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
    • 76 Metascore
    • 60 Critic Score
    Gearbox has made a game that is stable and complete, if hugely unrefined in places, with an under-exploited but sound core of tactical squad combat. [Nov 2008, p.93]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    The pleasure of launching into a panoramic, dolly-zoomed abyss and triggering an implausible series of aerial gymnastics is as primal a thrill as it ever was. [Nov 2008, p.102]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    It’s through the internet, however, that Buzz! refreshes its familiar format; strengths and weaknesses alike. [Aug 2008, p.99]
    • Edge Magazine
    • 74 Metascore
    • 40 Critic Score
    Too brainless for adults, and increasingly too frustrating and needlessly obtuse for children, Lego Batman makes the simplest mistake any franchise title can: it serves the licence, and nobody else. [Dec 2008, p.89]
    • Edge Magazine
    • 64 Metascore
    • 60 Critic Score
    While Time Hollow fills a Phoenix Wright-shaped hole in our lives, we do prefer our chaos theory a little less tidy. [Apr 2009, p.123]
    • Edge Magazine
    • 79 Metascore
    • 60 Critic Score
    Katauri's strategy RPG is a compulsive thing. (…) The game hooks the player to a drip-feed of demands that proves difficult to unplug. [Feb 2009, p.94]
    • Edge Magazine
    • 65 Metascore
    • 50 Critic Score
    Players are in danger of slipping in to a meditative trance from sustained focus on the undulating, serpentine ribbon of dirt that their vehicle consumes. Hypnotic, perhaps, but not especially compelling. [Dec 2008, p.93]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    In a world of family-friendly games whose desire to appeal to all makes them feel wishy-washy, it's a welcome splash of colour. [Nov 2008, p.98]
    • Edge Magazine
    • 78 Metascore
    • 60 Critic Score
    Nintendo is famed for sprinkling around mechanics other developers would build entire games on, but here the effect is quite irritating. [Oct 2008, p.97]
    • Edge Magazine
    • 86 Metascore
    • 70 Critic Score
    The strongest MMO launch for a long while, and the genre’s deftest ever take on PVP – but its appeal may yet prove too narrow. [Christmas 2008, p.93]
    • Edge Magazine
    • 73 Metascore
    • 50 Critic Score
    If you take a player to the extremes of in-game power, giving them the equivalent of a god mode against standard enemies, how can that be turned into something more engaging than a temporary plaything? [Nov 2008, p.90]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    In the big dumb act of blowing its extraordinary world to kingdom come, Crysis finds itself smarter than ever. [Nov 2008, p.97]
    • Edge Magazine
    • 59 Metascore
    • 50 Critic Score
    One of the most robust online community setups to grace Nintendo’s handheld, enabling users to link the DS game to a web profile, where they can browse and queue tracks for later download. [Dec 2008, p.99]
    • Edge Magazine
    • 80 Metascore
    • 80 Critic Score
    While the mechanics are well worn by subsequent Quest dabbling, the narrative structure remains an interesting premise to this day. [Oct 2008, p.100]
    • Edge Magazine
    • 64 Metascore
    • 70 Critic Score
    For players who have dismissed the mech genre in general and Armored Core in particular as requiring too much effort for too little reward, For Answer could offer a compelling reason to dabble. [Jan 2009, p.94]
    • Edge Magazine
    • 71 Metascore
    • 70 Critic Score
    The slower, more deliberate pace and the hefty fine levied by missed throws and counters may initially confuse those expecting Guilty Fear in a new set of clothes, but ultimately provides a smoother learning curve and a more welcoming experience for new players. [Sept 2008, p.94]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    As easy to misunderstand as it is to break, it again turns the best and worse of PC gaming into something extraordinary. [Oct 2008, p.94]
    • Edge Magazine
    • 92 Metascore
    • 90 Critic Score
    By polishing away blemishes, Rock Band 2 carefully improves on its predecessor. Those expecting the likes of music-making functionality perhaps aren’t quite on Rock Band’s wavelength, which is about performance, not creativity. [Dec 2008, p.85]
    • Edge Magazine
    • 77 Metascore
    • 80 Critic Score
    Its flaws are downplayed in the context of its range, its humour, its oddities, and its alternately psychopathic and pandering NPCs. It's as unusual as it is conventional. [Nov 2008, p.99]
    • Edge Magazine
    • 82 Metascore
    • 70 Critic Score
    If Pocket Paradise makes you want to throw it against something, though, it’s only because it succeeds in making gardening compulsive. [Oct 2008, p.96]
    • Edge Magazine
    • 84 Metascore
    • 70 Critic Score
    Something as transcendent and overwhelming as the game we hoped for – the infinite, mind-boggling space odyssey suggested so early on – doesn’t sell expansion packs. It doesn’t fit on to iPhone. It doesn’t fill the vacuum left by The Sims. [Nov 2008, p.88]
    • Edge Magazine
    • 53 Metascore
    • 30 Critic Score
    Facebreaker is vacuous, its interface without flair and its novelties without purpose beyond littering the boards at Gamefaqs. [Oct 2008, p.95]
    • Edge Magazine
    • 68 Metascore
    • 60 Critic Score
    The game’s ambition reaches further than perhaps its budget could reach, thus failing to either deliver or explore its ideas as they were no doubt envisioned. [Nov 2008, p.95]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    A sequel with a suitably Darwinian focus on simple refinement. [Nov 2008, p.100]
    • Edge Magazine
    • 72 Metascore
    • 60 Critic Score
    The good news for fans of 2005’s Playground Of Destruction is that Mercenaries remains an absolute blast. [Nov 2008, p.92]
    • Edge Magazine
    • 82 Metascore
    • 70 Critic Score
    If you were that kid who was pulled away from the TMNT cabinets by an angry mum, who couldn’t wait for Golden Axe to appear on a home console, and who played Streets Of Rage 2 over and over, Castle Crashers is for you. [Nov 2008, p.103]
    • Edge Magazine
    • 79 Metascore
    • 80 Critic Score
    Its characters may initially seem to be lazy stereotypes, but they soon blossom into something deeper, thanks to intelligent writing and uncommonly naturalistic acting. [Dec 2008, p.97]
    • Edge Magazine
    • 78 Metascore
    • 80 Critic Score
    That Disgaea 3 is perhaps the finest of its self-referential and casually wicked yarns, is almost an irrelevance. We’ve got numbers to think about. [Dec 2008, p.97]
    • Edge Magazine
    • 71 Metascore
    • 70 Critic Score
    In spite of its commitment to a single brand, Ferrari Challenge is rich in content for those prepared to navigate its obtuse structure. [Aug 2008, p.97]
    • Edge Magazine
    • 76 Metascore
    • 80 Critic Score
    Insomniac has stripped away every inch of slack, delivering a consistently entertaining title where platforming nestles tightly against puzzle solving and hugs shooting sections. [Oct 2008, p.102]
    • Edge Magazine

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