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
    • 85 Metascore
    • 80 Critic Score
    A masterclass in imaginative flair and precision-engineered game mechanics. The GBA is beginning to feel all grown up. [Feb 2004, p.107]
    • Edge Magazine
    • 69 Metascore
    • 50 Critic Score
    Ghosthunter is from the same studio that brought us "Primal," and it shows. With so many adventure games on the market, this is an interesting, but ultimately staid example. Like "Primal," Ghosthunter struggles to be fun. [Jan 2004, p.101]
    • Edge Magazine
    • 87 Metascore
    • 70 Critic Score
    It's impossible for your heart not to race as you sweat out the fright of its peerless audio design, chattering voices and muffled sobs endlessly scraping at your senses. [Oct 2004, p.98]
    • Edge Magazine
    • 67 Metascore
    • 70 Critic Score
    This is a sorely flawed game, but also a truly majestic one... a beautiful and ambitious manifesto for what games can give you that nothing else can. [June 2004, p.98]
    • 72 Metascore
    • 70 Critic Score
    It's all about flamboyance, stylish swordplay against clusters of spawning enemies. Anyone expecting more than the chance to concoct dazzling high-score strategies will find it a flat and empty experience, though. [Mar 2004, p.110]
    • Edge Magazine
    • 72 Metascore
    • 60 Critic Score
    The lead characters are abysmally designed. Waxen, ugly and uninspired, with more than a whiff of committee behind them, they're the most dislikeable aspect of an otherwise magnificent world. [Sept 2004, p.96]
    • Edge Magazine
    • 72 Metascore
    • 70 Critic Score
    An excellent version of a game people should really own already. [Mar 2004, p.111]
    • Edge Magazine
    • 61 Metascore
    • 60 Critic Score
    The variety of the controls is overdone, making the game complex and confusing, and there's no customisable multiplayer. Nonetheless, this is a welcoming, capable and entertaining take on what gaming used to mean. [Aug 2004, p.106]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    The plot is revealed in awkward clumps which never quite dovetail. There's no question, however, that Namco has managed to twist out a tale that sustains your interest across both discs. [Oct 2004, p.106]
    • Edge Magazine
    • 74 Metascore
    • 70 Critic Score
    Right now, the online exchange that Trackmania needs doesn't exist, but the community is growing by word of mouth. This is clever gaming, and in six months time it could be enormous. [Feb 2004, p.110]
    • Edge Magazine
    • 59 Metascore
    • 60 Critic Score
    WOTS2's intentionally short running time (most story paths can be finished in little over two hours), a steady stream of unlockable rewards, and the gradual appreciation of its combat system's depth can make replays strangely compelling. [July 2004, p.105]
    • Edge Magazine
    • 77 Metascore
    • 80 Critic Score
    A large number of possibilities awaits the ambitious tactician. From tunnelling assaults to flying barrage defences, Perimeter relies on the imagination of players to become genuinely interesting. [Aug 2004, p.105]
    • Edge Magazine
    • 80 Metascore
    • 60 Critic Score
    Spider-Man 2 presents players with a city ripe for action and exploration, but once you swing down out of the clouds and take a closer look at the grubby streets and roads strewn with vehicles, you'll find little to pique your interest. [Sept 2004, p.100]
    • Edge Magazine
    • 83 Metascore
    • 60 Critic Score
    Spider-Man 2 presents players with a city ripe for action and exploration, but once you swing down out of the clouds and take a closer look at the grubby streets and roads strewn with vehicles, you'll find little to pique your interest. [Sept 2004, p.100]
    • Edge Magazine
    • 80 Metascore
    • 60 Critic Score
    Spider-Man 2 presents players with a city ripe for action and exploration, but once you swing down out of the clouds and take a closer look at the grubby streets and roads strewn with vehicles, you'll find little to pique your interest. [Sept 2004, p.100]
    • Edge Magazine
    • 76 Metascore
    • 80 Critic Score
    For console owners used to having to fiddle with power sliders in order to orchestrate their shots, it brings a nigh-on edible element of tangibility to the experience... An accomplished bundle. [May 2004, p.109]
    • Edge Magazine
    • 84 Metascore
    • 60 Critic Score
    Stuffed with extra modes, supporting character upload to GC Toadstool Tour and bundled with a wireless adapter, Advance Tour is great value, but it's also rather clumsy and bland. Only in the minigames, when Mario and company show up both in person and in spirit … does it really find a life of its own. [July 2004, p.109]
    • Edge Magazine
    • 57 Metascore
    • 30 Critic Score
    This game did not need to be a bad one: the premise remains ripe with extraordinary possibilities. This, however, simply squanders them, showing a determination to prioritise style over substance which cripples the game and damages gaming as a whole. [Aug 2004, p.94]
    • Edge Magazine
    • 56 Metascore
    • 30 Critic Score
    This game did not need to be a bad one: the premise remains ripe with extraordinary possibilities. This, however, simply squanders them, showing a determination to prioritise style over substance which cripples the game and damages gaming as a whole. [Aug 2004, p.94]
    • Edge Magazine
    • 87 Metascore
    • 80 Critic Score
    It's disappointing that basic irritants are still evident in the singleplayer game. But it's the online version - which takes the hunter/hunted metaphor to chilling extremes - which ends up being one of the most nerve-racking gaming experiences of all time. [Apr 2004, p.98]
    • Edge Magazine
    • 69 Metascore
    • 70 Critic Score
    It looks great, and the boosting system means that, as a time-trial game, it's fantastic. If your progress wasn't so easily sabotaged by a thoughtless collision, it would be a fantastic racer, too. [June 2004, p.104]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    Real strategic thinking is less useful than exploiting the single-mindedness of the enemy AI. That rings true of many SRPGs, but can leave a cheap aftertaste to an otherwise decisive victory. [Sept 2004, p.102]
    • Edge Magazine
    • 77 Metascore
    • 80 Critic Score
    For console owners used to having to fiddle with power sliders in order to orchestrate their shots, it brings a nigh-on edible element of tangibility to the experience... An accomplished bundle. [May 2004, p.109]
    • Edge Magazine
    • 54 Metascore
    • 70 Critic Score
    It looks great, and the boosting system means that, as a time-trial game, it's fantastic. If your progress wasn't so easily sabotaged by a thoughtless collision, it would be a fantastic racer, too. [June 2004, p.104]
    • Edge Magazine
    • 61 Metascore
    • 40 Critic Score
    Shadow Ops feels like a game put together by a team bored by the clichés of the genre and the special forces material it was given to work with. This quickly communicates itself to the player. [Aug 2004, p.102]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    The control system deserves special mention, as it could so easily have been crude or overwhelming. Instead, it's sophisticated and sensitive, catering solidly enough for corridor-cleaning run'n'guns while allowing ambitious flights of TK fancy. [Aug 2004, p.100]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    The control system deserves special mention, as it could so easily have been crude or overwhelming. Instead, it's sophisticated and sensitive, catering solidly enough for corridor-cleaning run'n'guns while allowing ambitious flights of TK fancy. [Aug 2004, p.100]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    It's simple, accessible and ultimately disposable stuff. Not the sprawling adventure you were hoping for, but fun nonetheless. [Apr 2004, p.108]
    • Edge Magazine
    • 74 Metascore
    • 60 Critic Score
    Other than some disappointing visuals, there's little to complain about in arcade, exhibition and mutliplayer modes. [July 2004, p.109]
    • Edge Magazine
    • 86 Metascore
    • 90 Critic Score
    Every single moment of Four Swords is magically familiar and every single moment is dazzlingly fresh...Whether being experienced in the competitive, co-operative cackle of multiplay, or the captivating atmosphere of singleplayer, the extraordinary virtues of the game itself remain the same. [May 2004, p.96]

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