Edge Magazine's Scores
- Games
For 4,041 reviews, this publication has graded:
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15% higher than the average critic
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4% same as the average critic
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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: | Bayonetta 2 | |
|---|---|---|
| Lowest review score: | FlatOut 3: Chaos & Destruction |
Score distribution:
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Positive: 1,243 out of 4041
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Mixed: 2,365 out of 4041
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Negative: 433 out of 4041
4041
game
reviews
- By Date
- By Critic Score
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- Critic Score
As a place, Los Angeles simply isn't as much fun as Liberty or Vice. Too much of this silicon LA exists simply because the designers wanted to show that it could be done rather than because it serves any gameplay purpose. [Christmas 2003, p.107]- Edge Magazine
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- Critic Score
As a place, Los Angeles simply isn't as much fun as Liberty or Vice. Too much of this silicon LA exists simply because the designers wanted to show that it could be done rather than because it serves any gameplay purpose. [Christmas 2003, p.107]- Edge Magazine
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- Critic Score
Feels cheeky to be criticising a scrolling beat 'em up for being too shallow, but TMNT is possibly one of the most tedious ever. Repetition is only acceptable when you're repeating something gratifying. [Jan 2004, p.109]- Edge Magazine
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- Critic Score
Undersized and profoundly linear, but that cannot shake its solidity and the sheer intensity of the spectacle it creates. The most fun thing you'll get on the PC this side of Christmas. [Christmas 2003, p.108]- Edge Magazine
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- Critic Score
There are neat touches: you've got infinite ammo, brilliantly, and inhaling gas leaves you with a temporary cough that ruins your aim … but it needs a few more tactics to make it more than the sum of its admittedly solid parts. [Christmas 2003, p.116]- Edge Magazine
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- Critic Score
Objects that can be interacted with are circled with an icon, but this only appears if you are looking at exactly the right spot. Indeed, much of Rogue Ops is spent trying to make this cursed cursor appear. It's not a pleasant way to spend an evening. [Feb 2004, p.108]- Edge Magazine
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- Critic Score
There are neat touches: you've got infinite ammo, brilliantly, and inhaling gas leaves you with a temporary cough that ruins your aim … but it needs a few more tactics to make it more than the sum of its admittedly solid parts. [Christmas 2003, p.116]- Edge Magazine
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- Critic Score
Objects that can be interacted with are circled with an icon, but this only appears if you are looking at exactly the right spot. Indeed, much of Rogue Ops is spent trying to make this cursed cursor appear. It's not a pleasant way to spend an evening. [Feb 2004, p.108]- Edge Magazine
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- Critic Score
It's often unclear whether or not your shots are hitting, which inclines you to blunder out from your cover and head for close quarters - which in turn destroys the developer's intention of forcing a tactical, cautious approach. [Nov 2003, p.105]- Edge Magazine
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- Critic Score
A commendably brazen and unfussy shooter, featuring one continuous dialogue of throwaway gunfire and nothing else. [Feb 2004, p.106]- Edge Magazine
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- Critic Score
The best tennis game of this generation, if not ever. A crisp, responsive and consuming sports title where the act of hitting the ball is made so effortless that your focus can be instantly diverted towards thinking about tactics and exploring the subtle depth on offer. [Jan 2004, p.105]- Edge Magazine
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- Critic Score
Amped 2 is Amped with the right trigger gently pressed: it's tweaked. Balance meters take away some of the series' grace, but make it more of a game, like Tony Hawk's tilted downwards. [Christmas 2003, p.122]- Edge Magazine
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- Critic Score
Objects that can be interacted with are circled with an icon, but this only appears if you are looking at exactly the right spot. Indeed, much of Rogue Ops is spent trying to make this cursed cursor appear. It's not a pleasant way to spend an evening. [Feb 2004, p.108]- Edge Magazine
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- Critic Score
The fifth Tony Hawk's title doesn't just suffer because of its embarrassing attempts to be edgy and urban, it's poorer because it lacks the verve and imagination so prevalent in previous iterations. [Christmas 2003, p.122]- Edge Magazine
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- Critic Score
The fifth Tony Hawk's title doesn't just suffer because of its embarrassing attempts to be edgy and urban, it's poorer because it lacks the verve and imagination so prevalent in previous iterations. [Christmas 2003, p.122]- Edge Magazine
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- Critic Score
Pitch detection is accurate and, for the songs you know, Konami couldn't have provided a better arena for belting out the warbles you've perfected in the shower. But for the songs you don't know - and there are likely to be many - those warbles will be your undoing, capsizing an otherwise satisfying quest for high score. [Aug 2004, p.106]- Edge Magazine
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- Critic Score
While it's not as cleverly structured as the pinnacle of the series, "Symphony of the Night," it resurrects that game's hallmarks of seductive exploration and satisfying topographical progress. It breathes new life back into one of viedogaming's oldest franchises. [Jan 2004, p.92]- Edge Magazine
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- Critic Score
Feels cheeky to be criticising a scrolling beat 'em up for being too shallow, but TMNT is possibly one of the most tedious ever. Repetition is only acceptable when you're repeating something gratifying. [Jan 2004, p.109]- Edge Magazine
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- Critic Score
One of the finest WWII games of recent memory. Hidden & Dangerous 2 manages to distract you from errors that would cripple a lesser game through its sheer ambition and scale. [Christmas 2003, p.120]- Edge Magazine
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- Critic Score
Another decent GunCon arcade experience from Namco, which shoots all of the (now very familiar) lightgun game boxes. Fun for a while, certainly, but there are no surprises. [Dec 2003, p.107]- Edge Magazine
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- Critic Score
Crimson Skies really comes to life online. Up to 16 players can duke it out in the skies and the dogfights are terrific. This is better than you'd ever have expected. [Christmas 2003, p.123]- Edge Magazine
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- Critic Score
Overall the greatest disappointments is the lack of any sense of exploration or accoplishment. And although the mansion is packed with wonders, there's no feeling of discovery since the game manoeuvres you neatly from one room to the next. It adds up to a world in which you never feel truly connected. [Christmas 2003, p.111]- Edge Magazine
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- Critic Score
Feels cheeky to be criticising a scrolling beat 'em up for being too shallow, but TMNT is possibly one of the most tedious ever. Repetition is only acceptable when you're repeating something gratifying. [Jan 2004, p.109]- Edge Magazine
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- Critic Score
The biggest addition is the inclusion of collectables from each course, which provides a great incentive to exploring in Freeride mode, and brings a touch of Amped's atmosphere to a game that was all about the rush. [Dec 2003, p.106]- Edge Magazine
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- Critic Score
There's a prevalent fashion at the moment for games to contain a multitude of games styles, a presumption that suggests consumers have become bored of single genre games. But Rogue Squadron III exposes the lie. It's a game that tries too hard to do many things, but only manages to do a few of them well. [Dec 2003, p.92]- Edge Magazine
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- Critic Score
Ignorance of Pyro's past glories is actually an advantage with Commandos 3 since it means the tension and atmosphere that the series still has in abundance can be enjoyed without the nagging feeling that things aren't what they used to be. Inspiration and aspirations appear to be in short supply in the Commandos camp.- Edge Magazine
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- 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
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- 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
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- 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
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- 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