Edge Magazine's Scores
- Games
For 4,029 reviews, this publication has graded:
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15% higher than the average critic
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4% same as the average critic
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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: | Dreams | |
|---|---|---|
| Lowest review score: | FlatOut 3: Chaos & Destruction |
Score distribution:
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Positive: 1,238 out of 4029
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Mixed: 2,358 out of 4029
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Negative: 433 out of 4029
4029
game
reviews
- By Date
- By Critic Score
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- Critic Score
Shorn of its accoutrements and sumptuous presentation, Flock's basic appeal remains a little woolly. [June 2009, p.96]- Edge Magazine
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- Critic Score
One corker of an action game. Perhaps the biggest mention goes to the 'vo-cap' tech behind its extraordinary performances. [May 2009, p.88]- Edge Magazine
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- Critic Score
Coupling this mostly successful strategic management to a realtime 3D world is unconvincing. More than that, the places where the RTS bits meet the shooting bits exist on some weird fringe of reality, where the symbolic shorthand of tactical games clashes absurdly with the pavement-pounding veracity we've learnt to expect from open-world crime. [May 2009, p.91]- Edge Magazine
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- Critic Score
There are moments of compelling spectacle...But the stop/start intrusion of missed QTE presses hurts these moments of the game, even as the dramatic visuals start to win over the most skeptical player. [June 2009, p.95]- Edge Magazine
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Where we once observed burgers grilled with the power of rap, we now meet a policeman who doesn't like littering. All very toothless. [June 2009, p.93]- Edge Magazine
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Beneath The Dishwasher's grungy surface is an original and polished take on a genre that may yet have its best years ahead of it. [June 2009, p.96]- Edge Magazine
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More diversion than challenge, and never leads to stress. [Aug 2009, p.107]- Edge Magazine
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Burn, Zombie, Burn’s serving of arcade chaos is instantly gratifying, if a tad trivial, and its nods to deadsploitation flicks should tickle those not yet tiring of Crypt Keeper chic. [Feb 2009, p.97]- Edge Magazine
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The game effectively highlights the difference between a sandbox which facilitates player experimentation, and a game environment that only allows prescribed actions. [May 2009, p.95]- Edge Magazine
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Certainly, releasing it so close to Halo Wars suggests deliberate commercial suicide - that it’s genuinely progressive ideas will be ignored and lost as a result is a minor tragedy. [Apr 2009, p.118]- Edge Magazine
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A stunt-filled shooter in the vein (but not the league) of Stranglehold, it's a game that takes control away, reverts to how things used to be done, and judders between debilitating combat and haywire presentation. [May 2009, p.92]- Edge Magazine
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- Critic Score
A stunt-filled shooter in the vein (but not the league) of Stranglehold, it's a game that takes control away, reverts to how things used to be done, and judders between debilitating combat and haywire presentation. [May 2009, p.92]- Edge Magazine
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The most contagious thing about Echoes Of Time is its humour, and there's no shortage of intrigue and mishap in the quests to come. Nor, however, is there a surplus. [May 2009, p.96]- Edge Magazine
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- Critic Score
The most contagious thing about Echoes Of Time is its humour, and there's no shortage of intrigue and mishap in the quests to come. Nor, however, is there a surplus. [May 2009, p.96]- Edge Magazine
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- Critic Score
It's a vivid, rapid, entertaining strategy game, shot through with strikingly smart design decisions... It's problems are, inevitably, of balance. Developer EA Phenomic has accepted an impossible task - weighing all possible combinations of 200 units against one another. [May 2009, p.96]- Edge Magazine
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- Critic Score
A stunt-filled shooter in the vein (but not the league) of Stranglehold, it's a game that takes control away, reverts to how things used to be done, and judders between debilitating combat and haywire presentation. [May 2009, p.92]- Edge Magazine
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- Critic Score
The most remarkable thing is how smoothly it runs: a flawless 60 frames a second that makes any caveats about the slightly pixellated visuals disappear in the wind. [Dec 2008, p.99]- Edge Magazine
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Resistance Retribution might be shallow, but its good looks and refined controls lend a certain mesmerising pleasure to it nonetheless. [Apr 2009, p.124]- Edge Magazine
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This is a delightfully risky experiment, and the end result is pure alchemy: the blending of two fiercely traditional genres into something both unique and entirely natural. [Apr 2009, p.125]- Edge Magazine
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No other GTA has felt so trim and robust while making good the promise of a living, breathing action world. [May 2009, p.86]- Edge Magazine
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This may superficially resemble any of a dozen other DS SRPGs, but it has many twists and a clever, manipulative philosophy at heart that lifts it above the crowd. [May 2009, p.97]- Edge Magazine
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The three marathon levels might have been better broken into a series of shorter sprints, and the four-person co-op is a stressful frustration, but as a single-player score-rush, Bit.Trip Beat is mercilessly targeted to the most masochistic part of your psyche. The result is by turns infectious, delightful, and entertainingly cruel.- Edge Magazine
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It’s not even surprising,? ?despite all? ?this,? ?that Resident Evil? ?5? ?is a good game.? The surprising,? ?and sad,? ?thing about? ?Resident Evil? ?5? ?is that it feels old.- Edge Magazine
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- Critic Score
Resident Evil 5 is a good game. The surprising, and sad, thing about Resident Evil 5 is that it feels old. [Apr 2009, p.112]- Edge Magazine
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As a big joke about violent-for-the-sake of it games, MadWorld just about gets away with it. But it won't bear a repeat performance. [May 2009, p.93]- Edge Magazine
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There are some gently taxing puzzles here, and just enough variety to keep the game ticking along, but the real surprise is just how winsome Docomodake’s fungi are, each section ending with a guilelessly warm celebration of family values. [Mar 2009, p.95]- Edge Magazine
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It’s a feeling that never quite dissipates over the game’s core 15 missions, a sense of lean and focused game design which prizes the exhilarating tussle of conflict over long, drawn-out army building. [Mar 2009, p.86]- Edge Magazine
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- Critic Score
No other game takes on whole eras of combat with such a combination of respect and fetishism for the rules and wisdom of battle, and no series treats history like such a serious playground of possibilities, yet features such comic-book characters. [Apr 2009, p.114]- Edge Magazine
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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
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The left to right weaving that gave Secret Rings old-fashioned zip has been jettisoned for narrow paths, funneling you from one fight to the next. Add on-rails cart rides and regular pauses to hand rings over to local villagers and this becomes Sonic's most static adventure yet. [May 2009, p.97]- Edge Magazine