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
    • 54 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
    • 65 Metascore
    • 50 Critic Score
    While not doing anything particularly innovative Gun Survivor 4 is frenetic, fun and supremely challenging on its 'extreme difficulty' setting. [May 2003, p.103]
    • Edge Magazine
    • 45 Metascore
    • 60 Critic Score
    New skills are simply triggered randomly during battles, resulting in the confusing hit and miss levelling up that so infuriates attention deficient westerners... Indeed, the manner of the execution makes for tough gaming but, paradoxically, it's the exclusivity of the gameplay that will attract a few. [Nov 2003, p.108]
    • Edge Magazine
    • 55 Metascore
    • 50 Critic Score
    Polish and beauty is the essence of ULALA, and while this conversion is superb, it's simply not made for the small screen. It's large, loud and beautiful, and that's how it should be. [Oct 2003, p.103]
    • Edge Magazine
    • 65 Metascore
    • 40 Critic Score
    Something of a departure, sure, but it's nothing new. Falling awkwardly between action and strategy, it's unlikely to satisfy anyone other than rabidly obsessive fans of the character.
    • Edge Magazine
    • 89 Metascore
    • 70 Critic Score
    Made in Wario confidently sticks two fingers up at an industry that seems to have lost its sense of humour … it displays a refreshing intertextuality that manages to poke fun at and celebrate videogames. [June 2003, p. 103]
    • Edge Magazine
    • 87 Metascore
    • 80 Critic Score
    It may not re-invent the wheel, but MotoGP2 is a shiny new alloy among racing games, and builds upon the series' excellent reputation. And that should be enough to stir up Xbox live all over again. [June 2003, p.100]
    • Edge Magazine
    • 84 Metascore
    • 70 Critic Score
    An efficient and well thought out expansion. Short, tight and intense, it's a considerably different experience from Medieval proper and well worth experiencing. [June 2003, p.105]
    • Edge Magazine
    • 69 Metascore
    • 80 Critic Score
    As expectations are put aside and the game is explored for its own merits, it begins to provide a vast sense of potential that few games can muster. [June 2003, p.97]
    • Edge Magazine
    • 86 Metascore
    • 60 Critic Score
    Whilst some of the novelty of seeing a stalwart RPG on GameBoy Advance has worn off, The Lost Age is still slick, practised and enjoyable. Fans will lap it up. [June 2003]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    Yes, we've been here before, but Puzzle Fighter is one of the handful of Tetris clones that at least lies in the same league as Pajitnov's masterwork. [May 2003, p.102]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    This is a welcome conversion of Bliozzard's cherished 16bit strategy actioner and well worth a punt for those who like to challenge their grey matter as well as their reflexes. [May 2003, p.103]
    • Edge Magazine
    • 74 Metascore
    • 50 Critic Score
    Repetitive and crude, this is a game that is often let down by the rough edges of a development team that didn't seem to have the time or the money to realise its ambitions. [June 2003, p.102]
    • Edge Magazine
    • 73 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
    • 73 Metascore
    • 40 Critic Score
    Somebody up there probably regards this as a trailblazing taste of high-concept, one-size-fits-all blockbuster games to come. Consider that, and know true Primal fear. [March 2003, p.92]
    • Edge Magazine
    • 78 Metascore
    • 70 Critic Score
    Yes it is almost the same, but when it's brilliant fun, and no other publisher is releasing games like this, who cares? [June 2003, p.104]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    Amplitude is actually the perfect sequel. Not an expansion pack; a game that doesn't set out to mimic its forefather, but seeks to change the rules slightly without wholly perverting the initial concept. [June 2003, p.92]
    • Edge Magazine
    • 96 Metascore
    • 90 Critic Score
    Zelda virgins might well play The Wind Waker and deem it the best game they've ever encountered. To those of us who already have an idea of what to expect, though, it's 'merely' brilliant. [May 2003, p.88]
    • Edge Magazine
    • 76 Metascore
    • 70 Critic Score
    If you can stomach the precarious ethical nature of a game that takes American intervention in the very serious political quagmire that is Somalia as its subject matter, then this game makes for a varied and engrossing piece of gun-action. [May 2003, p.101]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    Ruby/Sapphire is probably the most intricate and detailed console RPG available. Staring into it will make many players woozy. [Sept 2003]
    • Edge Magazine
    • 76 Metascore
    • 50 Critic Score
    There's a certain amount of wit and flair evident throughout Hoodlum Havoc's cut-scenes, and there are certainly some very slick production values. The problem is that, in terms of raw enjoyment, the game is somehow underwhelming. [May 2003, p.104]
    • Edge Magazine
    • 69 Metascore
    • 30 Critic Score
    Clock Tower 3 is never scary: rather it's unwitting proof of the banality of evil. [June 2003, p.101]
    • Edge Magazine
    • 75 Metascore
    • 50 Critic Score
    There's a certain amount of wit and flair evident throughout Hoodlum Havoc's cut-scenes, and there are certainly some very slick production values. The problem is that, in terms of raw enjoyment, the game is somehow underwhelming. [May 2003, p.104]
    • Edge Magazine
    • 65 Metascore
    • 50 Critic Score
    There's no fluidity or smoothness to combos and combat, so matches are garbled and verge even closer to feeling arbitrary than fight games usually threaten to do. Limited entertainment. [June 2003, p.106]
    • Edge Magazine
    • 82 Metascore
    • 40 Critic Score
    In action the game is undeniably pretty, as long as you can stomach the monstrous camera. But beyond ther anime-inspired visuals, the action turgidly limps along without ever really engaging or entertaining. [May 2003, p.94]
    • Edge Magazine
    • 59 Metascore
    • 50 Critic Score
    Handling is the biggest setback here. In a sport where cars spend most of their time dancing on tarmac, gravel and snow there is very little feeling of cadence conveyed in Sega Rosso's game. Ultimately, your money could be better spent on something else. [March 2003, p.106]
    • Edge Magazine
    • 77 Metascore
    • 50 Critic Score
    There's a certain amount of wit and flair evident throughout Hoodlum Havoc's cut-scenes, and there are certainly some very slick production values. The problem is that, in terms of raw enjoyment, the game is somehow underwhelming. [May 2003, p.104]
    • Edge Magazine
    • 85 Metascore
    • 50 Critic Score
    Remarkably compelling. But there's only so much joy to be found in repetition, particularly when dogfighting interludes are so mannered. Ultimately, it's difficult to recall what all the fuss was ever about. [May 2003, p.100]
    • Edge Magazine
    • 64 Metascore
    • 50 Critic Score
    IGI2 straddles the same uneasy middle ground between (pseudo) realism and playability as its predecessor, and consequently strays from the realm of the enjoyable to that of the tedious far more often than is desirable. [March 2003, p.96]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    The antithesis of the arcade fix and, despite the fact that this stance is unfashionable at the moment, comes highly recommended, not least because it offers a different view of gaming's future. [May 2003, p.97]
    • Edge Magazine

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