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: | Dreams | |
|---|---|---|
| Lowest review score: | FlatOut 3: Chaos & Destruction |
Score distribution:
-
Positive: 1,234 out of 4015
-
Mixed: 2,350 out of 4015
-
Negative: 431 out of 4015
4015
game
reviews
- By Date
- By Critic Score
-
- Critic Score
As a reinvention it's a resounding success, and there are no pretenders to its comprehensiveness [May 2004, p.107]- Edge Magazine
-
- Critic Score
As a reinvention it's a resounding success, and there are no pretenders to its comprehensiveness [May 2004, p.107]- Edge Magazine
-
- Critic Score
Inspired moments, such as the vehicles' mulitple weapons systems, are forced from the mind by the relentless slogs across the levels... In the end, you're likely to discover that the real battle is to continue playing. [May 2004, p.100]- Edge Magazine
-
- Critic Score
Aptly, Outbreak is an experiment gone wrong; it indicates the possibilities of an online horror title, but also that Resident Evil's traditional structure can't achieve them. [June 2004, p.102]- Edge Magazine
-
- Critic Score
Realistically, Buraiden's biggest appeal lies in the joyous anarchy of the multiplayer modes. Team up two-on-two, three-on-one or every-samurai-for-himself, replace any absent human players with the game's convincing AI, set the battle parameters, and prepare for the kind of balletic carnage that Tarantino will soon be ripping off for volume two of 'Kill Bill'. [JPN Import; Feb 2004, p.98]- Edge Magazine
-
- Critic Score
For a new developer to arrive with a game that excels in as many categories as Far Cry is a rare thing indeed. This is a uniquely beguiling game, and frequently beautiful in every sense.- Edge Magazine
- Read full review
-
- 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
-
- 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
-
- Critic Score
The improvements are so varied, polished and deep to make any devotee of the game consider upgrading. In fact, its range is extensive enough to make those who turned their nose up at the business-as-usual nature of UT2003 come storming back. [May 2004, p.98]- Edge Magazine
- Read full review
-
- Critic Score
Enormous potential. However, those moments where you feel justice being done are few, and a brave mess is still, after all, a mess. [Apr 2004, p.104]- Edge Magazine
- Read full review
-
- Critic Score
Much of the enjoyment comes from the awe and wonder at discovering the simple things in the world. Where previous Harvest Moon titles encouraged workaholic tendencies … the thrill here is in experimentation. [Apr 2004, p.105]- Edge Magazine
-
- Critic Score
Vietnam is not about skill or proving your worth. It's about taking part in recreations of famous battles, crawling on your belly, loving every minute. And when it works, nothing can touch it. [Apr 2004, p.103]- Edge Magazine
-
- Critic Score
Sure, the production values are high and the narrative is updated with humour, but this is barely a game... it's all smoke and mirrors. You may win every battle, but underneath you know you're no hero. [June 2004, p.110]- Edge Magazine
-
- Critic Score
Singleplayer is weak - despite well-worked tutorial and mission modes it always feels like target practice for combat with friends - and the lack of online support disappoints. But despite a potentially hazardous dimensional switch, it remains as appealing a way of antagonising your friends as ever. [Dec 2003, p.108]- Edge Magazine
-
- Critic Score
Singleplayer is weak - despite well-worked tutorial and mission modes it always feels like target practice for combat with friends - and the lack of online support disappoints. But despite a potentially hazardous dimensional switch, it remains as appealing a way of antagonising your friends as ever. [Dec 2003, p.108]- Edge Magazine
-
- Critic Score
Singleplayer is weak - despite well-worked tutorial and mission modes it always feels like target practice for combat with friends - and the lack of online support disappoints. But despite a potentially hazardous dimensional switch, it remains as appealing a way of antagonising your friends as ever. [Dec 2003, p.108]- Edge Magazine
-
- Critic Score
Had the level design have been a touch more ingenious, and the creatures exhibited more guile, this could have been memorable. [June 2004, p.106]- Edge Magazine
-
- Critic Score
A frustrating port of an above-average game. Rather than attempting to significantly tweak Mafia's structure and narrative … the developer has attempted to replicate the PC experience to the letter. It has been only partially successful. [Mar 2004, p.109]- Edge Magazine
-
- Critic Score
Had the level design have been a touch more ingenious, and the creatures exhibited more guile, this could have been memorable. [June 2004, p.106]- Edge Magazine
-
- Critic Score
Although the decision to lengthen the already generous cut-scenes may deliver the odd treat for MGS veterans, many will find their duration exasperating. Crucially, though, some of the reworked sequences end up interfering with the game's pacing while failing to bring anything of substance to the experience. [Apr 2004, p.102]- Edge Magazine
-
- Critic Score
Another excellent outing for Codemasters' rally team, but one that has possibly taken the series to its structural - and commercial - limits. [Nov 2003, p.104]- Edge Magazine
-
- Critic Score
Technically, ... Dead Man's Hand is a mess - which is a shame because this could have been a whole barrel of fun. [May 2004, p.107]- Edge Magazine
-
- Critic Score
It's a shame, but LifeLine is just poorly implemented. With the laborious pacing complicated by the dodgy voice-recognition, flaws in the gimmicky technology negate what satisfying moments are on offer here. [May 2004, p.106]- Edge Magazine
-
- Critic Score
If there is a criticism, it's the essentially unvarying mission objectives. In the hands of a lesser developer, it might have resulted in a monotony over the game's long life span. That it never does is a testament to Drag-on Dragoon's excellence. [Dec 2003, p.98; JPN Import]- Edge Magazine
-
- Critic Score
Tecmo's refusal to extend any kind of handhold to less dedicated players is simply a failure of design, not a badge of hardcore honour ... it's impossible to believe they couldn't have found a way to increase the accessibility of the game without undermining the gloriously intractable nature of the challenges it contains. [Apr 2004, p.96]- Edge Magazine
- Read full review
-
- Critic Score
Aged environments and models are wheeled out and the interface is surprisingly clunky and obtrusive. There is a solid game here to prop it up, but it's indicative of the no-frills production that even the robotic announcer seems to be phoning in its performance. [May 2004, p.103]- Edge Magazine
-
- Critic Score
The franchise is now only a fraction away from realising its full potential. [June 2004, p.107]- Edge Magazine
-
- Critic Score
Only the most ardent grognard will do more than dent the surface of this enormous strategy game, which rather diminishes the overall impact for the rest of us. [Mar 2004, p.110]- Edge Magazine
-
- Critic Score
Carve is briefly thrilling, but complete the final tournament and you're left treading water. [Mar 2004, p.102]- Edge Magazine
- Read full review
-
- Critic Score
As the platformer has been slowly bent into a sort of adventure game, it's a pleasant shock to be taken back to a time when missing that jump really did mean you had to start again. Collecting things is kept to a minimum and your quest is tightly packed and varied. [Apr 2004, p.109]- Edge Magazine