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
Unless you possess a particular zeal for collecting and upgrading slightly different weapons, the familiarity of slicing through yet another batch of spawning creatures soon grinds way at the thin gameplay. [June 2009, p.97]- Edge Magazine
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- Critic Score
But without the first game’s ambiguities,? ?a sense of humour or even an ounce of? ?intrigue,? ?its story stinks.? ?It’s so slight you could play the levels in random order to? ?little ill-effect,? ?and it assumes knowledge of everything and everyone,? ?not once recognising the real-world echoes of its premise:? ?an allied invasion of an enemy? ?the allies themselves created.?- Edge Magazine
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- Critic Score
At a time when science fiction has never been handled with more vim and vigour, Star Ocean threatens to miss out on all the fun of the genre resurgence through its total lack of ambition. [June 2009, p.92]- Edge Magazine
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- Critic Score
Shellshock 2 is a scandalous FPS made with no apparent knowledge of the genre, little but contempt for its audience, and few tools beyond a spluttering engine and a hammer. [Apr 2009, p.116]- Edge Magazine
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- 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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- 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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- Critic Score
Relic seems afraid to let any of its ideas meaningfully vary your experience, in case the result isn’t as satisfying as the scenario it has clearly tested so well. [Apr 2009, p.119]- Edge Magazine
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- Critic Score
Race Pro engages like few driving titles manage, even if the driving model doesn’t quite meet the standards of the most advanced PC sim-racers such as Live For Speed. [Mar 2009, p.88]- Edge Magazine
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- Critic Score
Prinny sabotages the player's platforming with unsympathetic controls. [Aug 2009, p.106]- Edge Magazine
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- Critic Score
Seasoned with tragedy and humour, it’s a poignant tale that courts cliché but which, thanks to its charm and creative twists on well-worn themes, represents one of the narrative high points of the series. [Apr 2009, p.123]- Edge Magazine
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- Critic Score
The beginning is a sensible place to start, but rest assured, it gets much, much better. [Feb 2009, p.91]- Edge Magazine
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- Critic Score
If it is slight, then Flower compensates by being a very rare experience, both in terms of subject matter and the visual splendour with which it has been executed. [Mar 2009, p.94]- Edge Magazine
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- Critic Score
"Killzone 2" has the technology and spectacle; FEAR 2 has class, direction and a most mischievous sense of humour – and technology and spectacle. [Mar 2009, p.84]- Edge Magazine
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- Critic Score
It’s one of the happiest pieces of software ever released, constantly throwing tunes, trinkets and new tricks at the player simply to amuse them. [Jan 2009, p.93]- Edge Magazine
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- Critic Score
It’s difficult to be too nitpicky about one of the most flat-out entertaining games of recent times. Overkill resurrects an old franchise as anything but a shambling corpse, and raises the bar for third party production values on this generation’s best-selling console. [Mar 2009, p.89]- Edge Magazine
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- Critic Score
This actual action is not rendered with nearly half the imagination or proficiency as the premise offers – and six hours of Remote-induced carpal tunnel syndrome and grim boss-battling overstay their welcome. [Mar 2009, p.91]- Edge Magazine
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- Critic Score
Lit is consistently rewarding for its duration, the lack of handholding and clue-giving heightening the thrill of finding a solution, regardless of whether it was thought through or merely stumbled upon in the dark. [Christmas 2009, p.100]- Edge Magazine
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- Critic Score
The simple Remote application – flicks to activate instant takedowns – is one of many wise steps taken away from the convoluted mechanics weighing down other current-gen entries. [Mar 2009, p.93]- Edge Magazine
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- Critic Score
The majority of insights are lost in a flood of banal dialogue and sluggish, shallow puzzles. [Aug 2009, p.107]- Edge Magazine
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- Critic Score
The flash and gore are toned down, and the henchmen never get any smarter, but that bond with the protagonist – and that investment in his salvation – make the whole game worthwhile. [Apr 2009, p.117]- Edge Magazine
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- Critic Score
The flash and gore are toned down, and the henchmen never get any smarter, but that bond with the protagonist – and that investment in his salvation – make the whole game worthwhile. [Apr 2009, p.117]- Edge Magazine
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- Critic Score
The fact that Arkedo has made such a simple gimmick work as well as it does over a longer distance is a testament to the developer’s skills at providing cheerfully mindless variety. [Feb 2009, p.95]- Edge Magazine
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- Critic Score
Black Box’s sequel ultimately struggles to offer any single compelling justification for its own existence. [Feb 2009, p.93]- Edge Magazine
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- Critic Score
Black Box’s sequel ultimately struggles to offer any single compelling justification for its own existence. [Feb 2009, p.93]- Edge Magazine
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- Critic Score
While it lasts, it’s one of the better platformers available on XBLA, and the inability to die and general ease of progression make it ideal for very young gamers. [Mar 2009, p.92]- Edge Magazine
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- Critic Score
With only the graphical layer receiving much attention it lacks the necessary breadth and depth to elevate itself far beyond the status of nostalgic curio. [Jan 2009, p.97]- Edge Magazine
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- Critic Score
Trying to balance the ceaseless button-mashing with the necessary manual camera tweaking is a bad joke, and often leaves you slashing just out of view and hoping for the best. [Mar 2009, p.93]- Edge Magazine
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- Critic Score
Could allowing complete freedom to draw support sharply designed puzzles? Mid-way through the completed game’s 80-plus levels, you’ll still be wondering. [Mar 2009, p.94]- Edge Magazine
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- Critic Score
An unpretentious blast of good-humoured bedlam – well-pitched towards the five-minute attention spans served by fellow PSN title Calling All Cars. [Jan 2009, p.94]- Edge Magazine
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- Critic Score
Die-hard roleplaying game fans might have shrugged off its technical flaws and turgid combat if only the story had a pay-off. But instead of a tragic hero, Jason’s a dud. [Feb 2009, p.86]- Edge Magazine