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 Bloodborne
Lowest review score: 10 FlatOut 3: Chaos & Destruction
Score distribution:
4029 game reviews
    • 56 Metascore
    • 30 Critic Score
    Gotcha Force has all the requisite cute and vibrant stylings of another Japanese phenomenon, but it's let down by a pallid game dynamic. [Jan 2004, p.99]
    • Edge Magazine
    • 56 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
    • 56 Metascore
    • 40 Critic Score
    This less ambitious, full-priced follow-up is a lesser experience in every sense. [Issue#349, p.92]
    • 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
    • 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
    • 56 Metascore
    • 60 Critic Score
    It's one example of too much going on in a game that is crammed with ideas, borrowed and new, all fighting for attention. [Issue#347, p.92]
    • Edge Magazine
    • 56 Metascore
    • 30 Critic Score
    A host of inchoate ideas served with a helping of self-importance, Submerged threatens to plumb the emotional depths, but there's little of value beneath its surface. [Oct 2015, p.121]
    • Edge Magazine
    • 56 Metascore
    • 40 Critic Score
    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]
    • Edge Magazine
    • 56 Metascore
    • 30 Critic Score
    Bet On Soldier’s non-linearity of progression, its riot-shield combat and internationally ranging scenarios suggest a game that might well have looked exciting on the drawing board. The final production, however, will leave anyone better off putting their money on the dogs. [Nov 2005, p.112]
    • Edge Magazine
    • 56 Metascore
    • 30 Critic Score
    This game did not need to be a bad one: the premise remains ripe with extraordinary possibilities. This, however, simply squanders them, showing a determination to prioritise style over substance which cripples the game and damages gaming as a whole. [Aug 2004, p.94]
    • Edge Magazine
    • 56 Metascore
    • 40 Critic Score
    It’s just too hard, the physics too capricious, and the tasks too frustrating for words. [Aug 2006, p.85]
    • Edge Magazine
    • 56 Metascore
    • 60 Critic Score
    It’s a game that’s full of faults, but also one in which they can be immaterial to the experience of playing. [Sept 2007, p.95]
    • Edge Magazine
    • 56 Metascore
    • 60 Critic Score
    Sometimes a lazy afternoon's worth of slow-release serotonin is all you need, and this soothing backrub of a game delivers on that promise. [Issue#359, p.117]
    • Edge Magazine
    • 56 Metascore
    • 60 Critic Score
    There's something here: a glimmer of promise, the kind of idea that surely shone bright in the game's original conception. But the realities of development have resulted in a game that, like a misjudged Translocator leading only to a dead drop, falls well short of the imagined outcome. [Issue#385, p.102]
    • Edge Magazine
    • 55 Metascore
    • 40 Critic Score
    It says a lot that a dancing game is the best thing on offer in this muddled, cynical package. For the most part, Kinect Star Wars feels ill-conceived: kids will be bored, and adults will be embarrassed.
    • 55 Metascore
    • 60 Critic Score
    Under the Skin is refreshing but it's let down by its erratic camera and the whole experience eventually wears thin.
    • 55 Metascore
    • 50 Critic Score
    All good clean fun, then, but it's not really anything we haven't seen before. [Nov 2010, p.95]
    • Edge Magazine
    • 55 Metascore
    • 50 Critic Score
    The concept may be a worthwhile shot in the dark, but its choppy execution is straight to video.
    • 55 Metascore
    • 50 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
    • 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
    • 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
    • 55 Metascore
    • 50 Critic Score
    While Monster Madness does much to scratch the co-op itch, and offers some titillating online modes, it sullies it with patchy execution and a series of poor design choices. [Sept 2007, p.93]
    • Edge Magazine
    • 55 Metascore
    • 40 Critic Score
    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]
    • 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
    • 55 Metascore
    • 40 Critic Score
    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]
    • Edge Magazine
    • 55 Metascore
    • 30 Critic Score
    The poor relation of its canceled 360 and PS3 brothers. This is a stripped-down version of a game that never was, offering only fleeting glimpses of a magnificent concept through a console and engine that could never, even with four more years to work at it, have handled it. [Aug 2009, p.98]
    • Edge Magazine
    • 55 Metascore
    • 50 Critic Score
    It’s during its harder moments that Crimson Dragon pushes you away. A combination of heavy handling and poor communication make you feel hoodwinked rather than outmatched, and the ability to buy continues with Gems you’ve purchased with real money sullies the challenge. It’s a good job that the Zen gardens of those easier levels are always there to return to.
    • 55 Metascore
    • 30 Critic Score
    Where COD maintains a smooth 60fps, Warfighter gets a nosebleed trying to put out 30fps. Modern Warfare boasts near-instant restarts after death; here, lengthy loading times merely add to the frustration.
    • 55 Metascore
    • 40 Critic Score
    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]
    • Edge Magazine
    • 55 Metascore
    • 30 Critic Score
    Puzzles are of the ‘give doughnut to the doughnut-desiring character’ variety, rarely extending beyond chores. [May 2008, p.97]
    • Edge Magazine

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