Edge Magazine's Scores
- Games
For 1,949 reviews, this publication has graded:
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13% higher than the average critic
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2% same as the average critic
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85% lower than the average critic
On average, this publication grades 9.6 points lower than other critics.
(0-100 point scale)
Average Game review score: 63
Highest review score: |
Critic Score
100
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Lowest review score: |
Critic Score
20
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Score distribution:
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Positive: 524 out of 1949
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Mixed: 1,153 out of 1949
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Negative: 272 out of 1949
1,949
game reviews
- By critic score
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Critic Score 90
Halo exhibits a single-minded focus that the modern FPS, with its choreographed set-pieces and thrilling scripted sequences, largely disregards. This is a game about the arc of a perfectly thrown grenade, a game about tense games of cat-and-mouse with foes as powerful as you, a game about constant improvisation with the tools at your disposal. It's a game that always feels tactical, and a game that – even now – has the capacity to surprise.- Posted Nov 14, 2011
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Critic Score 90
The central achievement of Minecraft is a willingness to let the player define the experience; to make them the most interesting element in a world that's already dynamic and fascinating. It's a decision that has made designer Markus Persson a millionaire, and it's ensured that the most important PC game of the past five years is also the most timely.- Posted Nov 28, 2011
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Critic Score 80
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] -
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Critic Score 80
It's the most loveable, exasperating, unhinged, pretentious, ambitious, gorgeous, funny, tedious, thrilling, subversive and just plain silly Metal Gear yet. It's the most Metal Gear Metal Gear yet, a franchise turned in on itself, a snake eating its own tail. It's perversely wonderful. [Jan 2005, p.80] -
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Critic Score 80
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] -
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Critic Score 80
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] -
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Critic Score 80
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] -
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Critic Score 80
Like "GTA" there's more to this than shock and awe. Within its linear structure there is a lot of freedom within which to act, much more so than both "Splinter Cell" and "Metal Gear Solid 2," the titles which Manhunt most closely resembles. [Jan 2004, p.96] -
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Critic Score 80
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] -
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Critic Score 80
This is ballsy, brash, confident gaming at its best - a lesson in how games don't have to be perfect to be brilliant. [Christmas 2003, p.102] -
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Critic Score 80
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] -
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Critic Score 80
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] -
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Critic Score 80
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] -
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Critic Score 80
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] -
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Critic Score 80
To those who treat mould-breaking games as life's milestones; those who can still smell the silver coins on their fingers ... this is dangerously close to the best in the genre. [Oct 2003, p.94] -
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Critic Score 80
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. -
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Critic Score 80
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] -
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Critic Score 80
If you take away the window dressing, the epic sounds and the preordained surprises this is a derivative, one-note and sometimes flawed game, but see it as a spectacular amusement ride and you can play and it's a distinguished achievement. [Christmas 2003, p.110] -
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Critic Score 80
Isn't a game that does anything obviously or overtly clever or innovative. But any game that takes such a simple premise and polishes it, hones it and refines it until it's this engrossing, this absorbing, and this much fun, is quite obviously doing something very clever indeed. [Christmas 2003, p.114] -
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Critic Score 80
Isn't a game that does anything obviously or overtly clever or innovative. But any game that takes such a simple premise and polishes it, hones it and refines it until it's this engrossing, this absorbing, and this much fun, is quite obviously doing something very clever indeed. [Christmas 2003, p.114] -
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Critic Score 80
The sequel may have sacrificed a little of Maximo's knife-edge aura, but there's so much new here that it would be rude not to call Army of Zin even better. This is a sequel that stands up, and often glitters, on its own terms. [Dec 2003, p.96] -
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Critic Score 80
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] -
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Critic Score 80
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] -
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Critic Score 80
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] -
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Critic Score 80
One of the few games of its type you can actually play for an hour, take on one of its missions, and have a meaningful unit of experience. Staight in. Straight out. Gamer satisfied. [Sept 2004, p.105] -
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Critic Score 80
When two Sims lovingly clasp each other as they sleep, even the coldest gaming hearts will begin to melt. [Oct 2004, p.102] -
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Critic Score 80
Those accustomed to the adult world of online PC gaming may have reason to sniff at the more streamlined play, but Pandemic has given consoles a whole new genre, pretty much perfectly formed... No game has ever felt quite so much like playing with Star Wars figures. [Nov 2004, p.102] -
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Critic Score 80
The control system deserves special mention, as it could so easily have been crude or overwhelming. Instead, it's sophisticated and sensitive, catering solidly enough for corridor-cleaning run'n'guns while allowing ambitious flights of TK fancy. [Aug 2004, p.100] -
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Critic Score 80
It is, of course, more of the same, but the concept is as compulsive as ever. [Jan 2004, p.107] -
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Critic Score 80
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] -