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
    • 94 Metascore
    • 80 Critic Score
    MGS4 is not the game it could have been; nor is it the game it would have been had the series grown with the benefit of hindsight; nor is it the game it should have been if you believed that early trailer. But it is faithful to its fans, its premise and its heart, delivering an experience that is, in so many ways, without equal.
    • 78 Metascore
    • 60 Critic Score
    There are just too many of the simple things wrong, and too many areas where you feel that corners have been cut rather than obsessed over. [Sept 2008, p.88]
    • Edge Magazine
    • 56 Metascore
    • 40 Critic Score
    Nevermind the sluggish movement, repetitive phrases from trainers, or ability to trap AI in combination patterns: at the most basic level, Prizefighter has suspicious collision detection and a great many gloves that clip through arms and heads. [Aug 2008, p.101]
    • Edge Magazine
    • 78 Metascore
    • 70 Critic Score
    Soul Bubbles is so enchanting, its fundamental behaviour so neatly realised, that you can forgive it being a little simple. [July 2008, p.97]
    • Edge Magazine
    • 55 Metascore
    • 40 Critic Score
    After a few hours its lack of variation, poor technical accomplishments and above all its deadening mission repetition make for a hulking disappointment. [Aug 2008, p.96]
    • Edge Magazine
    • 71 Metascore
    • 40 Critic Score
    Among its many failings one stands out as cardinal and, despite the slick presentation, simply can’t be forgiven: you never really feel in control of what’s going on. [Aug 2008, p.94]
    • Edge Magazine
    • 81 Metascore
    • 80 Critic Score
    Ninja Gaiden II is a fascinating and hugely replayable game that shows Team Ninja has a gift beyond the vast majority of developers in that genre. [Aug 2008, p.92]
    • Edge Magazine
    • 87 Metascore
    • 90 Critic Score
    A scintillating racing experience, and as a revitalisation of the Race Driver series it's utterly successful. [July 2008, p.90]
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    The game suffers from a slow start, the first six chapters indistinct and repetitive. [July 2008, p.92]
    • Edge Magazine
    • 77 Metascore
    • 40 Critic Score
    With the episodic development cycle all but demanding that structure and form be locked down in the first instalment, with content added thereafter, the series' future looks precarious at best. [June 2008, p.90]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    Lacks the genuine desire for change that the genre so desperately needs. [Aug 2008, p.95]
    • Edge Magazine
    • 55 Metascore
    • 50 Critic Score
    Haze is a distinctly unflattering addition to Playstation 3's library, embarrassingly reminiscent of the previous generation. [July 2008, p.88]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    The constant flow of new content makes it a game that will last as long as Sony’s console does – that is, if you’re prepared to make the financial investment required to maintain a song library. [Nov 2007, p.95]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    There’s a terrific immediacy to the events, too. The days are short enough to guarantee a constant hustle and bustle, and the results of the previous day’s adventuring are cunningly given after the save screen, drawing you in to the next day before you realise it. [Aug 2008, p.98]
    • Edge Magazine
    • 81 Metascore
    • 80 Critic Score
    There is a playfulness to LostWinds that will surely extend its playtime beyond the bounds of narrative. [July 2008, p.95]
    • Edge Magazine
    • 65 Metascore
    • 50 Critic Score
    TV Show King’s key problem is that each round is identical: answering five questions for points. [Aug 2008, p.101]
    • Edge Magazine
    • 69 Metascore
    • 60 Critic Score
    Tactics lacks what it needs the most, which is the seemingly limitless potential achieved by its predecessor. [Feb 2008, p.94]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    It has a masterful user interface. [July 2008, p.93]
    • Edge Magazine
    • 45 Metascore
    • 20 Critic Score
    It's a numbing piece of design. [July 2008, p.97]
    • Edge Magazine
    • 79 Metascore
    • 70 Critic Score
    For every moment of epiphany, wide-eyed with an awareness of a resolution, there's an equal number of blunderingly hapless wins, falling or jumping accidentally to new and advantageous positions. [June 2008, p.89]
    • Edge Magazine
    • 81 Metascore
    • 70 Critic Score
    For every moment of epiphany, wide-eyed with an awareness of a resolution, there's an equal number of blunderingly hapless wins, falling or jumping accidentally to new and advantageous positions. [June 2008, p.89]
    • Edge Magazine
    • 98 Metascore
    • 100 Critic Score
    Yes, there's still the freedom to cause havoc, and inevitably you do; the difference is that you're no longer impelled to toy with GTA IV's world in quite the same sadistic way - you live in it. [June 2008, p.82]
    • 98 Metascore
    • 100 Critic Score
    Yes, there's still the freedom to cause havoc, and inevitably you do; the difference is that you’re no longer impelled to toy with GTA IV's world in quite the same sadistic way - you live in it. [June 2008, p.82]
    • 82 Metascore
    • 60 Critic Score
    Having sacrificed racing integrity in "Double Dash" to side with social silliness, Nintendo has turned 180 degrees into an awkward halfway house. [May 2008, p.86]
    • Edge Magazine
    • 88 Metascore
    • 80 Critic Score
    When control is wrested from the narrative, the action mechanics are deep and interesting, making unique use of both of the DS screens at once. [May 2008, p.94]
    • 60 Metascore
    • 30 Critic Score
    This recurrent rehash is branding to serve the genre, and of little benefit to Poke-fans. [Sept 2008, p.96]
    • Edge Magazine
    • 59 Metascore
    • 30 Critic Score
    This recurrent rehash is branding to serve the genre, and of little benefit to Poke-fans. [Sept 2008, p.96]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    There's a lot of replay value and unlockables to go with a lot of shooting; it's a welcome blast from the 16bit days. [July 2008, p.98]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    As much as Gran Turismo TV and its frontend might push Prologue toward being a multimedia experience, the actual racing has become more of a game - a little less clinical, a little more diverse and characterful. [June 2008, p.88]
    • Edge Magazine
    • 50 Metascore
    • 50 Critic Score
    The only area in which the game satisfyingly realises the twisted ideas is in mental ailments. [July 2008, p.96]
    • Edge Magazine

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