Edge Magazine's Scores
- Games
For 4,019 reviews, this publication has graded:
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15% higher than the average critic
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4% same as the average critic
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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: | Dreams | |
|---|---|---|
| Lowest review score: | FlatOut 3: Chaos & Destruction |
Score distribution:
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Positive: 1,236 out of 4019
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Mixed: 2,352 out of 4019
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Negative: 431 out of 4019
4019
game
reviews
- By Date
- By Critic Score
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- Critic Score
Suddenly the nonsense global scoreboards of Xbox Live and PSN, designed no doubt to validate those services with the suggestion of mass involvement, are exposed as being badly hampered by their own ambition. United’s tight-knit communities are a welcoming, sensible and above all enjoyable blueprint for the way things should be. [Apr 2007, p.82]- Edge Magazine
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- Critic Score
The rethink has inspired some of the most cunning, least arbitrary Monkey Ball level designs since the first game, and though Banana Blitz is the model of accessibility, it’s also plenty tough enough. [Christmas 2006, p.85]- Edge Magazine
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- Critic Score
It’s a product of a time when hardened roleplayers were better noted for their patience – and its difficult to see many players tackling the adventure in its entirety. The walking speed for example, especially in the overworld, proves irritating in its sluggishness. [Feb 2007, p.83]- Edge Magazine
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- Critic Score
The consistently poor controls of Sonic’s 3D outings make it seem like Sonic Team has convinced itself that this is how this aspect of the franchise should rightly be, and everyone else should just learn to deal with it. [Christmas 2006, p.82]- Edge Magazine
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- Critic Score
The thrills are just too short-lived, and it simply doesn't stand up as a more boisterous alternative to the razor-sharp focus and freshness of "Project 8" on 360. [Jan 2007, p.83]- Edge Magazine
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- Critic Score
As a launch title, Resistance proves itself to be a crisp and powerful piece of software, but not quite as robust a videogame. [Jan 2007, p.68]- Edge Magazine
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- Critic Score
It's certainly got strong production in its favour, but needs better direction - what's been gained in grunt and intensity has been lost in terms of poise and refinement, resulting in an uncomfortable middle ground between truly outrageous action and the disciplined choreography of the original. [Jan 2007, p.74]- Edge Magazine
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- Critic Score
A party game collection for which you have to work far too hard to get much of a chance to party. [Jan 2007, p.82]- Edge Magazine
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- Critic Score
For all the atmospheric window-dressing, it doesn't extend its reach beyond competent familiarity. [Jan 2007, p.85]- Edge Magazine
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- Edge Magazine
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- Critic Score
Aside from a very few niggling discrepancies, it’s an almost flawless experience – one which, having demanded a heavy investment of both time and thought, richly pays off. [Christmas 2006, p.83]- Edge Magazine
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- Edge Magazine
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- Critic Score
It now feels in need of a shake up to make it bounce back instead of producing yet another diminished return. [Jan 2007, p.75]- Edge Magazine
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- Critic Score
Some will still find DOAX 2 to be a soothingly directionless or charmingly goofy, a game that feels numbingly pointless when treated like other games. But if this is you second visit to Zack Island, you may well find yourself wasting fewer hours than expected. [Feb 2007, p.79]- Edge Magazine
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- Edge Magazine
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- Critic Score
But for all the excellence on show, there's no shaking the sense that this is a game that does everything that was asked of it, but nothing more. [Christmas 2006, p.72]- Edge Magazine
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- Critic Score
It demands persistence on the part of the player to uncover its inner workings, but when you do start to move in tandem, it's an undeniably exhilaratnig dance. [Oct 2006, p.86]- Edge Magazine
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- Critic Score
This serves well as a third chapter, conscripting much of what has gone before while upping the testosterone and providing some glamorous distractions to pry your attention away from how little control you actually have over events. [Christmas 2006, p.81]- Edge Magazine
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- Critic Score
A revitalisation of the very spirit that made the franchise a success. Finally, it’s time to stop asking where next for the series, and to start savouring where Project 8 has taken it. [Christmas 2006, p.78]- Edge Magazine
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- Critic Score
The overall impression Guitar Hero II leaves, particularly in light of its multiformat future and MTV's investment in Harmonix, is that it’s ceased to be a stand-alone game, and is now a platform in its own right. [Christmas 2006, p.86]- Edge Magazine
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- Critic Score
Memories of Mizuguchi's original may hold more value than anything offered here, making for an unusual proposition. Highly enjoyable as it is, Lumines II is tough to recommend. [Christmas 2006, p.89]- Edge Magazine
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- Critic Score
It's the music that's important here, and Elite Beat Agents delivers. [Jan 2007, p.86]- Edge Magazine
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- Critic Score
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]- Edge Magazine
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- Critic Score
A work of progressive genius that hauls its staid genre up by the bootstraps and takes its place alongside the WOWs and Oblivions of this world. It's altogether too good to be true. [Christmas 2006, p.74]- Edge Magazine
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- Critic Score
There’s scope to build everything from a two-hour co-op dungeon crawl to a 100-hour purple-prosed epic. It’s that breadth that makes NN2 as much of an essential purchase as genre fans could ask for. [Christmas 2006, p.88]- Edge Magazine
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- Critic Score
A couple of murderous boss battles spike the difficulty level during the second half, but what occurs for the most part is a largely cyclical, if inspired and infectious routine. [Dec 2006, p.83]- Edge Magazine
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- Critic Score
Need For Speed seems like it would benefit from choosing a priority to stick to: be either a rowdy pursuit rampage or a lustrous street racer unbothered by traffic or law enforcement, as mixing both can leave it feeling much less than the sum of its generously many parts. [Christmas 2006, p.89]- Edge Magazine
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- Critic Score
For those who favour Vice City above all else from GTA's back catalogue, it's the perfect 80's revival: a chance to live in the past, and love it. [Christmas 2006, p.80]- Edge Magazine
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- Critic Score
For a game that trades a competitive level of complexity for more instant action-based appeal, it needs to be slicker in its presentation and explanations. [Jan 2007, p.80]- Edge Magazine
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- Critic Score
Sareth’s adventure does tire, however, during later moments when the game leaves you with neither an objective nor waypoint, but instead an arduous hunt for the next NPC trigger or gateway. [Christmas 2006, p.84]- Edge Magazine