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
    • 71 Metascore
    • 70 Critic Score
    Nintendogs + Cats is a near match for the DS original. Were it not for the visual pampering it would be entirely possible to replace the old game with the new without the kids noticing. [Apr 2011, p.91]
    • 71 Metascore
    • 60 Critic Score
    One of the 3DS launch line-up's visual standouts: colourful, crisp and with horizons that have never looked so distant. It's disappointing, then, that you'll discover its limits so quickly. [Apr 2011, p.90]
    • 84 Metascore
    • 90 Critic Score
    The triumph of SpaceChem is that overcoming these situations is more a case of inventing a solution than discovering one - creating a technique on your own terms that, once learned, you find yourself reusing in later stages. [Apr 2011, p.101]
    • Edge Magazine
    • 90 Metascore
    • 90 Critic Score
    A shrewd and often brilliant game that reaches its destination with most of its goals realised, not discarded and left in the dust like the forced march of its predecessors. [Apr 2011, p.94]
    • Edge Magazine
    • 68 Metascore
    • 70 Critic Score
    You can take the massively multiplayer game out of the PC, then, but perhaps not the PC out of the game. The endless beta testing, the freewheeling project management, and the agonies and ecstasies of the results. [Apr 2011, p.88]
    • Edge Magazine
    • 84 Metascore
    • 90 Critic Score
    With such a focus, People Can Fly has made the best game possible: one which is smart enough to make a case for looking dumb. [Apr 2011, p.86]
    • Edge Magazine
    • 84 Metascore
    • 90 Critic Score
    Fight Night has tirelessly rebuilt itself when many expected retirement. Cautious improvements from Round 4 - the removal of the cut-man game and automation of recovery - have been confidently reinforced, while ring physics, ragdolls and cloth dynamics are in a different class to the chaotic Round 3. [Apr 2011, p.103]
    • Edge Magazine
    • 78 Metascore
    • 70 Critic Score
    Yakuza 4 is ultimately too set in its ways to welcome anyone new to the family, and too laden with cutscenes to let its nuances. [Apr 2011, p.99]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    While PixelJunk Shooter 2 may seem more like an expansion than a standalone game, there's no shortage of new ingredients to enrich what was already a lively concoction. [Apr 2011, p.97]
    • Edge Magazine
    • 77 Metascore
    • 80 Critic Score
    Motorstorm has a special relationship with chaos, and if you can keep your head when all about you are throwing their controllers, you're just as likely to lose. Less battle than survival racing, it's happy to let fairness be a stain on the tarmac. [Apr 2011, p.95]
    • Edge Magazine
    • 71 Metascore
    • 60 Critic Score
    Despite deep customisation (right down to the trajectories of your bullets) and some truly striking monster designs, it's impossible to shake the feeling that you're playing an inferior imitation of a better game. [Apr 2011, p.103]
    • Edge Magazine
    • 71 Metascore
    • 70 Critic Score
    The 3rd Birthday remains a strong proposition, marrying eastern and western design sensibilities to produce a strong and relevant update to a latent, outmoded series. [Apr 2011, p.92]
    • Edge Magazine
    • 70 Metascore
    • 50 Critic Score
    Its faults are many, but they're magnified by the obvious comparison: this isn't an alternative to COD, but a game in thrall to it. [Apr 2011, p.84]
    • Edge Magazine
    • 79 Metascore
    • 60 Critic Score
    The claustrophobic setting is the game's most glaring weakness: you can't have an epic adventure in a single city any more than a child will be content to endlessly explore his own back garden. [Apr 2011, p.82]
    • 70 Metascore
    • 40 Critic Score
    A pretty but vapid experience. [Sept 2010, p.98]
    • Edge Magazine
    • 86 Metascore
    • 70 Critic Score
    A short, budget shot of old-school gaming. [Sept 2010, p.100]
    • Edge Magazine
    • 74 Metascore
    • 70 Critic Score
    Magicka delivers splashy nonsense of a gleeful kind, and somehow its delight in chaos and willful stupidity buoys it some way above its faults. [Mar 2011, p.95]
    • Edge Magazine
    • 49 Metascore
    • 30 Critic Score
    Given the state of Knights Contract, the famously hellish result of Dr Faust's own little deal seems comparatively sweet. [Mar 2011, p.101]
    • Edge Magazine
    • 57 Metascore
    • 50 Critic Score
    Not sensing the damage you're imparting and receiving makes skirmishes seem arbitrary (you'll rely on the HUD reporting your XP wins to know you've taken out enemies at long range), while explosions - in a game based on destruction - pack no punch. [Mar 2011, p.97]
    • Edge Magazine
    • 43 Metascore
    • 30 Critic Score
    Its idea of merging solo, co-op and deathmatch combat into a single mode is as noncommittal as its story, which merges decades-old cyberpunk cliches into one appalling mess. [Mar 2011, p.92]
    • Edge Magazine
    • 65 Metascore
    • 40 Critic Score
    The irony is that in mining some unforgettable games, Curve has delivered a forgettable hodgepodge. [Mar 2011, p.105]
    • Edge Magazine
    • 63 Metascore
    • 50 Critic Score
    Jumping damages the delicate balance of mechanics that makes the series so distinctive and pushes Rearmed 2 into the wider genre bracket of run-and-gun platforming. [Mar 2011, p.105]
    • Edge Magazine
    • 74 Metascore
    • 80 Critic Score
    This sequel isn't the leap forward the concept deserves, but it's a testament to the original that it remains a standout personality over two years on, at a point when quality platform games have become thin on the ground. [Mar 2011, p.99]
    • 84 Metascore
    • 70 Critic Score
    There's a great deal of satisfaction in finding the right combination of fighters and feeling the curve of a battle until you hit the tagging sweet spot. [Mar 2011, p.88]
    • Edge Magazine
    • 53 Metascore
    • 40 Critic Score
    Access Games' take on the Monster Hunter formula attempts little beyond a straightforward recreation of that series' structure. [Mar 2011, p.107]
    • Edge Magazine
    • 87 Metascore
    • 80 Critic Score
    Where next for Pokemon? Black and White don't suggest any answers, but they do remind us why we'd care in the first place. [Mar 2011, p.103]
    • 87 Metascore
    • 80 Critic Score
    Where next for Pokemon? Black and White don't suggest any answers, but they do remind us why we'd care in the first place. [Mar 2011, p.103]
    • 82 Metascore
    • 80 Critic Score
    Whereas a more comprehensive reimagining of how Okami would work on DS could have resulted in a less ambitious, more polished game, Okamiden succeeds in preserving both the spirit and form of its forebear, and that makes in rather special indeed. [Mar 2011, p.90]
    • Edge Magazine
    • 91 Metascore
    • 80 Critic Score
    Vivid, smart and perhaps a little mocking, then, Infinity Gene, like Extreme, has exchanged the cold depths of space for the trippy vortex of some strange digital migraine: this classic isn't growing old with grace, but it's certainly continuing to evolve.
    • 79 Metascore
    • 50 Critic Score
    A strangely admirable bore: smart enough to take direct movement out of your hands, but not quite smart enough to find anything suitably enjoyable to replace it with. Never less than earnest, Doom Resurrection ignores the central lesson of much horror fiction: there are certain things you probably shouldn't do, even if you can.

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