it one way, and it's a choking journey with unprecedented attention to unease and psychological horror, a game framed with unparalleled sophistication. From another angle, it's just a clunky PSone throwback, with all the design wit of a dodo. [Aug 2004, p.92]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    Look at it one way, and it's a choking journey with unprecedented attention to unease and psychological horror, a game framed with unparalleled sophistication. From another angle, it's just a clunky PSone throwback, with all the design wit of a dodo. [Aug 2004, p.92]
    • Edge Magazine
    • 94 Metascore
    • 90 Critic Score
    Crucially, it's everything a racing videogame should be: a relentless, unwavering and phenomenal assault on the senses.
    • 81 Metascore
    • 70 Critic Score
    Nippon Ichi’s disregard for the cult of stagnated updates is at once exhilarating and unnerving. It’s exhilarating because it leaves the player wondering exactly where these craftsmen of the strategy minutiae will go next, and it’s unnerving because Phantom Brave’s reworking is a bridge too far for all but the most dedicated of videogame strategists. [Nov 2004, p.100]
    • Edge Magazine
    • 90 Metascore
    • 80 Critic Score
    At a time when Nintendo's status as a creative powerhouse is slipping, Pikmin 2 demonstrates that there's still no company that can touch it when it works its alchemy of rigorous play mechanics, artistic excellence, irrepressibly communicative characters and all-round appeal. [July 2004, p.102]
    • 59 Metascore
    • 40 Critic Score
    It’s a promising set-up, but one that’s flawed at nearly every level... You’re left with the overwhelming sensation of a Christmas present with no batteries to go in it. [Nov 2004, p.111]
    • Edge Magazine
    • 54 Metascore
    • 50 Critic Score
    Astro Boy is a light cartoon romp sure to please young admirers of the character, but it fails to offer the depth required to engage a broader demographic. [May 2004, p.105]
    • Edge Magazine

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