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
    • 75 Metascore
    • 50 Critic Score
    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]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    Homeworld 3 isn't quite the homecoming we had hoped for. At worst competent, at best exceptional, it has been crafted with evident care, though the originals still cast a shadow as dense as a black hole's event horizon. [Issue#399, p.108]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    If you share director Ragnar Tornquist's view that being engaged in dialogue is a form of gameplay, then there's a richness here that few other titles have the ability or luxury to create. [June 2006, p.86]
    • Edge Magazine
    • 75 Metascore
    • 80 Critic Score
    The most remarkable thing is how smoothly it runs: a flawless 60 frames a second that makes any caveats about the slightly pixellated visuals disappear in the wind. [Dec 2008, p.99]
    • Edge Magazine
    • 75 Metascore
    • 90 Critic Score
    If it’s a demo, Ground Zeroes is the best demo ever; if it’s a prologue, it sets up the story so well you’ll spend the next year thirsting for revenge; and if it’s a tutorial, the systems it teaches are so intriguing that the prospect of spending an entire game with them is irresistible. Ground Zeroes is a resounding success in every respect bar its price tag, but value is relative. Fourteen hours in, we’re still learning.
    • 75 Metascore
    • 80 Critic Score
    Ferociously compulsive.
    • 75 Metascore
    • 60 Critic Score
    Dante’s Inferno fails to rise above its peers, the punishment for which is not damnation, merely a place in limbo.
    • 75 Metascore
    • 70 Critic Score
    It's hard not to forgive such contrivances when the mask-making process itself is such a joy. [Issue#359, p.119]
    • Edge Magazine
    • 75 Metascore
    • 80 Critic Score
    Fat with content, melodrama and fun, few DS games can match its ambitions. [Apr 2010, p.98]
    • 75 Metascore
    • 70 Critic Score
    While there are awkward moments on this malignant management escapade, it’s never less than charming. The exaggerated ‘60’s spy-movie design is familiar and entertainingly fresh, and although flawed, it’s still far more appealing than Republic. [Nov 2004, p.104]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    Whatever its bias or excisions, MOH rejects the sort of gung-ho globetrotting baloney seen in Modern Warfare, and makes an honest attempt not to trivialise the lives of US soldiers, creating an air of sober authenticity which is unusual among shooters.
    • 75 Metascore
    • 70 Critic Score
    The sights and sounds of the Star Wars universe, delivered with enthusiasm and authenticity throughout, at least make it easy enough to be swept along. [Issue#403, p.104]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    It gains points for plot and the audacity of simulating an online world, and could have scored higher, but its simplicity and inflexible save system drag it down. [Apr 2004, p.108]
    • Edge Magazine
    • 75 Metascore
    • 90 Critic Score
    Games are so rarely funny by design, but Jazzpunk is much more than a funny videogame. It’s a comedy, and one that wouldn’t be possible – or anywhere near as powerful – in any other medium.
    • 75 Metascore
    • 60 Critic Score
    Whatever it becomes in time, the GT Sport of right now is defined by the features it leaves on the cutting-room floor, rather than those it adds. [Christmas 2017, p.118]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    This wasn’t a game created to win any design awards. It was created to give any DS owner the power to turn a roomful of friends into squealing, scheming, cursing, laughing Bombermen, and as such, it’s hard to imagine why anybody would want to be without it. [Aug 2005, p.96]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    It's just a shame that this unique combination of still-alivers didn't result in something truly innovative.
    • 75 Metascore
    • 60 Critic Score
    More broadly, it's let down by how it treats its brutal subject matter, all the way through to a dramatic but glib conclusion. [Issue#401, p.110]
    • Edge Magazine
    • 75 Metascore
    • 40 Critic Score
    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]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    More intelligent than your average online shooter, ... this quirky concept deserves recognition. [May 2004, p.108]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    When it clicks, though, you'll find yourself in the middle of a thoughtful and intricate puzzle game, in which you feel more like an electrical engineer than the magic builder or celestial removal man most match-three titles cast you as.
    • 75 Metascore
    • 50 Critic Score
    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]
    • Edge Magazine
    • 75 Metascore
    • 80 Critic Score
    DaWindci's a sedate, slow burning thrill.
    • 75 Metascore
    • 60 Critic Score
    It's a sparse recipe that makes for a sometimes infuriating, but always compelling, puzzler which is spiced up by the inexorable progress of your dot.
    • 75 Metascore
    • 70 Critic Score
    True, these lively, boisterous scuffles are probably best enjoyed in short bursts. But it's hard to dislike a game that dares to break the sacrosanct rules of its genre - even if it sometimes reminds you why they existed in the first place. [Aug 2018, p.106]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    A freeplay mode and breezy multiplayer component let Hexagroove's bare essentials shine through. [Issue#338, p.106]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    A game with energy and personality in abundance, but it fizzles out too easily [Issue#358, p.114]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    The resulting sense of forward momentum helps keep the frustrations from growing tiresome. [Issue#367, p.114]
    • Edge Magazine
    • 75 Metascore
    • 80 Critic Score
    The best Alien-licensed game not made by Creative Assembly. [Issue#387, p.114]
    • Edge Magazine
    • 75 Metascore
    • 80 Critic Score
    RR3D is the most convincing handheld iteration of the series to date, and an encouraging illustration of how 3DS's flagship feature can be more than a pretty visual twist. [May 2011, p.104]
    • Edge Magazine

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