Edge Magazine's Scores

  • Games
For 4,029 reviews, this publication has graded:
  • 15% higher than the average critic
  • 4% same as the average critic
  • 81% lower than the average critic
On average, this publication grades 9 points lower than other critics. (0-100 point scale)
Average Game review score: 66
Highest review score: 100 Dreams
Lowest review score: 10 FlatOut 3: Chaos & Destruction
Score distribution:
4029 game reviews
    • 85 Metascore
    • 90 Critic Score
    It’s uncompromising and involved and may not be for everyone, but you sense it’s the game Bizarre have been meaning to make for the last seven years, and for that alone, it’s precious. [Nov 2007, p.86]
    • Edge Magazine
    • 90 Metascore
    • 90 Critic Score
    It is an instinctive, ingenious joy to play for every minute, and it sets a new gold standard for game interface design on any platform. [Sept 2007, p.86]
    • Edge Magazine
    • 94 Metascore
    • 100 Critic Score
    In substance it's nothing new, merely a magnificent, beautiful monster of an FPS sequel. In concept and execution, though, Halo 3 is the future. [Nov 2007, p.80]
    • Edge Magazine
    • 67 Metascore
    • 60 Critic Score
    The meat of the game remains enjoyable yet underwhelming. [Dec 2007, p.96]
    • Edge Magazine
    • 73 Metascore
    • 60 Critic Score
    Underneath these niggles and inconsistencies lies the kernel of a solid and interesting game that could blossom if pursued in a future release. [June 2008, p.96]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    Skate’s best trick is to make every landing seem like a tiny victory: with physics that at least pay lip service to the realities of gravity and broken bones, simply making it down a flight of steps can be cause for celebration. [Nov 2007, p.92]
    • Edge Magazine
    • 68 Metascore
    • 60 Critic Score
    Residents themselves are a colourless bunch, a series of knowing archetypes – goth girls, hip DJs, Italian chefs – that lack the effortless charm of Animal Crossing’s simple ciphers. [Dec 2007, p.97]
    • 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
    • 89 Metascore
    • 80 Critic Score
    This is one of the finest tactical challenges of 2007 – but only if you play online. [Nov 2007, p.98]
    • Edge Magazine
    • 79 Metascore
    • 70 Critic Score
    There’s nothing revolutionary in Eternal Sonata, but it’s a well-executed RPG with style in abundance. [Nov 2007, p.98]
    • Edge Magazine
    • 68 Metascore
    • 60 Critic Score
    Juiced 2’s driving dynamic couldn’t be more easygoing without offering an autopilot option... The exception are the drift events, where the game may actually lead its genre. [Dec 2007, p.94]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    All too often you’re baffled as to how your slick 180° spin failed to satisfy the marking criteria, only to pass on the next attempt with a clunking three-point turn. [Oct 2007, p.94]
    • Edge Magazine
    • 79 Metascore
    • 60 Critic Score
    It’s worth experiencing for the artistry in its visual flair, excellent cutscenes and one or two inspired directional moments, but as a game? The previous generation God Of War has the definite edge. [Oct 2007, p.86]
    • Edge Magazine
    • 61 Metascore
    • 60 Critic Score
    Fatal Inertia promised so much in its early showings (which claimed to represent in-game footage), but has turned out as a decent but thoroughly predictable racer. [Oct 2007, p.95]
    • Edge Magazine
    • 72 Metascore
    • 60 Critic Score
    This is no Guitar Hero, or even a rhythm-action game, but something more akin to a portable notepad for musicians. [Nov 2007, p.97]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    The chemistry of control, animation, AI and environmental damage systems is absolutely spot on, both in finding Hard Boiled’s groove and providing coherent, rhythmic and unpredictable action. [Nov 2007, p.91]
    • Edge Magazine
    • 78 Metascore
    • 70 Critic Score
    Levels lose the false drama of scripted sequences but take on something much more satisfying. Everything that happens in Airborne’s dropzones, from shameful deaths to GI Joe heroics, feels like it’s because of you, and it usually is. [Oct 2007, p.92]
    • Edge Magazine
    • 53 Metascore
    • 30 Critic Score
    How to mess up a game in which you ride a dragon is quite simple. You make the control of that dragon answerable to motion-sensing technology that can’t distinguish subtle or even very forced gestures in anything like the detail required. [Nov 2007, p.90]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    Warhawk's manic pace makes for an instantly gratifying experience, and its brilliantly implemented notion of flight and considered balance among combat options more than compensate for the slenderness of its offering. [Oct 2007, p.90]
    • Edge Magazine
    • 79 Metascore
    • 60 Critic Score
    Without characters to care for or a story compelling enough, only the most dedicated genre faithful will make it through Blue Dragon’s three discs. [Sept 2007, p.88]
    • Edge Magazine
    • 72 Metascore
    • 70 Critic Score
    Persistent players will find it to be one of the best multiplayer experiences on PSP. [Dec 2007, p.95]
    • Edge Magazine
    • 90 Metascore
    • 70 Critic Score
    Masterful controls aside, Corruption sees Retro lost for a while, like Samus, down some mystifying and convoluted dead-end of its own making, populating a universe that should have stayed desolate and dead. [Nov 2007, p.84]
    • Edge Magazine
    • 78 Metascore
    • 70 Critic Score
    A revised, marginally stronger example of the virtual motorbike racing we’ve come to expect from the franchise. But owners of MotoGP ’06 may want to skip a year. [Oct 2007, p.96]
    • Edge Magazine
    • 50 Metascore
    • 40 Critic Score
    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]
    • Edge Magazine
    • 68 Metascore
    • 80 Critic Score
    This is a simple game at heart, a game about learning the rules, becoming really good at manipulating the elements, and then getting a huge high score to brag about. And who could argue with that? [Oct 2007, p.98]
    • Edge Magazine
    • 96 Metascore
    • 80 Critic Score
    If only the mechanics matched the atmosphere. If only Rapture was a less linear world to move through. If only BioShock was the wholly brilliant experience you know, from your moments within it, it could have been.[Oct 2007, p.88]
    • Edge Magazine
    • 56 Metascore
    • 40 Critic Score
    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]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    Whereas our appetite for entertainment is such that we happily consume similar amusements again and again, we have to ask if we really need to learn these lessons twice. [Sept 2007, p.97]
    • Edge Magazine
    • 86 Metascore
    • 70 Critic Score
    Games with distinct souls are rare things, but Persona 3 succeeds in displaying a mesmerising personality that touches the many well-crafted aspects of its curious and singular approach. [Nov 2007, p.94]
    • Edge Magazine
    • 66 Metascore
    • 60 Critic Score
    Watching your carefully directed army walk into each other and painfully slowly correct themselves by walking one square left, two squares up, one square right, while an army approaches is frustrating to say the least. [Oct 2007, p.97]
    • Edge Magazine

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