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
    • 84 Metascore
    • 90 Critic Score
    The micromanagement is on a previously unimagined macro scale and yet is accessible and coherent enough to draw you in, making hours of concentrated playtime pass like minutes. [Dec 2003, p.101]
    • Edge Magazine
    • 62 Metascore
    • 60 Critic Score
    Four years on and Republic is revealed as a more familiar and modest proposition. What promised to be revolutionary has emerged as a mere curio. A shame. [Oct 2003, p.90]
    • Edge Magazine
    • 72 Metascore
    • 70 Critic Score
    There's not as much depth as Tetris or Puyo Puyo, but there's not much that disappoints about Bombastic apart from a rather lacklustre platform game that's been bolted on. The deeply involving puzzle mechanics brilliantly build on the foundations laid down by Devil Dice. [Christmas 2003, p.124]
    • Edge Magazine
    • 92 Metascore
    • 90 Critic Score
    No other beat 'em up developer is quite as willing to experiment with the form in a bid to stave off the moribundity that's gradually subsuming the genre. [Import - June 2003, p.88]
    • Edge Magazine
    • 92 Metascore
    • 90 Critic Score
    No other beat 'em up developer is quite as willing to experiment with the form in a bid to stave off the moribundity that's gradually subsuming the genre. [Import - June 2003, p.88]
    • Edge Magazine
    • 93 Metascore
    • 90 Critic Score
    No other beat 'em up developer is quite as willing to experiment with the form in a bid to stave off the moribundity that's gradually subsuming the genre. [Import - June 2003, p.88]
    • Edge Magazine
    • 84 Metascore
    • 60 Critic Score
    Although inadequacies prove more memorable than the game's positive features, dig deep enough and there's and enjoyable game. It's just that finding it sometimes proves unnecessarily arduous. [Nov 2003, p.102]
    • Edge Magazine
    • 81 Metascore
    • 70 Critic Score
    This is not a conventional pinball game with well-designed skillshots and a challenging layout, but since when was Pokemon ever conventional? [Nov 2003, p.99]
    • Edge Magazine
    • 89 Metascore
    • 80 Critic Score
    Despite these minor imperfections F-Zero GX has it where it counts. The combination of blistering speed, responsive controls and rivals with genuine personality makes this one of the most addictive games of the year. [Oct 2003, p.96]
    • 62 Metascore
    • 40 Critic Score
    There's a fine line between graphic artistry and immaturity, and while Alter Echo makes an attempt at the former, it probably falls into the latter. The hues are creative enough, and the faux-naturelle structures suitably curled and alien but perhaps the real problem is that a world made from plastic would look as dull as it sounds. [Nov 2003, p.109]
    • Edge Magazine
    • 62 Metascore
    • 40 Critic Score
    There's a fine line between graphic artistry and immaturity, and while Alter Echo makes an attempt at the former, it probably falls into the latter. The hues are creative enough, and the faux-naturelle structures suitably curled and alien but perhaps the real problem is that a world made from plastic would look as dull as it sounds. [Nov 2003, p.109]
    • Edge Magazine
    • 93 Metascore
    • 70 Critic Score
    Apart from minor graphical tweaks and two fresh characters, VF4E remains much the same game. [May 2003, p.102]
    • Edge Magazine
    • 65 Metascore
    • 60 Critic Score
    Chaos Legion isn't as sharp as it should be. Beautiful, polished and at times engaging Capaom's latest invention, nevertheless, tests neither the reactions nor the brain enough to hold your interest. [May 2003, p.93]
    • Edge Magazine
    • 81 Metascore
    • 70 Critic Score
    A predominately online game, and though the game is excellent, the rules strong and the setup often flawless, how entertaining you find it depends entirely on circumstance that is all too often out of your control. It depends on other people. [Nov 2003, p.108]
    • Edge Magazine
    • 85 Metascore
    • 70 Critic Score
    Allow the mood to feel its way into you and the sticky combat and occasional something's-missing-don't-know-what confusion become part of the experience. [June 2003, p.94]
    • Edge Magazine
    • 81 Metascore
    • 60 Critic Score
    Mario Golf might just be one of the finest games ever made. It's the only explanation EDGE can think of for how it remains playable despite having so very many things wrong with it. [Oct 2003, p.101]
    • Edge Magazine
    • 79 Metascore
    • 60 Critic Score
    It's disappointing to find that a game so reliant upon riding earthy mounds, avoiding rocks and leaping chasms leaves the player feeling disassociated from the environments. For all the sensory feedback you could as well be controlling a futuristic hoverboard. [Oct 2003, p.102]
    • Edge Magazine
    • 55 Metascore
    • 40 Critic Score
    The Great Escape is saved by a few good set-pieces and the licence, but it's hard not to feel hard done by. Those willing to endure yet another stealth game could find their morale ebbing away by the end of this. [Sept 2003]
    • Edge Magazine
    • 94 Metascore
    • 90 Critic Score
    The only real criticism that can be levelled at Knights of the Old Republic is that, particularly towards the end of the game, it all feels fairly easy, but then this is a game that's designed to be experienced rather than conquered, and lightsaber wielding Jedi aren't supposed to find things difficult. [Oct 2003, p.86]
    • Edge Magazine
    • 56 Metascore
    • 50 Critic Score
    Away from the restrictions enforced by the licence the game improves. Free Roam gives you unlimited access to the excellently designed LA streets and rooftops, while Stunt Mode also takes greater advantage of the exquisite physics engine. But why are there no added incentives such as stunt scoring or accumulators? A missed opportunity. [Oct 2003, p.101]
    • Edge Magazine
    • 71 Metascore
    • 50 Critic Score
    Star Wars: Galaxies does not offer fans of the franchise any heroics. There is nothing dramatic or cinematic about the MMRPG game model as defined by Everquest, and Galaxies does very little to break that mould. [Oct 2003, p.100]
    • Edge Magazine
    • 65 Metascore
    • 50 Critic Score
    The joy of Pirates of the Caribbean is to be found in the variety of the elements delivered - sword fights and canon battles happily sit alongside contraband trade route management. But ultimately none offer a tremendous amount of depth. [Nov 2003, p.107]
    • Edge Magazine
    • 64 Metascore
    • 50 Critic Score
    The joy of Pirates of the Caribbean is to be found in the variety of the elements delivered - sword fights and canon battles happily sit alongside contraband trade route management. But ultimately none offer a tremendous amount of depth. [Nov 2003, p.107]
    • Edge Magazine
    • 70 Metascore
    • 50 Critic Score
    Well engineered and, while unexceptional in almost every fashion, it does boast a superb level of attention to detail. [June 2003, p.104]
    • Edge Magazine
    • 74 Metascore
    • 70 Critic Score
    Magic Pengel isn't, by any stretch of the imagination, a rounded and satisfying videogame. But it is, without question, a rounded and satisfying stretch of the imagination. [Nov 2003, p.92]
    • Edge Magazine
    • 65 Metascore
    • 40 Critic Score
    Instant deaths, glitchy combat, uninspiring boss encounters and twitchy controls conspire to make this a below-par experience. If it wasn't for the occasional flashes of imagination and the familiarity and richness conveyed through the license then The Emperor's Tomb would be utterly forgettable. [May 2003, p.99]
    • Edge Magazine
    • 74 Metascore
    • 40 Critic Score
    Faithful as a bloodhound to the Dreamcast original, this GBA port is a stunning example of when authenticity ought to be sacrificed to utility. This is not a lazy port. But the loyalty of the conversion is ill-advised. [Sept 2003]
    • Edge Magazine
    • 72 Metascore
    • 60 Critic Score
    There's nothing to stop a dedicated RPG fan from having a thoroughly good time but the Arc the Lad games have always had a derivative heritage and this is competent but sadly no different. [Sept 2003]
    • Edge Magazine
    • 55 Metascore
    • 50 Critic Score
    Away from the restrictions enforced by the licence the game improves. Free Roam gives you unlimited access to the excellently designed LA streets and rooftops, while Stunt Mode also takes greater advantage of the exquisite physics engine. But why are there no added incentives such as stunt scoring or accumulators? A missed opportunity. [Oct 2003, p.101]
    • Edge Magazine
    • 89 Metascore
    • 80 Critic Score
    Advance Wars 2 isn't really Advance Wars 2, it's Advance Wars 1.5. Still a superb game, it's only close to perfect for those who've never experienced perfection before. [Sept 2003]
    • Edge Magazine

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