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
    • 66 Metascore
    • 80 Critic Score
    Even if some of the fundamental stuff has been sacrificed to the creation of this huge world, Fuel still makes it across the finish line on a far-from-empty tank. [July 2009, p.97]
    • Edge Magazine
    • 67 Metascore
    • 80 Critic Score
    Even if some of the fundamental stuff has been sacrificed to the creation of this huge world, Fuel still makes it across the finish line on a far-from-empty tank. [July 2009, p.97]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    Just when the whole thing seems in danger of becoming a cold study in design brilliance, however, the on-screen clock comes into its own, raising the game’s temperature by turning each challenge into a speed-runner’s dream.
    • 64 Metascore
    • 60 Critic Score
    The concept at the core of Yosumin Live is robust, but it fails to hold up under extended play. Either Square Enix has happened upon a brilliant mechanic that has yet to fully bloom or one that it has been unable to sustain. The scant progression Yosumin has made in its transition from webgame to XBLA release indicates that perhaps it is the latter.
    • 36 Metascore
    • 30 Critic Score
    The game's ambition far outstrips its creator's abilities: damned by execution rather than intent, but damned nonetheless. [July 2009, p.99]
    • Edge Magazine
    • 36 Metascore
    • 30 Critic Score
    The game's ambition far outstrips its creator's abilities: damned by execution rather than intent, but damned nonetheless. [July 2009, p.99]
    • Edge Magazine
    • 85 Metascore
    • 70 Critic Score
    At its best, Infamous is an amped-up Crackdown - a game about bounding across a cityscape, discharging your enemies however you please. Even if ropey execution impedes its appeal, Infamous still has this essential spark. [June 2009, p.88]
    • 41 Metascore
    • 30 Critic Score
    The game's ambition far outstrips its creator's abilities: damned by execution rather than intent, but damned nonetheless. [July 2009, p.99]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    Undisputed can be complex one moment and crude the next, the dominant ‘full mount’ position (the holy grail of ground-and-pound fighters) far too achievable against even experienced opposition.
    • 86 Metascore
    • 80 Critic Score
    While the fattened numbers - levels, game types, building tools - are the products of mere evolution, the lean, focused fun is new to the mix. [July 2009, p.94]
    • Edge Magazine
    • 43 Metascore
    • 30 Critic Score
    So wasteful of its source material that it should be held up as an example of how not to handle this kind of production. [July 2009, p.101]
    • Edge Magazine
    • 70 Metascore
    • 60 Critic Score
    The overriding impression is of a game that's physically too big for its action. [June 2009, p.88]
    • 86 Metascore
    • 80 Critic Score
    The most comprehensive remake Nintendo has ever undertaken. [July 2009, p.94]
    • Edge Magazine
    • 72 Metascore
    • 60 Critic Score
    A simple bloodsport, and only a rudimentary level-up system affords any sense of progression. [Aug 2009, p.106]
    • Edge Magazine
    • 62 Metascore
    • 60 Critic Score
    While See the Future undoubtedly delivers on its title, giving you a single feverish glimpse of a potential new direction for the series, this odd collection of entertainments offers far more than a mere early-warning hype machine dressed up with a few free haircuts for your dog. In its cheeky refusal to conform, it’s also a chance to see Albion’s present, and take another look at a game that’s both fascinating and gently flawed.
    • 81 Metascore
    • 50 Critic Score
    An extremely unambitious sequel. [Jan 2009, p.92]
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    Puzzles are too child-friendly, their solutions more fiddly than mentally taxing. The pleasure earned from cracking Miymoto’s designs is instead targeted by flashy 2.5D level design – snaking sights that admittedly look wonderfully crisp on Wii – and set-pieces for the impatient. [Mar 2009, p.95]
    • Edge Magazine
    • 87 Metascore
    • 90 Critic Score
    In feeding constant surprise, engaging wit and sharply pitched challenge during its course, Plants Vs Zombies proves again PopCap's incredible knack of taking an established game form and making it all its own. [May 2009, p.94]
    • 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.
    • 73 Metascore
    • 60 Critic Score
    Wolverine isn't lazy - its frequent repetitions and fine repertoire of glitches are signs of a product hurried to launch rather than bankruptcy of imagination. [June 2009, p.94]
    • Edge Magazine
    • 56 Metascore
    • 40 Critic Score
    Lacking the tools to really upset her enemies or cope with them when she does, Summer relies on a wafer-thin playbook of obvious traps and distractions. [July 2009, p.96]
    • Edge Magazine
    • 73 Metascore
    • 70 Critic Score
    For beginners and intermediate level players, Oratorio Tangram presents an unmatched experience, a bright and energetic burst of fantasy combat, still quite unlike anything else in videogames.
    • 65 Metascore
    • 50 Critic Score
    Its basic form is a succession of things that you hit with little emotion or interest. Approaching such a task co-operatively can only distract you for so long. [June 2009, p.95]
    • Edge Magazine
    • 69 Metascore
    • 60 Critic Score
    Action Forms’ moments of ingenuity and the sophistication of its writing demonstrate that it could do great and yet more terrifying things with a more intimidating budget. [Apr 2009, p.124]
    • Edge Magazine
    • 76 Metascore
    • 70 Critic Score
    The game bears testament to the strength of Smith’s original vision, a puzzle game that avoids prescribed solutions through the tenacity of its enemies.
    • 77 Metascore
    • 80 Critic Score
    This is melee done right, set in an astonishing world, brimming with imagination. [July 2009, p.101]
    • Edge Magazine
    • 77 Metascore
    • 40 Critic Score
    It's the Excitebots themselves that disappoint most, so drearily conceived that they make the predecessor's humble trucks look like flaming DeLoreans. [July 2009, p.100]
    • Edge Magazine
    • 79 Metascore
    • 80 Critic Score
    OutRun 2 remains a pinnacle of the arcade racing tradition, a peak that, through both design and circumstance, may never again be topped.
    • 76 Metascore
    • 70 Critic Score
    The enticing depths of strategy coupled with the affectionate, colourful realisation of the various characters you control ignites curiosity - and their abilities in battle are well-realised, gratifyingly powerful and many. [June 2009, p.90]
    • Edge Magazine
    • 76 Metascore
    • 70 Critic Score
    While the overall blandness means Galactrix is unlikely to truly thrill many people, it also means that it won’t exclude anyone either, and the ever-reliable pattern-spotting blends with the steady trickle of meaningless rewards to exert a pull on its audience that is truly Pavlovian. [Apr 2009, p.125]
    • Edge Magazine

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