Edge Magazine's Scores

  • Games
For 2,314 reviews, this publication has graded:
  • 14% higher than the average critic
  • 3% same as the average critic
  • 83% lower than the average critic
On average, this publication grades 8.9 points lower than other critics. (0-100 point scale)
Average Game review score: 64
Highest review score:
Critic Score 100
Lowest review score:
Score distribution:
2,314 game reviews
    • Metascore: 70
    • Critic Score 50
    Its faults are many, but they're magnified by the obvious comparison: this isn't an alternative to COD, but a game in thrall to it. [Apr 2011, p.84]
    • Metascore: 55
    • Critic Score 50
    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]
    • Metascore: 59
    • Critic Score 50
    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]
    • Metascore: 73
    • Critic Score 50
    Cleverest when at its most minimal, It's Mr Pants is a little too convoluted and coy a brain-tease, destined to live in the shadow of purer designs. [March 2005, p.93]
    • Metascore: 76
    • Critic Score 50
    This is more than just a cynical cash-in conversion, but in pitching itself as a kind of '1.5' iteration it's never clear if the game is a necessity or a distraction for devotees of the Kingdom Hearts universe. For all but the most ardent follower, its off-target execution will imply the latter. [Feb 2005, p.80]
    • Metascore: 77
    • Critic Score 50
    You won't even break a sweat before you get to the Silver Cup in the Expert class, and F-Zero stalwarts will feel patronised by the ease with which this short-lived Tournament mode can be completed. [Feb 2004, p.110]
    • Metascore: 70
    • Critic Score 50
    Once you've become fluent in the new pattern of motion the platforming becomes very satisfying, marrying timing and action more intimately than the usual moving platform/timed-jump challenges. However, things become rather unstuck when enemies are introduced. [Feb 2005, p.81]
    • Metascore: 68
    • Critic Score 50
    With the game's over-reliance on backtracking and aimless overworld item hunts, another shooting segment is never more than ten seconds away, resulting in a jarring, disjointed flow... In the end, Sigma Star Saga does justice to neither of its two loosely conjoined games. [Oct 2005, p.95]
    • Metascore: 75
    • Critic Score 50
    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]
    • Metascore: 65
    • Critic Score 50
    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]
    • Metascore: 74
    • Critic Score 50
    Imagine building one of the most visually arresting games in recent memory, infusing the track design with genuine ingenuity, then having your work cruelly undermined by a learning curve shallower than a hill in Holland. RE is simply not challenging enough. [March 2003, p94]
    • Metascore: 71
    • Critic Score 50
    Enormous potential. However, those moments where you feel justice being done are few, and a brave mess is still, after all, a mess. [Apr 2004, p.104]
    • Metascore: 66
    • Critic Score 50
    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]
    • Metascore: 57
    • Critic Score 50
    Even when driven in full race trim, every vehicle feels ponderous and with overly soft suspension often resulting in an unnecessarily laborious control method. It's not a bad game, by any means, but the enjoyment provided is limited. [Oct 2003, p.101]
    • Metascore: 66
    • Critic Score 50
    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]
    • Metascore: 54
    • Critic Score 50
    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]
    • Metascore: 70
    • Critic Score 50
    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]
    • Metascore: 65
    • Critic Score 50
    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]
    • Metascore: 83
    • Critic Score 50
    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]
    • Metascore: 68
    • Critic Score 50
    Despite the simplicity of the puzzles, it's an unnecessarily bewildering game for the first hour or so. There's an RPG's worth of menus, full of abilities and stats you just don't need to know about yet. [Mar 2004, p.109]
    • Metascore: 78
    • Critic Score 50
    Encounters feel needlessly protracted - born of a stubborn refusal to admit the game's fundamental lack of content. The layout of scenery predetermines your every gambit before enemies blithely meander into your squad's unlimited gunfire. [Apr 2005, p.101]
    • Metascore: 85
    • Critic Score 50
    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]
    • Metascore: 57
    • Critic Score 50
    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]
    • Metascore: 59
    • Critic Score 50
    If Headhunter's controls were as coherent as its looks, it could've made for one of the greatest action-adventure games of recent times. Instead, we're left with a clunky shooting gallery that is, in parts, a likeable gunfighting game. [Oct 2004, p.109]
    • Metascore: 46
    • Critic Score 50
    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]
    • Metascore: 63
    • Critic Score 50
    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]
    • Metascore: 69
    • Critic Score 50
    Once you've wiped away the layer of gore, you're left with an experience that, expectedly, offers limited entertainment. [March 2005, p.85]
    • Metascore: 75
    • Critic Score 50
    Nearly all enemy behaviour consists of direct charges, calling on the butt of your gun as frequently as its barrel. While it's undeniably intense, it soon becomes apparent that this intensity is the only string on the designers' banjo, plucked with increasingly feverish rapidity instead of ever-changing chords. [Nov 2005, p.105]
    • Metascore: 60
    • Critic Score 50
    The pacing, thanks to a combination of necessary haste and the weakness of your divided squad members, feels more akin to a corridor shooter; there’s a constant sensation of feeling harried and hemmed in. [Oct 2004, p.107]
    • Metascore: 61
    • Critic Score 50
    Rogue Agent is the result of design by committee: a safe, reasonably accomplished but uninspiring offering which neither excels nor progresses its genre in any way. [Christmas 2004, p.82]
    • Metascore: 68
    • Critic Score 50
    Given the power at the player's fingertips to rewind, pause, fast forward and even record time, the scope for creating some genuinely engaging and ingenious situations is still as immense as it ever was. But, in actuality, everything is blandly obvious and ironically one-dimensional, and the use of the rewind function is still as chronological as it ever was. [Jan 2005, p.91]
    • Metascore: 60
    • Critic Score 50
    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]
    • Metascore: 50
    • Critic Score 50
    Sadly, encounters with enemy AI - particularly in combat - are by far the weakest link in an otherwise enjoyable effort. [Apr 2005, p.98]
    • Metascore: 76
    • Critic Score 50
    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]
    • Metascore: 73
    • Critic Score 50
    As chaotic and unrefined as it is, however, it motors on with a definite sense of purpose and provides a solid sense of fulfilment, if not necessarily one of accomplishment. [Christmas 2005, p.110]
    • Metascore: 77
    • Critic Score 50
    Did a purse-holder at Activision one day grapple fruitlessly with the last game's control system and scrawl in their subsequent notes "Make the next one so that I can play it"? Speculation aside, someone sure messed-up Spider-Man. [Dec 2005, p.108]
    • Metascore: 79
    • Critic Score 50
    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]
    • Metascore: 74
    • Critic Score 50
    Destroy All Humans 2 is initially enjoyable, entirely endurable and gratifyingly easy. But at its heart it remains an average experience. [Dec 2006, p.86]
    • Metascore: 65
    • Critic Score 50
    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]
    • Metascore: 73
    • Critic Score 50
    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]
    • Metascore: 87
    • Critic Score 50
    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]
    • Metascore: 77
    • Critic Score 50
    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]
    • Metascore: 80
    • Critic Score 50
    Power Tennis has depth only insofar as there's a great deal to do – medals to win, records to beat and tournament trophies to hold aloft – but all the frills and gimmicks overcomplicate something that wasn't broken in the first place. [Jan 2005, p.92]
    • Metascore: 69
    • Critic Score 50
    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]
    • Metascore: 68
    • Critic Score 50
    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]
    • Metascore: 56
    • Critic Score 50
    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]
    • Metascore: 71
    • Critic Score 50
    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]
    • Metascore: 72
    • Critic Score 50
    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]
    • Metascore: 75
    • Critic Score 50
    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]
    • Metascore: 84
    • Critic Score 50
    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]
    • Metascore: 65
    • Critic Score 50
    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]
    • Metascore: 69
    • Critic Score 50
    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]
    • Metascore: 56
    • Critic Score 50
    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]
    • Metascore: 76
    • Critic Score 50
    Did a purse-holder at Activision one day grapple fruitlessly with the last game's control system and scrawl in their subsequent notes "Make the next one so that I can play it"? Speculation aside, someone sure messed-up Spider-Man. [Dec 2005, p.108]
    • Metascore: 77
    • Critic Score 50
    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]
    • Metascore: 60
    • Critic Score 50
    Rogue Agent is the result of design by committee: a safe, reasonably accomplished but uninspiring offering which neither excels nor progresses its genre in any way. [Christmas 2004, p.82]
    • Metascore: 55
    • Critic Score 50
    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]
    • Metascore: 58
    • Critic Score 50
    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]
    • Metascore: 70
    • Critic Score 50
    The game's visual and combative energy spark the urge to see where it goes next. If only there was something to do when you get there.
    • Metascore: 76
    • Critic Score 50
    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.
    • Metascore: 70
    • Critic Score 50
    Despite the air of brutality Space Marine tries to cultivate, it's ultimately defined by convenience; by linear levels where you follow the green lights of unlocked doors from one corridor to the next, while the gentle trickle of upgrades and new weapons does just enough to keep you playing. The result is sometimes casually enjoyable, but never vivid, or memorable, or truly involving.
    • Metascore: 77
    • Critic Score 50
    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.
    • Metascore: 74
    • Critic Score 50
    So despite the winner podiums and big sponsorship contracts and – yes – even the hours you'll spend in this askew universe, Grand Prix Story feels more like deja vu than entertainment. The formula is rapidly palling.
    • Metascore: 59
    • Critic Score 50
    It's too easy and basic for adults and likely too mellow for children drawn in by its bubbly aesthetic. It's a shame, because Okabu's is a quietly charismatic world, one destined to be overlooked thanks to its grind of an opener and failure to match its visual vigour with mechanics that haven't been used better elsewhere.
    • Metascore: 76
    • Critic Score 50
    A reminder of both what you adore and abhor in a series that's had its simple joys diluted by flash-in-the-plan iterations and ideas.
    • Metascore: 82
    • Critic Score 50
    It's becoming a 5th Cell tradition: strong ideas compromised by erratic level design and structural weaknesses. One day, the developer will find the right balance to support its undeniable creativity, but sadly, it hasn't found it here.
    • Metascore: 60
    • Critic Score 50
    Like any good zombie fiction, the real enemy in AZMD! isn't the walking dead, but the humans who created them.
    • Metascore: 79
    • Critic Score 50
    This is a big game, clocking in at about the 40-hour mark, but the lack of challenge in combat combined with the formulaic missions and frequent cutscenes too often make it feel like a sticky trudge.
    • Metascore: 70
    • Critic Score 50
    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.
    • Metascore: 57
    • Critic Score 50
    Little Deviants' real problem is simple: it's not moreish, and its challenges fail to reveal the kinds of nuance on the second and third tries that will have you refining strategies and aiming to better scores. Without that incentive to return, you're unlikely to.
    • Metascore: 71
    • Critic Score 50
    This is a freemium game, masquerading as a paid download.
    • Metascore: 82
    • Critic Score 50
    SSX
    
In looking outside itself for inspiration, SSX has found a worthy infrastructure to establish an online community and culture. But this same approach has found the brand veering away from some of the fun and fireworks of yesteryear, leaving its more seductive silly side out in the cold.
    • Metascore: 65
    • Critic Score 50
    Balancing real-time action with tactical micro-management proves beyond Vanpool. With arbitrary limitations placed on an already meagre cash supply, and towers and fortifications proving equally flimsy, what little money is available is best poured into single-use items and permanent ability boosts for Dillon.
    • Metascore: 71
    • Critic Score 50
    For all its luxurious visuals, it knows little about how to marry them to gameplay, or how to end the suffering of artists who 
see their work butchered to meet gameplay's demands.
    • Metascore: 74
    • Critic Score 50
    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.
    • Metascore: 58
    • Critic Score 50
    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.
    • Metascore: 73
    • Critic Score 50
    Crytek's landed on the App Store, then, but it's only half of the company: the wrong half.
    • Metascore: 66
    • Critic Score 50
    The detection of item-grabbing slashes is often fumbled, and since moving your finger can leave you prone to missing punches, it ruins a promising risk-reward system.
    • Metascore: 64
    • Critic Score 50
    The convincing sense of speed is dulled by a lack of weight to the handling, while collisions betray some erratic physics: you can easily be shunted into a respawn by other racers, yet left relatively unscathed by a head-on smash into trees.
    • Metascore: 52
    • Critic Score 50
    That it largely fails to deliver does not quite snuff out its allure – not, at least, for devotees of the fiction. For those yet to be tempted by Martin's work, however, the blunderous combat, mangled dialoguing and profoundly unlovely looks will make it seem, as a Westerosi idiom goes, a mummer's farce.
    • Metascore: 65
    • Critic Score 50
    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.
    • Metascore: 66
    • Critic Score 50
    While Neversoft's course design holds up, its objectives sadly don't; setting high scores is as thrilling and rewarding as ever, but we're less forgiving of being asked to collect five objects dotted around a level without a right-stick camera than we were at the turn of the millennium.
    • Metascore: 65
    • Critic Score 50
    The guns and costumes you'll be buying make Random Heroes a little more appealing, perhaps, but they're poor compensation for a wider lack of imagination.
    • Metascore: 59
    • Critic Score 50
    The Power Of Two may have fewer technical issues than its predecessor, but it's a less adventurous, less courageous, and overall less interesting game. It struggles to make you care about its world, and as a result its one big idea – that of the Wasteland reacting to your choices – feels decidedly flaccid.
    • Metascore: 53
    • Critic Score 50
    Like Borderlands, the promise of fresh guns, equipment and powered-up skills offers an incentive to press on. But unlike its parent series, the combat in Legends means it's not worth doing so.
    • Metascore: 64
    • Critic Score 50
    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.
    • Metascore: 71
    • Critic Score 50
    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.
    • Metascore: 67
    • Critic Score 50
    There's tactical depth, then, but it's squandered on a game that doesn't understand the importance of balance.
    • Metascore: 71
    • Critic Score 50
    Embracing and supporting a community project like this is still a commendable move, and one that Mega Man's passionate fans may see as encouraging. But only his most die-hard followers will be willing to overlook such unwelcome, avoidable flaws.
    • Metascore: 70
    • Critic Score 50
    There's enough warmth and wit here to make Middle Manager Of Justice one of the more palatable exercises in building a game around waiting and offering micro-transactions to skip the wait, but sadly all our spider-senses detect is a missed opportunity.
    • Metascore: 62
    • Critic Score 50
    A cynical, if predictable approach to monetisation also sours the experience.
    • Metascore: 64
    • Critic Score 50
    A more novel addition is a crafting system lets you convert items you find into items and potions, but it functions more like a secondary currency than an alchemical minigame. There’s nothing egregiously wrong with Mini Ninjas, but nor is there a reason to give up on genre highlights like Punch Quest and Jetpack Joyride.
    • Metascore: 61
    • Critic Score 50
    Due to a heavier emphasis on all-out action, however, the gratifying bullet-cam pay-off becomes tiresome even sooner than it did in V2.
    • Metascore: 69
    • Critic Score 50
    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.
    • Metascore: 80
    • Critic Score 50
    But for parents and adults, Undercover is a less inviting prospect, even with its satirical undertone. It’s a plastic facsimile of GTA – a game that was hardly humourless to begin with, and one that has already spawned a genre’s worth of more sophisticated rivals and clones.
    • Metascore: 67
    • Critic Score 50
    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.
    • Metascore: 43
    • Critic Score 50
    The representation of the xenomorphs is the game’s most damaging failure. They’re just not dangerous enough, reduced by a first mission deluge into a swarm of targets bearing the shape of a familiar, once-horrific symbol of death. But they have none of that pop icon’s grace or deadliness.
    • Metascore: 77
    • Critic Score 50
    Nimble Quest is cute and compelling, but it’s also a cynical complication of a classic design.
    • Metascore: 64
    • Critic Score 50
    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.
    • Metascore: 57
    • Critic Score 50
    The artwork goes some way to redeeming The Other Brothers; for all the detail to be found in the backgrounds and sprites, everything moves fluidly, but ultimately this is still a platforming game on the wrong platform.
    • Metascore: 62
    • Critic Score 40
    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]
    • Metascore: 77
    • Critic Score 40
    With no real sense of connection with your monsters, or of engagement with the clumsily delivered plot, there is little here to help the game overcome its tendency towards charmless, chore-based repetition. [Jan 2004, p.106]
    • Metascore: 55
    • Critic Score 40
    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]
    • Metascore: 75
    • Critic Score 40
    You get the impression the only person who cares about Kain's legacy any more is the writer. The turgid battling lets an average game down. [Jan 2004, p.107]
    • Metascore: 71
    • Critic Score 40
    Nasty, brutish and short - and that's once you've got past the interface problems. Temple of Elemental Evil is a huge disappointment by any measure. [Christmas 2003, p.124]
    • Metascore: 59
    • Critic Score 40
    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]
    • Metascore: 73
    • Critic Score 40
    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]
    • Metascore: 73
    • Critic Score 40
    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]
    • Metascore: 65
    • Critic Score 40
    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]
    • Metascore: 82
    • Critic Score 40
    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]
    • Metascore: 66
    • Critic Score 40
    For a title trying hard to inject personality into the genre, the experience feels irreparably mechanical. There's plenty of variety in terms of racing categories and machinery, but the overall lack of involvement is inexcusable. [Feb 2004, p.102]
    • Metascore: 46
    • Critic Score 40
    There's no style in LowRider's low-riding - it's all about robotic timing, brute force and repetition over elegance. [March 2003, p.99]
    • Metascore: 70
    • Critic Score 40
    You get the impression the only person who cares about Kain's legacy any more is the writer. The turgid battling lets an average game down. [Jan 2004, p.107]
    • Metascore: 61
    • Critic Score 40
    It's a shame, but LifeLine is just poorly implemented. With the laborious pacing complicated by the dodgy voice-recognition, flaws in the gimmicky technology negate what satisfying moments are on offer here. [May 2004, p.106]
    • Metascore: 63
    • Critic Score 40
    A soulless videogame that stands as a grave indictment of how stale a series can become if it loses its spark of creativity and imagination. [March 2005, p.93]
    • Metascore: 58
    • Critic Score 40
    Voyeurs will be disappointed, since the sex portrayed is the very model of conventionality. The really shocking thing is how close Singles gets to being wholesome. [June 2004, p.111]
    • Metascore: 58
    • Critic Score 40
    Firefights become more surreal than menacing when the worst-case scenario is of your fellow GIs having to catch their breath for a few seconds after being riddled with bullets. [Aug 2004, p.96]
    • Metascore: 50
    • Critic Score 40
    Firefights become more surreal than menacing when the worst-case scenario is of your fellow GIs having to catch their breath for a few seconds after being riddled with bullets. [Aug 2004, p.96]
    • Metascore: 68
    • Critic Score 40
    Playing Gungrave OD, there's a nagging sensation that the design team experienced the original through a shop window...In attempting to meet criticisms of Gungrave's single-minded focus, that focus has been squandered. The result is unlikely to satisfy. [May 2004, p.110]
    • Metascore: 67
    • Critic Score 40
    Ends up feeling like it’s been built by PC game developers obsessed with quick saves. There’s absolutely no creative latitude; it’s a case of remembering where enemies appear and getting them before they get you. [May 2005, p.86]
    • Metascore: 52
    • Critic Score 40
    With the exceptions of deplorably bad cutscenes and haphazard signposting, there are few significant flaws here that a steadier gestation couldn’t have resolved. [Aug 2006, p.90]
    • Metascore: 55
    • Critic Score 40
    With the exceptions of deplorably bad cutscenes and haphazard signposting, there are few significant flaws here that a steadier gestation couldn’t have resolved. [Aug 2006, p.90]
    • Metascore: 69
    • Critic Score 40
    The possibility of this all coming together in a more flexible and engaging manner is still a welcome one. But, for a game based on a culture of reputation, craftsmanship and leaving a mark, Getting Up is one that’ll pass by largely unnoticed. [Mar 2006, p.86]
    • Metascore: 51
    • Critic Score 40
    For all its wit and swagger, Truckers is inescapably safety-conscious, rewarding the maintenance of a planned route and steady trajectory while more arresting notions - spontaneous risk, for example - fall from the back like poorly fastened cases of moonshine. [Sept 2005, p.99]
    • Metascore: 58
    • Critic Score 40
    Frustratingly, the game’s on-rails sequences exacerbate its lack of invention, whipping up enemies that often inflict damage before their location is revealed. When a single rocket can end the game by killing you or your entourage, this tests the patience more than a prosaic shooter has the right to. [Aug 2005, p.97]
    • Metascore: 61
    • Critic Score 40
    Even with just an additional pair of buttons for camera movement, a broad switch of irritations could have been avoided, but as it is, Death Jr is recommended only for forgiving platformer enthusiasts. [Nov 2005, p.113]
    • Metascore: 75
    • Critic Score 40
    For such a costly flagship title to provide neither the promised statement of mainstream grown-up appeal nor even polished, lesser disposable thrills is a landmark failure. [May 2006, p.92]
    • Metascore: 72
    • Critic Score 40
    For such a costly flagship title to provide neither the promised statement of mainstream grown-up appeal nor even polished, lesser disposable thrills is a landmark failure. [May 2006, p.92]
    • Metascore: 48
    • Critic Score 40
    Yes, Beat Down revives the warped charisma of Capcom’s beat’em up heyday, but that’s the only area where it actually triumphs. [Oct 2005, p.90]
    • Metascore: 60
    • Critic Score 40
    It’s a game that makes you desperately want to feel like a Jedi, arcing your lightsaber across the screen, ducking under attacks, parrying counters and going in for the kill, but the subtlety just isn’t there. [July 2005, p.94]
    • Metascore: 28
    • Critic Score 40
    Bad Day LA is the game people often say they want and then ignore when it arrives; it prizes ambition over execution and flair over finesse and both pays the price and reaps the rewards for daring to do so. [Sept 2006, p.82]
    • Metascore: 59
    • Critic Score 40
    Seemingly conflicted between delivering next-gen graphical impact and providing immediately recognisable objectives, Killer Game errs on the side of form over function, and in turn stumbles though a laundry list of poor design decisions. [Dec 2005, p.114]
    • Metascore: 44
    • Critic Score 40
    For all its wit and swagger, Truckers is inescapably safety-conscious, rewarding the maintenance of a planned route and steady trajectory while more arresting notions - spontaneous risk, for example - fall from the back like poorly fastened cases of moonshine. [Sept 2005, p.99]
    • Metascore: 60
    • Critic Score 40
    By keeping it real, the game retains many of the things that make navigating the real city more of a pain than a pleasure: countless faceless skyscrapers don’t make for memorable landmarks, and facing the wrong way down a jammed one-way street when you’re in a hurry to get somewhere is the sort of challenge few will relish. [Jan 2005, p.91]
    • Metascore: 66
    • Critic Score 40
    The story is inventively fantastical but ridiculously so, like a child’s weightless daydreaming, and its shallowness is made all the clearer by Agetec’s lifeless and laborious translation. [Feb 2006, p.92]
    • Metascore: 55
    • Critic Score 40
    It’s just not accurate or tangible enough to be rewarding, handling with the same kind of wool as Sonic’s 3D platformers. [Apr 2006, p.93]
    • Metascore: 72
    • Critic Score 40
    Approached free of any expectations higher than endless, mindless single-button mashing, the kenpu collecting and scenery spotting can provide some limited enjoyment in smaller doses, but approached as an epic quest, Key Of Heaven is one better left untaken. [Mar 2006, p.94]
    • Metascore: 54
    • Critic Score 40
    The overall impression is of a game that’s both bravely and badly designed, and weighted towards the latter. [July 2006, p.84]
    • Metascore: 69
    • Critic Score 40
    The possibility of this all coming together in a more flexible and engaging manner is still a welcome one. But, for a game based on a culture of reputation, craftsmanship and leaving a mark, Getting Up is one that’ll pass by largely unnoticed. [Mar 2006, p.86]
    • Metascore: 48
    • Critic Score 40
    Astonishia ultimately proves to be little more than a charming catalogue of decade-old foibles and cliché. [Aug 2006, p.93]
    • Metascore: 57
    • Critic Score 40
    It’s a high-profile demonstration of the fact that those who created this much-loved universe have lost their understanding of what originally made it so engaging. [Apr 2006, p.91]
    • Metascore: 55
    • Critic Score 40
    For most players there's just not enough here to hold any prolonged interest. [Mar 2008, p.100]
    • Metascore: 70
    • Critic Score 40
    Each of the areas you’ll traverse in Scurge feel like they’ve simply had a box of random enemies shaken into it, all making a sudden focused beeline toward you the minute you set foot in the room. [Nov 2006, p.92]
    • Metascore: 49
    • Critic Score 40
    It's in need of plenty more flair, not so much that it strains against what its buttoned-down framework is trying to achieve, but just to inject some feeling of variety into its skirmishes and sorties. [Sept 2006, p.88]
    • Metascore: 64
    • Critic Score 40
    There’s a nugget of brilliance at the heart of Micro Machines that’s too simple and solid to crush, it’s true, but the laughable track editor, fussy interface and baffling load times certainly don’t justify this release. [Aug 2006, p.93]
    • Metascore: 61
    • Critic Score 40
    There’s a nugget of brilliance at the heart of Micro Machines that’s too simple and solid to crush, it’s true, but the laughable track editor, fussy interface and baffling load times certainly don’t justify this release. [Aug 2006, p.93]
    • Metascore: 53
    • Critic Score 40
    The overall impression is of a game that’s both bravely and badly designed, and weighted towards the latter. [July 2006, p.84]
    • Metascore: 53
    • Critic Score 40
    It’s just too hard, the physics too capricious, and the tasks too frustrating for words. [Aug 2006, p.85]
    • Metascore: 56
    • Critic Score 40
    It’s just too hard, the physics too capricious, and the tasks too frustrating for words. [Aug 2006, p.85]
    • Metascore: 55
    • Critic Score 40
    If zSlide wants to directly compete with WarioWare’s creativity, not toying with the PSP’s optional camera or microphone has been a missed opportunity. [July 2007, p.94]
    • Metascore: 66
    • Critic Score 40
    While the basic mechanic shows promise, the game itself is purely mechanical, and predictably joyless as a result. [July 2006, p.92]
    • Metascore: 72
    • Critic Score 40
    Army Of Two is relatively straightforward thirdperson shooter, focused on large-scale skirmishes and the dynamics of a two-man team. It’s serviceable enough in some regards. [Apr 2008, p.91]
    • Metascore: 75
    • Critic Score 40
    The virtual interface does little to help players and, if anything, slows the game down as you wait for it to catch up with things that are already evident to players – such as victory, failure and boredom. [Dec 2007, p.89]
    • Metascore: 57
    • Critic Score 40
    On balance, its lack of ambition is supported only by a very basic underlying solidity in its execution: too weak to tackle bigger monsters, but strong enough to soldier on with some perseverance. [Nov 2006, p.89]
    • Metascore: 74
    • Critic Score 40
    As far as either an authentic simulation or a fun re-imagining goes, it’s like some strange negative of the emperor’s new clothes; the pretty wrapping is there but the body is not. [Mar 2007, p.83]
    • Metascore: 53
    • Critic Score 40
    Where B-Boy crucially disappoints is in the execution of its gameplay. The turn-based nature of its stages is interminably frustrating. [Oct 2006, p.94]
    • Metascore: 70
    • Critic Score 40
    For a series that puts so much stock in its grace and composure, the lack of an intuitive control scheme is hard to overcome. [June 2007, p.86]
    • Metascore: 56
    • Critic Score 40
    Blacksite is a thoroughly unexceptional title for which unrealistic promises were made, and one that is further let down by a wide assortment of bugs and design issues. [Jan 2008, p.83]
    • Metascore: 62
    • Critic Score 40
    Criticism has often been aimed at Hudson’s perpetual shrug of the shoulders as to how to milk new games from the same old buttons and analogue stick setup, yet here we find all-new motion controls and still no freshness. [Aug 2007, p.95]
    • Metascore: 60
    • Critic Score 40
    There’s a desperate lack of innovation on display here; nondescript levels based around ice caves, pyramids and inevitable Mayan temples. The boring locations exacerbate the sneaking feeling that the levels, which can easily take an hour or longer to finish, are simply too large. [JPN Import; Mar 2007, p.81]
    • Metascore: 75
    • Critic Score 40
    The pretty basic minigames are bland, and the worst, such as Pot Luck, are based on blind, dumb chance. So are the best, sadly. They’re fun with four people, but what isn’t? [June 2007, p.92]
    • Metascore: 50
    • Critic Score 40
    Two Worlds has a lot of content for anyone willing to slog through it, but its buggy failure to take Oblivion’s crown, its troubled development and unfinished feel are testament to ideas beyond its makers’ capabilities. [Nov 2007, p.96]
    • Metascore: 62
    • Critic Score 40
    Ditching the self-aware snuff-movie set-up for an unsubtle conspiracy story, Manhunt 2 lacks the redemption of a smart commentary on violence as entertainment. [Christmas 2008, p.98]
    • Metascore: 51
    • Critic Score 40
    Perhaps EA would have done better to port a previous Wing Commander game in its totality rather than staple the name to a somewhat anaemic effort of an awkwardly inauthentic shape. [Oct 2007, p.99]
    • Metascore: 57
    • Critic Score 40
    That it feels so leaden despite its busyness, and fails to ignite despite all its gunpowder, is impossible to ignore. [May 2008, p.99]
    • Metascore: 62
    • Critic Score 40
    Blacksite is a thoroughly unexceptional title for which unrealistic promises were made, and one that is further let down by a wide assortment of bugs and design issues. [Jan 2008, p.83]
    • Metascore: 60
    • Critic Score 40
    Blacksite is a thoroughly unexceptional title for which unrealistic promises were made, and one that is further let down by a wide assortment of bugs and design issues. [Jan 2008, p.83]
    • Metascore: 63
    • Critic Score 40
    Given that its bland combat is little enhanced by the ability to create cover, you suspect that the promises made for the technology have simply dug its own grave. [Dec 2008, p.90]
    • Metascore: 62
    • Critic Score 40
    Given that its bland combat is little enhanced by the ability to create cover, you suspect that the promises made for the technology have simply dug its own grave. [Dec 2008, p.90]
    • Metascore: 73
    • Critic Score 40
    The last thing on Glory Days’ mind is fun: it instead angrily stomps forward to the beat of the ‘war is hell’ drum. [Oct 2007, p.99]
    • Metascore: 59
    • Critic Score 40
    Nucleus stands as a poorly executed game in a field where there are so many excellent others that it’s impossible to recommend. [Aug 2007, p.94]
    • Metascore: 71
    • Critic Score 40
    Among its many failings one stands out as cardinal and, despite the slick presentation, simply can’t be forgiven: you never really feel in control of what’s going on. [Aug 2008, p.94]
    • Metascore: 60
    • Critic Score 40
    A wholly unoriginal creation burdened by memories attached to the good ideas it’s imitating, and made worse by the sloppy execution of basic mechanics. [Oct 2008, p.100]
    • Metascore: 68
    • Critic Score 40
    Playing it instils a completely neutral response, as though it were no more than a means of absorbing time. [Jan 2008, p.91]
    • Metascore: 56
    • Critic Score 40
    Large-scale, new IP RPGs have been something of a rarity on this handheld, but as higher quality titles start to emerge, conformist and mediocre efforts like this become even less attractive and viable. [Feb 2008, p.97]
    • Metascore: 53
    • Critic Score 40
    Mission design feels particularly lazy this time round, Locomotive seemingly jotting down amusing cutscene scenarios before finding tenuous ways of tying ‘destroy this’ or ‘abduct that’ tasks to the constant stream of ooh-er references to ‘big willies’ and ‘meat’ in the dialogue. [May 2008, p.97]
    • Metascore: 55
    • Critic Score 40
    It all feels like a bit of a hassle, and that, presumably, is not the message the WWF would like to convey about saving the environment. [May 2008, p.98]
    • Metascore: 50
    • Critic Score 40
    Soldier of Fortune’s damage model is probably its major selling point and, lamentably, the only thing that makes its combat entertaining. [Feb 2008, p.96]
    • Metascore: 50
    • Critic Score 40
    Soldier of Fortune’s damage model is probably its major selling point and, lamentably, the only thing that makes its combat entertaining. [Feb 2008, p.96]
    • Metascore: 45
    • Critic Score 40
    Soldier of Fortune’s damage model is probably its major selling point and, lamentably, the only thing that makes its combat entertaining. [Feb 2008, p.96]
    • Metascore: 56
    • Critic Score 40
    Nevermind the sluggish movement, repetitive phrases from trainers, or ability to trap AI in combination patterns: at the most basic level, Prizefighter has suspicious collision detection and a great many gloves that clip through arms and heads. [Aug 2008, p.101]
    • Metascore: 47
    • Critic Score 40
    The dev team has an eye for spectacle – a towering golem comprised of cars and other metallic detritus is a visual highlight – but these moments mostly serve to illustrate how dull your actual actions are by contrast. [Dec 2008, p.98]
    • Metascore: 71
    • Critic Score 40
    As a novelty, this is fine and will provide the odd fun moment. But unlike its endlessly replayable older brothers, you won’t be coming back. [Sept 2008, p.90]
    • Metascore: 55
    • Critic Score 40
    After a few hours its lack of variation, poor technical accomplishments and above all its deadening mission repetition make for a hulking disappointment. [Aug 2008, p.96]
    • Metascore: 64
    • Critic Score 40
    The game effectively highlights the difference between a sandbox which facilitates player experimentation, and a game environment that only allows prescribed actions. [May 2009, p.95]
    • Metascore: 77
    • Critic Score 40
    With the episodic development cycle all but demanding that structure and form be locked down in the first instalment, with content added thereafter, the series' future looks precarious at best. [June 2008, p.90]
    • Metascore: 70
    • Critic Score 40
    Judged solely on its Balance Board controls, Skate It comes up little short of unplayable thanks to a bewildering complexity. [Jan 2009, p.96]
    • Metascore: 56
    • Critic Score 40
    Lacking the tools to really upset her enemies or cope with them when she does, Summer relies on a wafer-thin playbook of obvious traps and distractions. [July 2009, p.96]
    • Metascore: 69
    • Critic Score 40
    Nintendo is claiming that The Conduit might attract Halo fans to its console, but this game isn’t fit to wait Master Chief’s table.
    • Metascore: 68
    • Critic Score 40
    A remake that's peculiarly of its time: a western-style, casual gaming aping of the Japanese shoot 'em up that's less homage than banal dilution, and the game sucks the life and vibrancy from its rich lineage. [July 2008, p.99]
    • Metascore: 48
    • Critic Score 40
    Certainly, releasing it so close to Halo Wars suggests deliberate commercial suicide - that it’s genuinely progressive ideas will be ignored and lost as a result is a minor tragedy. [Apr 2009, p.118]
    • Metascore: 74
    • Critic Score 40
    Too brainless for adults, and increasingly too frustrating and needlessly obtuse for children, Lego Batman makes the simplest mistake any franchise title can: it serves the licence, and nobody else. [Dec 2008, p.89]
    • Metascore: 76
    • Critic Score 40
    You wonder if players will have wanted to spend this amount of time loafing around the Homestar Runner universe, or whether their interaction with it is best limited to ten-minute bursts via their web browser. [Oct 2008, p.101]
    • Metascore: 73
    • Critic Score 40
    You wonder if players will have wanted to spend this amount of time loafing around the Homestar Runner universe, or whether their interaction with it is best limited to ten-minute bursts via their web browser. [Oct 2008, p.101]
    • Metascore: 54
    • Critic Score 40
    As a script, Flower, Sun And Rain is, for at least two thirds, hugely witty and effortlessly mad, eliciting enough regular laughs to cover for the game's otherwise painfully tedious forms of interaction. [JPN Import; Dec 2008, p.96]
    • Metascore: 72
    • Critic Score 40
    Prinny sabotages the player's platforming with unsympathetic controls. [Aug 2009, p.106]
    • Metascore: 62
    • Critic Score 40
    A stunt-filled shooter in the vein (but not the league) of Stranglehold, it's a game that takes control away, reverts to how things used to be done, and judders between debilitating combat and haywire presentation. [May 2009, p.92]
    • Metascore: 61
    • Critic Score 40
    A stunt-filled shooter in the vein (but not the league) of Stranglehold, it's a game that takes control away, reverts to how things used to be done, and judders between debilitating combat and haywire presentation. [May 2009, p.92]
    • Metascore: 62
    • Critic Score 40
    A stunt-filled shooter in the vein (but not the league) of Stranglehold, it's a game that takes control away, reverts to how things used to be done, and judders between debilitating combat and haywire presentation. [May 2009, p.92]
    • Metascore: 61
    • Critic Score 40
    The components here function and rarely frustrate, but the machine they comprise only manufactures mediocrity. [Sept 2009, p.95]
    • Metascore: 64
    • Critic Score 40
    Unless you possess a particular zeal for collecting and upgrading slightly different weapons, the familiarity of slicing through yet another batch of spawning creatures soon grinds way at the thin gameplay. [June 2009, p.97]
    • Metascore: 77
    • Critic Score 40
    It's the Excitebots themselves that disappoint most, so drearily conceived that they make the predecessor's humble trucks look like flaming DeLoreans. [July 2009, p.100]
    • Metascore: 69
    • Critic Score 40
    Sparsely scattered save points, un-skippable animations and cutscenes, and repeated locations and boss fights are anachronisms that will frustrate and alienate all but the most ardent traditionalist.
    • Metascore: 61
    • Critic Score 40
    But it’s hard not to be disappointed that one of gaming’s true visions – of life’s multiplicity and constantly changing nature – should end up broadening itself by slumping into a worn groove of genre pieces and business dogma.
    • Metascore: 39
    • Critic Score 40
    A frustrating experience, though thankfully not a long one. [Dec 2009, p.103]
    • Metascore: 63
    • Critic Score 40
    There are some interesting ideas here, but in practice the game is overloaded with cut corners and blunting repetition. [Mar 2010, p.97]
    • Metascore: 59
    • Critic Score 40
    Saw
    To an industrious, moralising serial killer, Saw would seem an apt punishment for a life wasted on videogames. [Christmas 2009, p.99]
    • Metascore: 66
    • Critic Score 40
    The majority of insights are lost in a flood of banal dialogue and sluggish, shallow puzzles. [Aug 2009, p.107]
    • Metascore: 50
    • Critic Score 40
    A Witch's Tale is the teacher who says 'look, but don't touch.' [Sept 2009, p.97]
    • Metascore: 70
    • Critic Score 40
    Ultimately, World Rally is not a bad game, just entirely unnecessary.