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 LittleBigPlanet
Lowest review score: 10 FlatOut 3: Chaos & Destruction
Score distribution:
4029 game reviews
    • 81 Metascore
    • 60 Critic Score
    Mario Golf might just be one of the finest games ever made. It's the only explanation EDGE can think of for how it remains playable despite having so very many things wrong with it. [Oct 2003, p.101]
    • Edge Magazine
    • 63 Metascore
    • 60 Critic Score
    As nostalgic joys go, though, it's a damning one. [Issue#367, p.106]
    • Edge Magazine
    • 82 Metascore
    • 60 Critic Score
    There is, after all, something quietly revelatory about a big-budget videogame that has as much in common with the work of Bennett Foddy as Ubisoft's boilerplate sandboxes. Far from a masterpiece, then, but Kojima's first post-Konami release HAS laid the foundations for something greater. Which is fitting, since that's what he's had us doing for 60-odd hours. [Issue#341, p.102]
    • Edge Magazine
    • 74 Metascore
    • 60 Critic Score
    Ara is at once too shallow and too deep, a 4X game where one of its crosses bears far more eight than the others. [Issue#404, p.118]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    A series that, for all its wanderlust, is never truly going anywhere. [Christmas 2015, p.112]
    • Edge Magazine
    • 72 Metascore
    • 60 Critic Score
    Not quite a serious Pokemon challenger, then, but with pressure on The Pokemon Company to bring in an experienced development partner for future titles, this is a fine calling card for Tose. [Issue#381, p.104]
    • Edge Magazine
    • 67 Metascore
    • 60 Critic Score
    It is its maker's most successful free-to-play endeavour to date, even if that is to damn it with faint praise. [Sept 2015, p.118]
    • Edge Magazine
    • 68 Metascore
    • 60 Critic Score
    There's still much enjoyment to be found in the interim grinding between boss fights, but Lords Of The Fallen's greatest sin is that all feels rather soulless. [Christmas 2014, p.116]
    • Edge Magazine
    • 81 Metascore
    • 60 Critic Score
    A workmanlike effort. [Jan 2007, p.78]
    • Edge Magazine
    • 78 Metascore
    • 60 Critic Score
    Think of it like fast-forwarding through an action movie past all the poorly written dialogue to get to the good bits. [Issue#367, p.112]
    • Edge Magazine
    • 84 Metascore
    • 60 Critic Score
    Stuffed with extra modes, supporting character upload to GC Toadstool Tour and bundled with a wireless adapter, Advance Tour is great value, but it's also rather clumsy and bland. Only in the minigames, when Mario and company show up both in person and in spirit … does it really find a life of its own. [July 2004, p.109]
    • Edge Magazine
    • 81 Metascore
    • 60 Critic Score
    Another decent GunCon arcade experience from Namco, which shoots all of the (now very familiar) lightgun game boxes. Fun for a while, certainly, but there are no surprises. [Dec 2003, p.107]
    • Edge Magazine
    • 69 Metascore
    • 60 Critic Score
    What it adds to the original formula is essentially redundant, and everything it does that is successful was already in place in the original. [Feb 2008, p.93]
    • Edge Magazine
    • 81 Metascore
    • 60 Critic Score
    Very much a sidewards step for the series rather than a bold leap forwards for its kind. [Christmas 2014, p.118]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    If this is the series' swansong, it goes out in the luxuirous manner in which the series was born – in a well-produced, moderately thoughful and firmly enjoyable instalment of an established genre – a manner that won't go unappreciated but will just as likely go unremembered. [Dec 2005, p.110]
    • Edge Magazine
    • 72 Metascore
    • 60 Critic Score
    As an arcadey flight game it’s just about on the enjoyable side of average, especially when compared to its still superior genre stablemate Ace Combat 6. [Apr 2009, p.122]
    • Edge Magazine
    • 64 Metascore
    • 60 Critic Score
    At first glance, Post Trauma appears to be a meaningful iteration on a familiar formula, but in practice it's more like a cover of a favourite song on the radio. You tap your foot, but you long for the original. [Issue#411, p.114]
    • Edge Magazine
    • 81 Metascore
    • 60 Critic Score
    While it lacks the scope or density of Oblivion’s The Shivering Isles, it’s the most you’re going to get out of Fallout’s current batch of DLC. And as a long-anticipated reopening of the game’s original map, it at least gives you something to live for.
    • 71 Metascore
    • 60 Critic Score
    It's a decent enough excuse for some very good times. [Issue#383, p.120]
    • Edge Magazine
    • 64 Metascore
    • 60 Critic Score
    You could never accuse Strange Scaffold of resting on its laurels. [Issue#367, p.115]
    • Edge Magazine
    • 63 Metascore
    • 60 Critic Score
    Once again we leave a Nintendo mobile game feeling a little underwhelmed. [Issue#338, p.114]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    For the most part the game has been intelligently repositioned for the PC platform, but a lack of polish means that many minor flaws coalesce to make the experience a rather uneven one, often obscuring the creators’ worthwhile efforts. [Sept 2007, p.96]
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    Fantasia is a novel twist on the music name, then, but one lacking the sprinkling of Disney magic its title promises. [Christmas 2014, p.122]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    The title is just painfully apt: never has a free-roaming structure brought so little to improve the quality of a game's world. The mooted open-ended environments of Tony Hawk's American Wasteland feel like a fallacy, a bleak repackaging for hocking the game to a jaded audience. [Dec 2005, p.107]
    • Edge Magazine
    • 81 Metascore
    • 60 Critic Score
    Unlike in a game such as Limbo, the main challenge is not finding solutions to puzzles but performing them. [Issue#411, p.118]
    • Edge Magazine
    • 69 Metascore
    • 60 Critic Score
    Within 20 or so minutes, it's all over. [Issue#367, p.116]
    • Edge Magazine
    • tbd Metascore
    • 60 Critic Score
    An amusing localisation (“he is cleaning his knife with a complex facial expression”) and some enthusiastically squelchy sound effects add charm to a decent challenge, and there’s enough vigour and character here to make it a worthwhile, if fleeting, diversion.
    • 71 Metascore
    • 60 Critic Score
    It's strange that players aren't given more time to make decisions. [Christmas 2015, p.122]
    • Edge Magazine
    • 69 Metascore
    • 60 Critic Score
    As a reminder of the old days of the series, The Serpent’s Curse just about serves its purpose; it sounds the same, works the same and, mostly, looks the same. But as a contender on the modern point-and-click landscape it offers little to drag players away from the new age of superior soirees.
    • 64 Metascore
    • 60 Critic Score
    For now, SimCity is good for the reasons it’s always been good, and bad for reasons old and new. And yes, we wish we could play it on the train. But after spending two weeks as mayor of a series of teeming pocket metropolises, we’re still ready to spend more.

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