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
    • 81 Metascore
    • 70 Critic Score
    It feels more like a yearly update than a sequel, a new campaign with old multiplayer. The game isn't distinct from its predecessors in any important way, and fatigue sets in quicker than before. [Jan 2011, p.94]
    • Edge Magazine
    • 88 Metascore
    • 70 Critic Score
    It feels more like a yearly update than a sequel, a new campaign with old multiplayer. The game isn't distinct from its predecessors in any important way, and fatigue sets in quicker than before. [Jan 2011, p.94]
    • Edge Magazine
    • 87 Metascore
    • 70 Critic Score
    It feels more like a yearly update than a sequel, a new campaign with old multiplayer. The game isn't distinct from its predecessors in any important way, and fatigue sets in quicker than before. [Jan 2011, p.94]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    Although the basic joy of rolling realistic water around might be short-lived, it's bolstered by the far greater satisfaction of solving the game's intuitive, well-paced puzzles. [Jan 2011, p.102]
    • Edge Magazine
    • 73 Metascore
    • 70 Critic Score
    Epic Mickey may not always be entirely satisfying to play, but it's still enormously interesting to wander around with an eye open for the detailing. [Jan 2011, p.92]
    • Edge Magazine
    • 79 Metascore
    • 70 Critic Score
    In taking away direct control Miniland Mayhem has intensified the appeal to players' protective instinct which exists at the heart of the series. [Jan 2011, p.103]
    • Edge Magazine
    • 79 Metascore
    • 80 Critic Score
    Bar a handful of bosses, Dark Dawn is a pushover, never requiring you to brave the combat's depths. Yes, it grants breathing room for testing unlikely combinations, but we'd have liked to put our mastery to the test. [Jan 2011, p.101]
    • 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
    • 53 Metascore
    • 60 Critic Score
    The subtlety of these exchanges suggests that a strategy game of some greatness exists beneath the cumbersome framework, and we trust Stardock, a developer of proven diligence and passion, to continue refining it. [Nov 2010, p.93]
    • Edge Magazine
    • 68 Metascore
    • 70 Critic Score
    The beauty of Deadly Premonition is that it's a straightforward whodunnit viewed through the cracked prism of an unreliable narrator, conjuring an atmosphere of suspicion and confusion throughout. [Dec 2010, p.92]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    Plenty of games can be as awkward or frustrating as Dead Rising 2, but none are as insanely, violently, engagingly bonkers. [Nov 2010, p.88]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    It's a vehicle that may win over more action fans than true-bloods, but its plagiaristic tendencies represent a shrewd way of ensuring that the series gets a firm footing outside of the 2D realm. [Nov 2010, p.84]
    • Edge Magazine
    • 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
    • 76 Metascore
    • 60 Critic Score
    It remains an early PS Move highlight, but one that can't boast the charm or accessibility of its Wii rivals, despite the improved tech. [Nov 2010, p.92]
    • Edge Magazine
    • 68 Metascore
    • 60 Critic Score
    That twist, however, is the root of the game's disappointments, hinting at something beyond a typical platform game, yet leaving players to go through the genre's familiar motions - just in the shade. [Dec 2010, p.91]
    • Edge Magazine
    • 93 Metascore
    • 100 Critic Score
    It all adds up to what is easily the best and most progressive rhythm-action game ever made, if that label even applies anymore. [Christmas 2010, p.76]
    • Edge Magazine
    • 86 Metascore
    • 70 Critic Score
    Puzzle hunting is the only hassle in an otherwise laidback world. This niggle aside, Professor Layton remains a fine antidote to dull Sunday afternoons. [Dec 2010, p.99]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    It's a well plotted and paced, if straight-laced, action adventure that takes most of the strengths of the main franchise while removing a few of the weaknesses. [Christmas 2010, p.100]
    • Edge Magazine
    • 81 Metascore
    • 60 Critic Score
    Scribblenaut's levels have gone from being unfocused sentences in which a few choice nouns can dominate to rigid, over-punctuated impositions on player creativity. [Dec 2010, p.93]
    • Edge Magazine
    • 90 Metascore
    • 90 Critic Score
    Civilization's revolution is daring for a series built on expansion. It strips and pares away, making management easy and command enjoyable. [Nov 2010, p.91]
    • Edge Magazine
    • 60 Metascore
    • 50 Critic Score
    To be fair to The Shoot, it gets the basics right. It just attempts very little beyond them. [Christmas 2010, p.101]
    • Edge Magazine
    • 61 Metascore
    • 70 Critic Score
    It never hits Neversoft's golden-age standard, but it comes much closer than such a daft premise would lead you to suspect. [Dec 2010, p.95]
    • Edge Magazine
    • 36 Metascore
    • 40 Critic Score
    All the interaction it requires could be better executed, with equal intuition and far greater reliability, on a joypad with an analogue stick. [Nov 2010, p.94]
    • Edge Magazine
    • 68 Metascore
    • 50 Critic Score
    A largely muddled package. [Nov 2010, p.95]
    • Edge Magazine
    • 76 Metascore
    • 70 Critic Score
    Mediatonic's experimental blend of tower defence, scrolling shooter and invincibility doesn't always gel, but approached as a survival score-attack in the vein of Canabalt, Who's That Flying?! becomes an uncommonly moreish Mini.
    • 60 Metascore
    • 50 Critic Score
    It all adds up to an uneven brawler, a game with the resources and technology to break through the walls of the developer's lineage but one unprepared to fully let go and take a chance. [Dec 2010, p.90]
    • Edge Magazine
    • 71 Metascore
    • 40 Critic Score
    So indebted is dev studio Matrix to the old ways that it seems to have granted a free pass to the old problems. Quest signposting is buried in unclear dialogue snippets, bosses are beaten through trial and error, and grinding is rife. [Dec 2010, p.99]
    • Edge Magazine
    • 30 Metascore
    • 30 Critic Score
    The ideas and content here are thin on the ground, and limply implemented, too - it's inexcusable that a game whose sole interaction is hand-to-hand combat should not be able to tell the difference between dodging and headbutting. [Christmas 2010, p.98]
    • Edge Magazine
    • 48 Metascore
    • 30 Critic Score
    There are minor things for which The Fight can take credit. The progression of skills is well-paced, its 'street' aesthetic pioneers a delightful new direction for extreme cheese, and your flailing proves quite the workout. [Christmas 2010, p.101]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    Not since Yoshi's Island's designers broke out the crayons has a Nintendo platformer looked so much like a work of craft, but it's a pity that, for the most part, the levels don't feel as fresh as they look - a platform made of butterfly stitching is still just a platform. [Christmas 2010, p.93]

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