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
    • 50 Critic Score
    Quietly competent to the very end, Avatar's certainly not the disaster you may have feared, but it can feel patronising, pompous and a little unnecessary. [Jan 2010, p.84]
    • Edge Magazine
    • 86 Metascore
    • 90 Critic Score
    Even if the DNA of its forebears is barely apparent, such a bold, brilliant transformation certainly involves something a little like magic. [Dec 2009, p.100]
    • 73 Metascore
    • 70 Critic Score
    A stern, if unspectacular, challenge. [Jan 2010, p.94]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    It's easy to assume that Gyromancer is a clone of Puzzle Quest...The truth, perhaps, is that it's simply an improvement on the formula. [Jan 2010, p.98]
    • Edge Magazine
    • 71 Metascore
    • 70 Critic Score
    It's easy to assume that Gyromancer is a clone of Puzzle Quest...The truth, perhaps, is that it's simply an improvement on the formula. [Jan 2010, p.98]
    • Edge Magazine
    • 91 Metascore
    • 80 Critic Score
    Certainly, Ubisoft Montreal has succeeded in welding a game to what once felt like a proof of concept, and without overshadowing its many strengths. Much devolves into mere stuff – one sword is much like another; a painting’s easily bought and just fills a hole in the wall – and once the story is over there’s little reason to replay it. At the end of it all, though, you’re left with that setting, those cities, and Ezio, and they lend the experience a substance that endures.
    • 75 Metascore
    • 70 Critic Score
    Fun fan fodder, but hardly revelatory. [Christmas 2009, p.102]
    • Edge Magazine
    • 47 Metascore
    • 30 Critic Score
    The root problem is that the board controller is poorly conceived. The notion of mimicking while stationary an activity entirely reliant on motion is deeply flawed. [Jan 2010, p.88]
    • Edge Magazine
    • 89 Metascore
    • 90 Critic Score
    If L4D2 is sometimes over-complicated by its glut of small innovations, then it also substantially rewards the player with its few large ideas: confusion gives way to depth and dynamism, grander thrills and starker dramas. We’re still interested in the fate of the original game’s heroes, but this sequel affirms that the way ahead is due south.
    • 87 Metascore
    • 60 Critic Score
    In the original, full-sized LBP, creating more than a few seconds of playable level was a significant and time-consuming effort. Here, with slightly reduced options and at a near microscopic scale, it's much, much harder. [Jan 2010, p.93]
    • Edge Magazine
    • 89 Metascore
    • 90 Critic Score
    If L4D2 is sometimes over-complicated by its glut of small innovations, then it also substantially rewards the player with its few large ideas: confusion gives way to depth and dynamism, grander thrills and starker dramas. We’re still interested in the fate of the original game’s heroes, but this sequel affirms that the way ahead is due south.
    • 69 Metascore
    • 70 Critic Score
    The sport's on-track jousting is potentially some of the fastest and most exhilarating source material around, but by default developers appear to struggle to present it in anything other than a dry and overly technical fashion. [Jan 2010, p.91]
    • Edge Magazine
    • 59 Metascore
    • 40 Critic Score
    What it didn't factor into the design is that kleptomaniacs rarely bother collecting items without emotional gravitas, and this oversight becomes immediately obvious when you compare Rumble to its source material. [Jan 2010, p.98]
    • Edge Magazine
    • 87 Metascore
    • 70 Critic Score
    Despite the lack of ingenuity on display, NSMB Wii's thrash of four players does bring uproarious anarchy to the sofa for short periods of time. [Dec 2009, p.86]
    • Edge Magazine
    • 94 Metascore
    • 90 Critic Score
    A dazzling package. A singleplayer campaign crammed with set-pieces that pull the player through at breakneck speed sits alongside Spec Ops, 23 co-op missions and a MW greatest hits package, before that superlative multiplayer, which really needs no introduction. With such attractions on offer, this is a shooter that demands playing, and playing again. It is still Call Of Duty, but its execution is skilful, mostly thoughtful, and it boasts the highest of production values.
    • 94 Metascore
    • 90 Critic Score
    A dazzling package. A singleplayer campaign crammed with set-pieces that pull the player through at breakneck speed sits alongside Spec Ops, 23 co-op missions and a MW greatest hits package, before that superlative multiplayer, which really needs no introduction. With such attractions on offer, this is a shooter that demands playing, and playing again. It is still Call Of Duty, but its execution is skilful, mostly thoughtful, and it boasts the highest of production values.
    • 86 Metascore
    • 90 Critic Score
    Its sheer assuredness in mechanics, spectacle and often situation are unlikely to be surpassed for some time.
    • 70 Metascore
    • 40 Critic Score
    Ultimately, World Rally is not a bad game, just entirely unnecessary.
    • 78 Metascore
    • 70 Critic Score
    Robotic and methodical, and firmly in second place. [Dec 2009, p.97]
    • Edge Magazine
    • 86 Metascore
    • 50 Critic Score
    It is so often calamitous that its few charms are either squandered or obscured. [Christmas 2009, p.96]
    • Edge Magazine
    • 87 Metascore
    • 80 Critic Score
    Despite being all about the numbers, FM2010 rises above them to be unexpectedly cruel, kind, and even visceral at times. [Christmas 2009, p.104]
    • Edge Magazine
    • 79 Metascore
    • 70 Critic Score
    Turns out that Tekken's big new idea for online play is rather underwhelming: you can customise your outfit and fight with it on. [Dec 2009, p.103]
    • Edge Magazine
    • 58 Metascore
    • 50 Critic Score
    It's a shame to see what could have been. [Dec 2009, p.99]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    All things considered, it’s about the best game called ‘DJ Hero’ we were ever likely to see. It deserves extended play.
    • 92 Metascore
    • 90 Critic Score
    Grid still offers the most on-track excitement (and better car damage), and the forthcoming GT5 already looks graphically superior, but anyone looking for the most rewarding console driving experience to date has found their ride.
    • 87 Metascore
    • 70 Critic Score
    The puzzles themselves can feel gimmicky and detached, as though inclusion was more important than integration. [Dec 2009, p.92]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    Runic Games has created something bright and punchy, if a touch aimless, which makes up for the lack of personality (and multiplayer) with a beaming smile and lots of encouraging pats on the back. [Feb 2010, p.90]
    • Edge Magazine
    • 84 Metascore
    • 60 Critic Score
    Alluringly lurid, but ultimately disposable. [Dec 2009, p.92]
    • Edge Magazine
    • 79 Metascore
    • 70 Critic Score
    Tropico is as vibrant and capricious as the setting, and never dry or formulaic in the way that other management games can tend to be. [Christmas 2009, p.106]
    • Edge Magazine
    • 91 Metascore
    • 90 Critic Score
    Added depth and nuance are the guiding principles for this spectacular follow up. [Nov 2009, p.100]
    • Edge Magazine

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