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 Bayonetta
Lowest review score: 10 FlatOut 3: Chaos & Destruction
Score distribution:
4029 game reviews
    • 79 Metascore
    • 70 Critic Score
    Exquisitely presented. [Sept 2010, p.100]
    • Edge Magazine
    • 84 Metascore
    • 70 Critic Score
    Black Box’s sequel ultimately struggles to offer any single compelling justification for its own existence. [Feb 2009, p.93]
    • 81 Metascore
    • 70 Critic Score
    Fans of TrackMania Nations and its Stadium course, in particular, will have a hard time adjusting to the heavy, drifty handling that is, for the moment, the only way to race in TrackMania 2.
    • 81 Metascore
    • 70 Critic Score
    As uneven and unpolished as it is, Fallen Order is still the best game to emerge from EA's stewardship of the Star Wars license, even if that's to damn it with faint praise. [Issue#340, p.98]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    The Umbrella Chronicles will inevitably attract attention for its roots above all other considerations, but it's a good game on its own terms, bringing together distinct genres and making it all work. [Jan 2008, p.86]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    In its present form, Hero Academy is a fairly lightweight confection, but it digs its nails in until you find yourself impatiently anticipating the notification alert, and then starting a fresh battle with a random opponent to shorten the wait.
    • 81 Metascore
    • 70 Critic Score
    With "Denied Ops" dropping the Conflict ball and "Call Of Duty 4"’s snappy splendour drowning any tactical sense, it’s a likeable and distracting continuation, but one that won’t be difficult to usurp. [Apr 2008, p.90]
    • Edge Magazine
    • tbd Metascore
    • 70 Critic Score
    At a time when, more than ever, connecting with others starts by working on ourselves, this endearing twist on the tend-and-befriend genre is a friend indeed. [Issue#348, p.106]
    • Edge Magazine
    • 81 Metascore
    • 70 Critic Score
    Rage is a stunningly rendered FPS, but one that seems caught between a desire to innovate and the desire to be true to the template its creators defined.
    • 71 Metascore
    • 70 Critic Score
    It’s on Live, though, that Ten Hammers truly explodes into life, the absolute requirement for tactics creating jumpy matches that outgun anything so far on Xbox or its baby brother. [Apr 2006, p.92]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    Shuggy's a clever game rather than a truly smart one – a smart game wouldn't do half as much to undermine itself along the way – but it's still worth sticking with to its bitter and infuriating end.
    • 83 Metascore
    • 70 Critic Score
    Ms Splosion Man might have done little to fix the 
first game's flaws, but it confidently follows up on its raucous appeal.
    • 78 Metascore
    • 70 Critic Score
    A bright colorful package that has managed to - happily - disrupt our time with the other big Roguelikes of the minute. Maybe all you really need is a few great ideas. [Issue#352, p.120]
    • Edge Magazine
    • 84 Metascore
    • 70 Critic Score
    The original title won fans for its shocks and surprises; the second takes no risks. While its ultraviolence is slick and satisfying, its shtick has calcified. [Apr 2010, p.92]
    • 67 Metascore
    • 70 Critic Score
    This is a sorely flawed game, but also a truly majestic one... a beautiful and ambitious manifesto for what games can give you that nothing else can. [June 2004, p.98]
    • 74 Metascore
    • 70 Critic Score
    Buy into Arma 3 now and you’re buying into many promises. Bohemia’s pledge of a coherent campaign, its promise of a wider array of military toys to play with, and its intent to tweak and update AI errors, scripting issues, and pathfinding problems. But these promises are backed up by thousands of the world’s most dedicated players, people who’ve spent years crawling through Arma 2’s rough terrain to find the comparatively even ground of Arma 3. Buying Arma 3 at launch is buying a promise, then, but few games are so meticulously realised, or show so much promise.
    • 80 Metascore
    • 70 Critic Score
    To focus on what's missing would be to overlook the joys that remain. [Issue#340, p.106]
    • Edge Magazine
    • 86 Metascore
    • 70 Critic Score
    An incredibly solid universe with barely a technical glitch to be found, but it's soulless and almost bereft of plot or character. This is a sandbox game that's begging for a purpose. [March 2005, p.80]
    • Edge Magazine
    • 70 Metascore
    • 70 Critic Score
    Thankfully Richard and Alice do manage to engage, the awkward stiltedness to their early conversations naturally easing into a more flowing rapport. Neither are as a delight to read as Alice’s son Barney, however, whose perfectly captured five-year-old’s speech patterns provide both humour and heartbreaking moments of poignancy.
    • 69 Metascore
    • 70 Critic Score
    Singleplayer is weak - despite well-worked tutorial and mission modes it always feels like target practice for combat with friends - and the lack of online support disappoints. But despite a potentially hazardous dimensional switch, it remains as appealing a way of antagonising your friends as ever. [Dec 2003, p.108]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    An enthralling title on its own terms, and, given the bombastic direction of its Clancy-game brethren, probably the closest fans will get to true tactics for some time.
    • 85 Metascore
    • 70 Critic Score
    With incessant dialogue boxes and the option to tweet every other scrap of text you come across, this second iOS outing from Fable designer Dene Carter has picked up some of the worst habits of smartphone gaming.
    • 87 Metascore
    • 70 Critic Score
    The frenetic, bite-sized missions are perfect for PSP, bursting with combat and highly detailed. Not before time, Sony has proved that PSP can run and gun with the big boys. [May 2006, p.96]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    To focus on what's missing would be to overlook the joys that remain. [Issue#340, p.106]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    Ubisoft has taken a flawed game of boundless promise, destroyed some (but not all) of its appeal, fixed some (but not enough) of its problems, and jeopardised the whole endeavour by making the same mistake twice and rushing it to market before it was steady on its feet. Prince of Persia is strong and supple enough to survive this with many of its immense virtues intact. But it deserved so much better. [Christmas 2004, p.80]
    • Edge Magazine
    • 73 Metascore
    • 70 Critic Score
    What it lacks in tactical depth, it returns doubly so in its offbeat charm whether through the crackpot mutterings of its cast of characters or its increasingly nontraditional modern-day island locales. [Oct 2006, p.93]
    • Edge Magazine
    • 63 Metascore
    • 70 Critic Score
    At heart, Dangerous Golf simply wants you to make a big, beautiful mess, and it's an invitation that proves surprisingly hard to resist. [Aug 2016, p.108]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    If Indika won't be everyone's tempo, it proves you can work small miracles when you dare to shed familiar habits. [Issue#398, p.122]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    To focus on what's missing would be to overlook the joys that remain. [Issue#340, p.106]
    • Edge Magazine
    • 85 Metascore
    • 70 Critic Score
    Though the explosions scale with progress, and the act of detonation continues to be a giddy pleasure, Mars could do with a thicker atmosphere.

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