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
    • 87 Metascore
    • 70 Critic Score
    Despite what Naughty Dog's crack programmers might think, you can't encode fun-ness into a videogame. Yes, there's lots of 'fun' to be had here, but is it really more fun than the original? Probably not. [Nov 2003, p.96]
    • Edge Magazine
    • 86 Metascore
    • 60 Critic Score
    Is this the most violent game of all time? Maybe. Its ragdoll physics may not match the flying limbs and broken faces of Soldier of Fortune, but its throwaway approach to life and death is genuinely shocking, leaving a bitter, metallic aftertaste. This is neither a fall nor an ascension. This is an update. [Jan 2004, p.105]
    • Edge Magazine
    • 69 Metascore
    • 60 Critic Score
    From bedrooms containing clever and mysterious moving panels to a 'Land of the Giants'-style pool challenge, each section delivers something new and exciting to motivate deeper exploration. [Apr 2004, p.110]
    • Edge Magazine
    • 54 Metascore
    • 70 Critic Score
    You come to Virtual-On to beat up big robots through a mix of opportune tactics and instinctive brawn, and throughout Marz the precise and articulated combat remains as demanding as ever. [Sept 2003]
    • Edge Magazine
    • 71 Metascore
    • 60 Critic Score
    From bedrooms containing clever and mysterious moving panels to a 'Land of the Giants'-style pool challenge, each section delivers something new and exciting to motivate deeper exploration. [Apr 2004, p.110]
    • Edge Magazine
    • 61 Metascore
    • 30 Critic Score
    None of this is very entertaining at all. The game offers some of the most slender, inconsequential, and ultimately, boring distractions to be found on the GameCube. [Sept 2003]
    • Edge Magazine
    • 71 Metascore
    • 70 Critic Score
    If Desert Storm 2 has one flaw, it's that there are only ten maps and these usually channel the player down avenues rather than provide ample playgrounds for strategic experimentation. [Nov 2003, p.100]
    • Edge Magazine
    • 65 Metascore
    • 70 Critic Score
    If Desert Storm 2 has one flaw, it's that there are only ten maps and these usually channel the player down avenues rather than provide ample playgrounds for strategic experimentation. [Nov 2003, p.100]
    • Edge Magazine
    • 70 Metascore
    • 70 Critic Score
    If Desert Storm 2 has one flaw, it's that there are only ten maps and these usually channel the player down avenues rather than provide ample playgrounds for strategic experimentation. [Nov 2003, p.100]
    • Edge Magazine
    • 93 Metascore
    • 80 Critic Score
    Viewtiful Joe will undoubtedly test your patience. But the moments that stay with you after you switch off the GameCube are characterised by inventiveness, wit, verve, charm style, vigour and, above all, fun. And that's not something that can be said of that many other games these days. [Sept 2003]
    • Edge Magazine
    • 81 Metascore
    • 60 Critic Score
    The game's great strength is the well-judged escalation of pace and scale. From your humble dungarees-and-pistol beginnings, the expansion of your squad means missions intensify from hit-and-run raids to large-scale onslaughts. And it is this, ultimately, which induces a sensation of swaggering brawn that allows the game's hiccups to be forgiven. [Oct 2003, p.99]
    • Edge Magazine
    • 83 Metascore
    • 90 Critic Score
    To have been worth the wait for PC gamers it would have needed to considerably improve on the Xbox original. Put simply, it doesn't. [Dec 2003, p.109]
    • Edge Magazine
    • 64 Metascore
    • 50 Critic Score
    Warrior Kings: Battles mixes and matches familiar mechanisms in interesting ways, but it proves that balancing real wargaming with resource-based empire building is as precarious a task as ever. [June 2003, p.105]
    • Edge Magazine
    • 78 Metascore
    • 80 Critic Score
    The major strengths of the original title remain undimmed; this is as consumate an example of Koei's design skill as its predecessor and every bit as enjoyable - in spite of having seen it all before. [Dec 2003, p.109]
    • Edge Magazine
    • 73 Metascore
    • 40 Critic Score
    As [Vince] laments the formulaic impositions of the game in successive cut-scenes, it only serves to remind you how much of a chore it is to play - and raises the question; why does every platform hero have to be a wiseguy? [Dec 2003, p.108]
    • Edge Magazine
    • 71 Metascore
    • 70 Critic Score
    It's impossible not to feel disappointed with a title that, to judge by it's opening, ought to have competed on an even footing with "Super Mario Sunshine." Instead it's an uneasy compromise between the splendour of the early levels and the inadequacies of later missions. [Dec 2003, p.88]
    • Edge Magazine
    • 89 Metascore
    • 80 Critic Score
    This relaxed, arcade-like approach makes for something that's not so much about simulation, but more emulation; letting you thwack the ball with all the verve of an expert, without the worry of any homework. Fun, then, and lots of it. [Nov 2003, p.107]
    • Edge Magazine
    • 88 Metascore
    • 80 Critic Score
    This relaxed, arcade-like approach makes for something that's not so much about simulation, but more emulation; letting you thwack the ball with all the verve of an expert, without the worry of any homework. Fun, then, and lots of it. [Nov 2003, p.107]
    • Edge Magazine
    • 89 Metascore
    • 80 Critic Score
    This relaxed, arcade-like approach makes for something that's not so much about simulation, but more emulation; letting you thwack the ball with all the verve of an expert, without the worry of any homework. Fun, then, and lots of it. [Nov 2003, p.107]
    • Edge Magazine
    • 89 Metascore
    • 80 Critic Score
    This relaxed, arcade-like approach makes for something that's not so much about simulation, but more emulation; letting you thwack the ball with all the verve of an expert, without the worry of any homework. Fun, then, and lots of it. [Nov 2003, p.107]
    • Edge Magazine
    • 66 Metascore
    • 50 Critic Score
    Acclaim's latest manages to tick all the required futuristic race sim boxes, except the one titled 'memorable'. There's one really good thing about XGRA - it's all over very quickly. [Nov 2003, p.109]
    • Edge Magazine
    • 71 Metascore
    • 40 Critic Score
    Nasty, brutish and short - and that's once you've got past the interface problems. Temple of Elemental Evil is a huge disappointment by any measure. [Christmas 2003, p.124]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    Relic has spent four years honing a distracting interface, revitalising a less-than-perfect control system and, above all, recreating anew the sense of majesty and scale that originally distinguished this deep-space strategy title. [Nov 2003, p.103]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    Boktai re-invigorates almost every aspect of the tired dungeon-and-items formula. The light-sensor technology works flawlessly and opens up a host of possibilities for future games. A beautiful game in almost every respect. [Oct 2003, p.92]
    • Edge Magazine
    • 51 Metascore
    • 30 Critic Score
    This nonsensical sequel in Capcom's mediocre survival horror spin-off fails in practically every sense, from fine detail to basic tenets. A catastrophe. [Sept 2003]
    • Edge Magazine
    • 68 Metascore
    • 50 Critic Score
    Acclaim's latest manages to tick all the required futuristic race sim boxes, except the one titled 'memorable'. There's one really good thing about XGRA - it's all over very quickly. [Nov 2003, p.109]
    • Edge Magazine
    • 69 Metascore
    • 40 Critic Score
    While there are some interesting mini-games to break up the wandering, Grunty's Revenge is mainly an abject lesson in breadcrumb following game design. [Dec 2003, p.106]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    More intelligent than your average online shooter, ... this quirky concept deserves recognition. [May 2004, p.108]
    • Edge Magazine
    • 63 Metascore
    • 70 Critic Score
    You'll soon learn the groove: shoot, dodge, shoot, dodge. It should get tedious, but it doesn't. P.N.03 rewards skill above all else and mastery brings huge satisfaction. Grace under fire has rarely been done better. [June 2003, p.96]
    • Edge Magazine
    • 87 Metascore
    • 70 Critic Score
    The game starts slow, a feeling exacerbated - or perhaps caused - by the easiness of the battles. But you'll play it and play it. Every time you try to stop you're just one battle away from mastering that skill, for earning that new job. [Dec 2003, p.105]
    • Edge Magazine

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