Edge Magazine's Scores

  • Games
For 2,680 reviews, this publication has graded:
  • 15% higher than the average critic
  • 3% same as the average critic
  • 82% lower than the average critic
On average, this publication grades 9 points lower than other critics. (0-100 point scale)
Average Game review score: 64
Highest review score: 100 The Legend of Zelda: Skyward Sword
Lowest review score: 10 FlatOut 3: Chaos & Destruction
Score distribution:
2680 game reviews
    • 70 Metascore
    • 50 Critic Score
    Yes, there’s a good sense of speed, but the dreariness of racing against brainless AI opponents who combine little awareness of their surroundings with a remarkably lethargic and lifeless approach to a supposedly exciting activity soon has that counterbalanced. [May 2005, p.85]
    • 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
    • 72 Metascore
    • 50 Critic Score
    Unepic is a perfectly serviceable platform-RPG, but Unremarkable might have been a more apposite title.
    • 71 Metascore
    • 50 Critic Score
    Players who seek the traditional fantasy MMOG experience may find something of value in TESO, because it has evidently been built with them in mind. But it is difficult to imagine many others investing hundreds of hours in a place this bland, in a formula this familiar, and in a game this demanding of both your time and your money.
    • 65 Metascore
    • 50 Critic Score
    Subtitling this Battle Revolution could be considered a breach of advertising standards; it's about as revolutionary as a racing game with powerslides. But while Custom Robo lacks a fresh hook, it's done with such a diligent simplicity that it's hard not to take a shine to it. [July 2004, p.108]
    • Edge Magazine
    • 67 Metascore
    • 50 Critic Score
    While suspension of disbelief can stretch to accommodate the odd genuine flaw – inconsistencies between what objects you can and can’t punch through, for example – the sequel has too many to hide. [Feb 2007, p.80]
    • Edge Magazine
    • 61 Metascore
    • 50 Critic Score
    Quietly competent to the very end, Avatar's certainly not the disaster you may have feared, but it can feel patronising, pompous and a little unnecessary. [Jan 2010, p.84]
    • Edge Magazine
    • 69 Metascore
    • 50 Critic Score
    Boom Boom Rocket is marking time rather than feeling the rhythm, and that’s not enough to set Live Arcade’s skies alight. [June 2007, p.88]
    • Edge Magazine
    • 72 Metascore
    • 50 Critic Score
    Apart from its admirable combinatorial system, Impossible Creatures is just another RTS. Indeed it's fairly simplistic as the genre goes...In theory this should foster a quick and immediate title, but in practice the build-up of resources is slow. Plainly average. [March 2003, p.100]
    • Edge Magazine
    • 63 Metascore
    • 50 Critic Score
    While online play provides more convincing competition, with only eight riders supported the circuit will appear as underpopulated as the scenery. [Aug 2008, p.100]
    • Edge Magazine
    • tbd Metascore
    • 50 Critic Score
    The game is divided into four tournaments, each containing four unique courses. It's when you get to the second stage of the first tournament that the game's major failing makes itself apparent: there's only one composition to race to. Presumably, the developers thought this would be enough, as differences in course layout and sound effects provide a little variety, but in practice it's just too repetitive.
    • 66 Metascore
    • 50 Critic Score
    For anyone who hasn’t played a thirdperson platforming adventure game in the last five years, this might well serve as perfectly engaging and adequate entertainment. To everyone else, it serves as a very clear reference point for just how many evolutions the rest of the genre has undergone since the PS1’s heyday. [Oct 2005, p.96]
    • Edge Magazine
    • 65 Metascore
    • 50 Critic Score
    A strangled idea, and while hard to dismiss it’s difficult to recommend entirely. [Feb 2009, p.94]
    • Edge Magazine
    • 64 Metascore
    • 50 Critic Score
    Sluggish loading times tend to cause frame-rate hiccups at the outset of a multiplayer game, and such issues are exacerbated in the busier environments with a full complement of players.
    • 63 Metascore
    • 50 Critic Score
    Vanguard simply fails to deliver the pomp and bluster or the window dressing so essential in disguising the shortcomings inherent in "Call of Duty's" framework. [May 2007, p.92]
    • Edge Magazine
    • 86 Metascore
    • 50 Critic Score
    It is so often calamitous that its few charms are either squandered or obscured. [Christmas 2009, p.96]
    • Edge Magazine
    • 68 Metascore
    • 50 Critic Score
    EDF was never about careful aiming or strategic cover or any of the other things that drive modern shooters, though – it’s about superior firepower earned through RPG grind, but 2025 has made the happy grind gruelling.
    • 69 Metascore
    • 50 Critic Score
    Gorgeous and silky smooth it may be, but the level design feels like it was made with in-app Continue purchases specifically in mind, hiding enemies cruelly – and punishingly – behind obstacles, preventing the game from flowing and dazzling as it clearly has the potential to. Accomplished and beautiful, then, but Sonic Dash shows that, for Sega, learning from the competition comes at a price – one it’s passed onto its fans.
    • 81 Metascore
    • 50 Critic Score
    An extremely unambitious sequel. [Jan 2009, p.92]
    • Edge Magazine
    • 59 Metascore
    • 50 Critic Score
    One of the most robust online community setups to grace Nintendo’s handheld, enabling users to link the DS game to a web profile, where they can browse and queue tracks for later download. [Dec 2008, p.99]
    • Edge Magazine
    • 68 Metascore
    • 50 Critic Score
    Fundamentally a little anaemic, lacking the kind of acute design which would either make its stages distinct or its basic operation continually engaging. [Sept 2008, p.94]
    • Edge Magazine
    • 58 Metascore
    • 50 Critic Score
    Black Sigil's big-picture rewards are too fleeting and familiar to justify the considerable effort. [Sept 2009, p.101]
    • Edge Magazine
    • 65 Metascore
    • 50 Critic Score
    The flash and gore are toned down, and the henchmen never get any smarter, but that bond with the protagonist – and that investment in his salvation – make the whole game worthwhile. [Apr 2009, p.117]
    • Edge Magazine
    • 68 Metascore
    • 50 Critic Score
    A hastily assembled three-in-one anachronism which proves just one thing: that terrifying and terrible are not mutually exclusive. [Apr 2010, p.93]
    • Edge Magazine
    • 60 Metascore
    • 50 Critic Score
    While the arcade version of the game (included here in its entirety) is not without serious flaws, this interpretation exacerbates those that exist and throws in significant new ones. [Jan 2008, p.87]
    • 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
    Despite its lunges for the mainstream, in other words, The Act has forgotten one of the most important things about escapist cinema and cartoons: they generally don't require this much effort.
    • 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
    • 62 Metascore
    • 50 Critic Score
    A cynical, if predictable approach to monetisation also sours the experience.
    • 55 Metascore
    • 50 Critic Score
    Rather than gradually introduce the many plates you have to spin, it puts them all into action at once, starting with 20 near-identical walkover levels and then spiking brutally when it assumes you've worked everything out. [Dec 2010, p.101]
    • Edge Magazine
    • 67 Metascore
    • 50 Critic Score
    But content is no substitute for quality, and while Sniper Elite III might have made for an engaging design document, it isn’t much of a game.
    • 63 Metascore
    • 50 Critic Score
    It’s the refusal to broaden the series’ horizons, though, which will serve to damage Sony’s oft-forgotten franchise most in the long run. It leaves Confrontation feeling stale and lost among the recent crowd of tac-shooters. [Christmas 2008, p.100]
    • Edge Magazine
    • 69 Metascore
    • 50 Critic Score
    Heroes consistently relies on its cartoon charm to plaster over its messier elements. [Sept 2009, p.92]
    • Edge Magazine
    • 65 Metascore
    • 50 Critic Score
    Its basic form is a succession of things that you hit with little emotion or interest. Approaching such a task co-operatively can only distract you for so long. [June 2009, p.95]
    • Edge Magazine
    • 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
    • 68 Metascore
    • 50 Critic Score
    Nobody, nobody at all, walks into a game shop and thinks: "Hey, goblins are pretty cool. Today I want to be a goblin." When the goblins in question have been rendered with almost no character or charm, this merely compounds the lack of emotional connection. [Mar 2004, p.106]
    • Edge Magazine
    • 63 Metascore
    • 50 Critic Score
    Many titles are likened to "Devil May Cry," but Van Helsing appropriates that game's structure with such brazen thoroughness that it might be seen as this generation's Great Giana Sisters. [July 2004, p.108]
    • Edge Magazine
    • 73 Metascore
    • 50 Critic Score
    If you take a player to the extremes of in-game power, giving them the equivalent of a god mode against standard enemies, how can that be turned into something more engaging than a temporary plaything? [Nov 2008, p.90]
    • Edge Magazine
    • 55 Metascore
    • 50 Critic Score
    Haze is a distinctly unflattering addition to Playstation 3's library, embarrassingly reminiscent of the previous generation. [July 2008, p.88]
    • Edge Magazine
    • 84 Metascore
    • 50 Critic Score
    It's perhaps because the title benefits from such a high production spend … that the average design and execution becomes more pronounced. [Mar 2004, p.101]
    • Edge Magazine
    • 67 Metascore
    • 50 Critic Score
    Tycoon City’s desire to create a believable Big Apple has become an obsession, focusing on that end rather than the means of getting there. Where its peers extol freedom, this game calls the shots. [Mar 2006, p.90]
    • Edge Magazine
    • 76 Metascore
    • 50 Critic Score
    Commander Video needs to be the bigger rectangle and step aside for the two final planned installments. [July 2010, p.103]
    • Edge Magazine
    • 63 Metascore
    • 50 Critic Score
    It's easy to over-rate launch titles thanks to the shock of the new, doubly so when the control scheme is as interesting as this one, but at its heart Red Steel is just another lever-pulling trawl through big rooms and S-shaped corridors. [Christmas 2006, p.77]
    • Edge Magazine
    • 69 Metascore
    • 50 Critic Score
    Were spirits to play a game while they waited in Purgatory, surely it would be Mario Party. It can take an age to get to the end, and the minigames are interspersed with a turgid board game section that tests the patience to its limits. [Jan 2004, p.109]
    • Edge Magazine
    • 60 Metascore
    • 50 Critic Score
    It all adds up to an uneven brawler, a game with the resources and technology to break through the walls of the developer's lineage but one unprepared to fully let go and take a chance. [Dec 2010, p.90]
    • Edge Magazine
    • 55 Metascore
    • 50 Critic Score
    3DS was the perfect opportunity to take Super Monkey Ball back to its GameCube glory days. Instead we find a game that has spent so many years honouring various types of hardware, it has forgotten its own original aim. [May 2011, p.102]
    • Edge Magazine
    • 73 Metascore
    • 50 Critic Score
    It’s sure to be a more compelling experience online, albeit one that relies heavily on the honour of your opponents, and its rough-edged charm is compulsive. [Mar 2007, p.87]
    • Edge Magazine
    • 71 Metascore
    • 50 Critic Score
    Being among the first of the console MOBAs, Guardians Of Middle-Earth could've been a gentle introduction to an intimidating genre, providing a welcoming hand for players new to the MOBA, but a split focus between accessibility and complexity means neither genre greenhorns nor greybeards will end up feeling truly satisfied.
    • 87 Metascore
    • 50 Critic Score
    Mario Kart isn't a racing game any more. It is a party game, and anyone buying it for anything more than frantic, foolish, social fun will grow tired of being cheated very quickly indeed. [Christmas 2003, p.98]
    • Edge Magazine
    • 60 Metascore
    • 50 Critic Score
    Like any good zombie fiction, the real enemy in AZMD! isn't the walking dead, but the humans who created them.
    • 63 Metascore
    • 50 Critic Score
    The game's failure to monopolise on its squad dynamic relegates it to a shooter-by-numbers, and its appeal is then further undercut by the fact that, while Barker clearly has a sense for the grotesque, it is the only note that Jericho plays. [Dec 2007, p.91]
    • Edge Magazine
    • 76 Metascore
    • 50 Critic Score
    Sadly, any gains made here are squandered by woolly controls, a dearth of feedback and infuriating inaccuracy even with aiming assist dialed up to maximum.
    • 47 Metascore
    • 50 Critic Score
    Even the most dedicated player’s are likely to fall out of love with the game more frequently than its promise of unstoppable motion and a world outside slate-grey corridors (which becomes more distant as the game progresses) can entice them back. [May 2005, p.83]
    • Edge Magazine
    • 71 Metascore
    • 50 Critic Score
    If there isn't a great deal of sophistication, there also isn't much in the way of mucking around. Flying up the screen making things go pop has been reliably entertaining for decades. [Oct 2005, p.95]
    • Edge Magazine
    • 58 Metascore
    • 50 Critic Score
    It's essentially the slowest side-scrolling shoot 'em up you'll ever play, demanding you laboriously guide a submarine to the end of each level while avoiding damage and destroying evil submarines whose perfidy knows no bounds and warrants no backstory. [June 2011, p.97]
    • 65 Metascore
    • 50 Critic Score
    A frustrating port of an above-average game. Rather than attempting to significantly tweak Mafia's structure and narrative … the developer has attempted to replicate the PC experience to the letter. It has been only partially successful. [Mar 2004, p.109]
    • Edge Magazine
    • 78 Metascore
    • 50 Critic Score
    Often dwarfing the key action, these minigames are a manifestation of a series that’s been unrecognisably perverted from its original purpose, flashes of brilliance or speed only serving as a reminder of what has been lost. [Nov 2007, p.99]
    • Edge Magazine
    • 58 Metascore
    • 50 Critic Score
    A less accomplished but more immediate Ninja Gaiden, then, one that will temporarily distract newcomers and disappoint dedicated followers. Yet it feels destined to be forgotten by both audiences, chalked up as another casualty in the east's drive to conquer the west with bravado rather than its sought-after, ever-rarer Japanese steel.
    • 60 Metascore
    • 50 Critic Score
    Constantine's narrative is compelling enough, and some excellent puzzles save it from the ignominy of being yet another average third-person movie tie-in, but only just... Yes it's uncomplicated, but still an engaging realisation of the source material. [Apr 2005, p.99]
    • Edge Magazine
    • 65 Metascore
    • 50 Critic Score
    The inheritance of wearisome combat, embarrassing characterisation and impoverished audio now joins a bevy of PSP-specific issues... Revelations does succeed in living up to its name, but we’d hoped that such disappointments weren’t the surprise it had in store. [Feb 2006, p.93]
    • Edge Magazine
    • 76 Metascore
    • 50 Critic Score
    Accentuat[es] Suda's often over-indulgent scriptwriting and accelerat[es] Mikami's brand of horror into a hyper-gothic, shock-free world of bright lights. With a little more restraint and focus on the core experience, Shadows Of The Damned could have been the action thrill ride Garcia Hotspur thinks it is. Instead the game – like Hotspur himself – is all talk.
    • 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
    • 74 Metascore
    • 50 Critic Score
    For all its potential, Infected delivers precious little in either world: a singleplayer that blooms too late, and an underdeveloped online experience that withers too soon. [Jan 2005, p.85]
    • Edge Magazine
    • 68 Metascore
    • 50 Critic Score
    The game could do with a more flexible camera. When the tentacle outgrows the screen in Snake you find yourself failing for collisions you can't even see. [Aug 2010, p.98]
    • Edge Magazine
    • 60 Metascore
    • 50 Critic Score
    It'll be happier on PSP, where competitors and attention spans are in short supply, and the more energetic interaction offered by the Wii should play to its drop-in simplicity and haphazard dogfights, but on PS2 it's too obviously anachronistic and quickly exhausted. [May 2007, p.93]
    • Edge Magazine
    • 74 Metascore
    • 50 Critic Score
    As a free download, Frobisher Says may not be a waste of your money, but there are many better diversions on Vita to occupy your time.
    • 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
    • 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
    • 77 Metascore
    • 50 Critic Score
    The Gunstringer's biggest problem, however, is that it's a score-based shooter with little incentive to return. With only one weapon type available at any given time, there's none of the tactical interplay between attacks that makes aiming for high scores in Child Of Eden so tempting.
    • 64 Metascore
    • 50 Critic Score
    There are a lot of interesting ideas in here. Roaming in smellovision mode is the game's greatest tool for making you feel like you're piloting an animal. It makes exploring a dull path feel way more exciting than it should be. [Jan 2004, p.102]
    • Edge Magazine
    • 58 Metascore
    • 50 Critic Score
    While Heritage Of Kings has taken the series in a new direction without completely uprooting itself from the settlement-crafting past, it’s not been a successful evolution. Even the most lethargic and undemanding of gamers will quickly become bored of the gambolling wildlife and labouring peasants. [March 2005, p.87]
    • Edge Magazine
    • 72 Metascore
    • 50 Critic Score
    Tales’ traditionally creative dungeon design comes to the rescue, giving each chapter a genuine sense of adventure as you anticipate what organic shimmers or high-tech gloss might be in store. [Apr 2006, p.90]
    • Edge Magazine
    • 85 Metascore
    • 50 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
    • 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
    • 67 Metascore
    • 50 Critic Score
    There's tactical depth, then, but it's squandered on a game that doesn't understand the importance of balance.
    • 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
    • 59 Metascore
    • 50 Critic Score
    It's not lazy and unworkable, then, merely pleasant, compromised, and irrelevant. [Mar 2010, p.98]
    • 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
    • 72 Metascore
    • 50 Critic Score
    Rarely does dying feel like the player's fault and, in typical "Sonic Adventure" fashion, the best bits are when you find that the majority of control has been taken away from you, and you're flung around the world at escape velocity. [Mar 2004, p.105]
    • Edge Magazine
    • 71 Metascore
    • 50 Critic Score
    For all its foibles, Raven's brand of brazen, aimless carnage is a gruesome thrill with just enough dynamism in each battle to keep its anachronistic heart beating. [Oct 2009, p.88]
    • 63 Metascore
    • 50 Critic Score
    On a console where tried and tested ideas continue to dominate, it would be wrong to entirely dismiss an experiment like this, even if the result is only fleetingly worthwhile.
    • 52 Metascore
    • 50 Critic Score
    Your main objective is the bane of the modern FPS: follow a little blue arrow while shooting things, with the odd escort or protect responsibility thrown in to make you turn around occasionally. It's average justice dished out to the licence, but nothing more. [Christmas 2003, p.121]
    • 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
    • 73 Metascore
    • 50 Critic Score
    Crytek's landed on the App Store, then, but it's only half of the company: the wrong half.
    • 71 Metascore
    • 50 Critic Score
    Nobody, nobody at all, walks into a game shop and thinks: "Hey, goblins are pretty cool. Today I want to be a goblin." When the goblins in question have been rendered with almost no character or charm, this merely compounds the lack of emotional connection. [Mar 2004, p.106]
    • Edge Magazine
    • 68 Metascore
    • 50 Critic Score
    On retreading the levels enemy attacks become predictable puppet shows, with mad-eyed soldiers lining up to get killed exactly where they did many times before. It's the kind of repetition more commonly associated with lightgun games these days. [Christmas 2003, p.109]
    • Edge Magazine
    • 76 Metascore
    • 50 Critic Score
    After the interesting and confident debut of The Suffering last year, Ties That Bind remains a straightforward action game, and one with a coherent story that feels well paced, if too full of schlocky cliché for some. But that is, ultimately, all it does: remains. [Dec 2005, p.106]
    • Edge Magazine
    • 68 Metascore
    • 50 Critic Score
    In miring the action in a crayon-written plot and applying the brakes to anything going too fast, the screaming thrills it does provide are the exception, not the norm. [Oct 2010, p.97]
    • Edge Magazine
    • 70 Metascore
    • 50 Critic Score
    Gesture recognition is loose and forgiving, and it makes no attempt to suggest Kinect's genuinely interpreting every movement. Instead, each manoeuvre feels like the empty-handed equivalent of pushing a button – albeit a button that tends to idle a little before it triggers anything.
    • 65 Metascore
    • 50 Critic Score
    TV Show King’s key problem is that each round is identical: answering five questions for points. [Aug 2008, p.101]
    • Edge Magazine
    • 64 Metascore
    • 50 Critic Score
    A bigger problem still is the absence of a motivation to work with other players. Objectives are usually thinly disguised fetch quests or encounters where you must defend a character, usually Cass, against waves of enemies.
    • 69 Metascore
    • 50 Critic Score
    Ghosthunter is from the same studio that brought us "Primal," and it shows. With so many adventure games on the market, this is an interesting, but ultimately staid example. Like "Primal," Ghosthunter struggles to be fun. [Jan 2004, p.101]
    • Edge Magazine
    • 65 Metascore
    • 50 Critic Score
    The flash and gore are toned down, and the henchmen never get any smarter, but that bond with the protagonist – and that investment in his salvation – make the whole game worthwhile. [Apr 2009, p.117]
    • Edge Magazine
    • 67 Metascore
    • 50 Critic Score
    There’s a satisfying Shadow Complex-meets-Smash-Bros. style romp somewhere in The Showdown Effect, but it’s buried beneath gameplay mechanics that interfere with the joys its premise suggests, and there are currently stability issues with the servers that demand some urgent attention.
    • 55 Metascore
    • 50 Critic Score
    Your main objective is the bane of the modern FPS: follow a little blue arrow while shooting things, with the odd escort or protect responsibility thrown in to make you turn around occasionally. It's average justice dished out to the licence, but nothing more. [Christmas 2003, p.121]
    • Edge Magazine
    • 79 Metascore
    • 50 Critic Score
    Gun
    Why roam freely (when the game lets you, which is by no means always) when all that's out there to find is an empty trek between jarring episodes of production-line gaming? [Christmas 2005, p.105]
    • Edge Magazine
    • 60 Metascore
    • 50 Critic Score
    Ultimately, the momentum needed to truly get Generation Of Chaos in motion is an enormous commitment, and it's a game that just - only just, by the skin of those teeth that need to be pulled - manages to offer enough of a reward to make the investment worthwhile. [June 2006, p.96]
    • Edge Magazine
    • 72 Metascore
    • 50 Critic Score
    Rain’s core ideas remain frustratingly underdeveloped throughout, and it comes off more like a watercolour sketch than the oil painting that was promised.
    • 68 Metascore
    • 50 Critic Score
    A curiosity worth looking at. [Sept 2009, p.100]
    • Edge Magazine
    • 38 Metascore
    • 50 Critic Score
    Despite the aforementioned illusion of choice, there is really only one pre-determined way to conquer a given mission, each stealthy ability in reality a functional button-press to move the game along. [Apr 2007, p.87]
    • Edge Magazine