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
    • 61 Metascore
    • 60 Critic Score
    With its Ikea backdrops and clipart objects, Bright Light has perhaps paid too much attention to functionality and not enough to form. [Christmas 2010, p.90]
    • Edge Magazine
    • 63 Metascore
    • 50 Critic Score
    "Quotation Forthcoming"
    • Edge Magazine
    • 37 Metascore
    • 30 Critic Score
    Unlike its namesake, Quantum Theory makes no attempt to depart from classical mechanics - it merely diminishes them. [Nov 2010, p.96]
    • Edge Magazine
    • 90 Metascore
    • 80 Critic Score
    The majority of SMB is a finely executed tightrope act of death and rebirth, as funny as it is fun and as precise as it is inventive. [Christmas 2010, p.103]
    • Edge Magazine
    • 72 Metascore
    • 70 Critic Score
    There's a genuine sense of storybook adventure to proceedings, which a limited budget and uninspired enemies can't quite erode. [Christmas 2010, p.91]
    • Edge Magazine
    • 67 Metascore
    • 60 Critic Score
    "quotation Forthcoming"
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    This is not, as it needed to be, the Pro Evo of mixed martial arts. [Dec 2010, p.94]
    • Edge Magazine
    • 52 Metascore
    • 50 Critic Score
    Yes, you really do feel in chargeof steering, but when the amount of speed put into a tight bend is dictated by the game, not the player, that feeling only delivers so much. [Christmas 2010, p.98]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    Finally, Sega can dust off that classic marketing line, because once you've played Vanquish, everything else seems a little bit slow. [Dec 2010, p.86]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    In terms of quest interaction, there's simply not a great deal going on. Fable III largely gets away with it through sheer charm, and the infectious sense of fun in its detail. [Christmas 2010, p.80]
    • Edge Magazine
    • 81 Metascore
    • 80 Critic Score
    In giving fans what they want, and delivering what a modern audience needs, the studio has created a game that, while not quite a classic, sometimes reminds you of one. [Christmas 2010, p.89]
    • Edge Magazine
    • 89 Metascore
    • 90 Critic Score
    Criterion has taken the series back to its first principal of cops vs racers, and constructed a high-octane combat racer of beauty and depth. [Christmas 2010, p.82]
    • Edge Magazine
    • 87 Metascore
    • 70 Critic Score
    Retro Studios has done a fine job with the Donkey Kong Country concept, ably translating its appeal for a modern platform, but it doesn't push it much further. [Christmas 2010, p.92]
    • Edge Magazine
    • 84 Metascore
    • 70 Critic Score
    But this is a production that feels increasingly aged in the face of modern game design. The creeping and eventually overriding feeling is that this meticulously precise simulation, and its lovingly constructed catalogue of automotive history, deserved a little more game to come along for the ride.
    • 74 Metascore
    • 70 Critic Score
    The game's intended target audience is likely to respond to the beautifully animated pets with squeaks of delight, though exposure to the Edge test family did result in two children vying for the attention of a camera that would one accept one of the little terrors at a time. [Christmas 2010]
    • Edge Magazine
    • 61 Metascore
    • 60 Critic Score
    A more joined-up package than many games of its type. Unfortunately, it's just a rather limited one. [Christmas 2010]
    • Edge Magazine
    • 78 Metascore
    • 60 Critic Score
    A collection of ideas executed with variable success, which at times coalesce to form an effective whole, and at others feel like flashy distractions from an otherwise unambitious central formula. [Christmas 2010]
    • Edge Magazine
    • 71 Metascore
    • 70 Critic Score
    This is Dungeon Keeper by way of Viva Pinata - building a devilish defence against do-gooders by massaging a delicate and extremely elaborate ecosystem. [Christmas 2010]
    • Edge Magazine
    • 68 Metascore
    • 60 Critic Score
    There are things to admire here, and The Ball's simple challenges ensure a pleasant, if casual engagement, enhanced by the skilful drawing of this subterranean world. [Dec 2010, p.96]
    • Edge Magazine
    • 73 Metascore
    • 80 Critic Score
    No game since Wii Sports has done so much to capture Nintendo's mixture of initial accessibility, entertainment value and wide appeal. [Christmas 2010, p.95]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    When Dance Central works, the feeling is borderline euphoric - in the blood-pumping, serotonin-inducing way that only dancing can be - as you find yourself stringing moves you learnt individually into coherent routines. [Christmas 2010, p.94]
    • Edge Magazine
    • 62 Metascore
    • 50 Critic Score
    With the exception of fleeting moments, the game's milquetoast mechanics don't cut it - watching a superspy and being one are very different things. [Christmas 2010, p.88]
    • Edge Magazine
    • 89 Metascore
    • 80 Critic Score
    The game's parts are by turns novel and enjoyable, but when played in longer bursts feel repetitive. Brotherhood is Assassin's Creed II 2, its new mechanics feeling more like extensions of an existing form than innovations. It's a greatest hits disc, then, a weighty, good-value deal that plays the series' best bits – but there's the constant danger that you've heard them before.
    • 76 Metascore
    • 80 Critic Score
    Guwange appears the most accessible of Cave's late-90s output, even if the latter stages of the game, particularly in the two extra modes featured in this update, will require a combination of dedicated practice and natural skill to overcome. [Oct 2010, p.98]
    • 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.
    • 86 Metascore
    • 80 Critic Score
    It's a system that very naturally sets up some excellent multiplayer modes, and this is one of an elite few that can truly even the odds between players at different difficulty levels.
    • 77 Metascore
    • 70 Critic Score
    The result is a game that may not leave you full, but it'll taste pretty sweet while it lasts.
    • 74 Metascore
    • 70 Critic Score
    The result is a game that may not leave you full, but it'll taste pretty sweet while it lasts.
    • 84 Metascore
    • 60 Critic Score
    Creatively, New Vegas gets almost everything right. Mechanically and technically, it's a tragedy. So, it's a simultaneously rewarding and frustrating game, the gulf between what it is and what it could be a sizeable stretch indeed.
    • 82 Metascore
    • 60 Critic Score
    Creatively, New Vegas gets almost everything right. Mechanically and technically, it's a tragedy. So, it's a simultaneously rewarding and frustrating game, the gulf between what it is and what it could be a sizeable stretch indeed.

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