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
    • 72 Metascore
    • 70 Critic Score
    A Frankenstein’s monster that actually works. Its mind is sound, its looks beautiful, its sutures invisible and its stolen parts functional in all the intended ways. It has no soul, of course, nor distinct personality, but that’s the nature of the beast. [May 2008, p.88]
    • Edge Magazine
    • 68 Metascore
    • 60 Critic Score
    Viking’s shortfalls just seem so peculiar when compared to the surging competency of its strengths. [May 2008, p.90]
    • Edge Magazine
    • 65 Metascore
    • 70 Critic Score
    Opoona has enough character that, combined with its innovative combat and leisurely pace through an interesting world, it is comfortably its own experience. [June 2008, p.93]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    Team Ninja's finest, most intelligent game since Ninja Gaiden Black, it leaves high hopes for the imminent 360 sequel. [June 2008, p.92]
    • Edge Magazine
    • 83 Metascore
    • 60 Critic Score
    Crisis Core gets arguably the most important thing right: its story is often expertly engineered and delivered, and despite the odd misstep (Genesis becomes especially tiresome as the game wears on) is some achievement in itself. [June 2008, p.86]
    • Edge Magazine
    • 67 Metascore
    • 70 Critic Score
    Sega Superstars Tennis is well-crafted, lovingly garish, and it plays a solid game. [Apr 2008, p.97]
    • Edge Magazine
    • 81 Metascore
    • 70 Critic Score
    With "Denied Ops" dropping the Conflict ball and "Call Of Duty 4"’s snappy splendour drowning any tactical sense, it’s a likeable and distracting continuation, but one that won’t be difficult to usurp. [Apr 2008, p.90]
    • Edge Magazine
    • 80 Metascore
    • 50 Critic Score
    It’s too fantastical, its violence occurring anywhere and everywhere to ever-decreasing effect. [Apr 2008, p.88]
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    In quests played with up to three friends the experience improves, but the game does nothing clever, original or compelling enough to recommend local questing over MMOs. [May 2008, p.95]
    • Edge Magazine
    • 55 Metascore
    • 30 Critic Score
    Puzzles are of the ‘give doughnut to the doughnut-desiring character’ variety, rarely extending beyond chores. [May 2008, p.97]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    Aside from the occasional hiccup with collision detection, and some uninspired boss battles, Nanostray 2 does enough to gain an honourable mention in the genre. [May 2008, p.98]
    • Edge Magazine
    • 93 Metascore
    • 90 Critic Score
    Super Smash Bros is a series that has often been unfairly derided as button-mashing, largely thanks to its surface sheen of cutesy characters, but it has one of the most enduringly innovative and deep systems of any fighter. [Apr 2008, p.84]
    • Edge Magazine
    • 72 Metascore
    • 40 Critic Score
    Army Of Two is relatively straightforward thirdperson shooter, focused on large-scale skirmishes and the dynamics of a two-man team. It’s serviceable enough in some regards. [Apr 2008, p.91]
    • Edge Magazine
    • 57 Metascore
    • 40 Critic Score
    That it feels so leaden despite its busyness, and fails to ignite despite all its gunpowder, is impossible to ignore. [May 2008, p.99]
    • Edge Magazine
    • 91 Metascore
    • 70 Critic Score
    At the halfway mark, Chains is so tremendous, striking an almost perfect beat of difficulty spikes, weapon upgrades and stupendous visual reveals, that you have to question its endurance. And, sadly, it flounders right on cue. [Apr 2008, p.92]
    • Edge Magazine
    • 78 Metascore
    • 80 Critic Score
    In terms of the game’s central challenge, it excels at dividing the player’s attention between ambitions for continuous expansion and the manual maintenance of the empire as it stands. [Sept 2007, p.97]
    • Edge Magazine
    • 55 Metascore
    • 40 Critic Score
    It all feels like a bit of a hassle, and that, presumably, is not the message the WWF would like to convey about saving the environment. [May 2008, p.98]
    • Edge Magazine
    • 69 Metascore
    • 60 Critic Score
    Shiren The Wanderer still has its own charm and deep and lasting individual value that, for all its abstract irritations, surpasses many more modern gaming experiences. [May 2008, p.96]
    • Edge Magazine
    • 42 Metascore
    • 30 Critic Score
    While the likes of Call Of Duty 4 and Halo have made console joypads feel snappy and responsive enough to challenge the PC mouse and keyboard, Turning Point has sloppily regressed the cause by a few years. [May 2008, p.93]
    • Edge Magazine
    • 55 Metascore
    • 30 Critic Score
    Lost feels truncated to the extreme, a grand tutorial to island living violently cut off when the credits roll after four hours. [Apr 2008, p.93]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    The level of personality in the Patapons and their world makes up for any disappointments - and your involvement in their story becomes huge. [Mar 2008, p.99]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    The levels can sometimes feel artificial and depopulated, the game neither recreating sprawling, unrelenting conflict, nor managing to suggest a greater world through the controlled cinema of more linear shooters. [Mar 2008, p.94]
    • Edge Magazine
    • 53 Metascore
    • 40 Critic Score
    Mission design feels particularly lazy this time round, Locomotive seemingly jotting down amusing cutscene scenarios before finding tenuous ways of tying ‘destroy this’ or ‘abduct that’ tasks to the constant stream of ooh-er references to ‘big willies’ and ‘meat’ in the dialogue. [May 2008, p.97]
    • Edge Magazine
    • 72 Metascore
    • 70 Critic Score
    Underneath the mundane masculinity and grimy gun-toting clichés lies a heavily structured and well-considered score-attack game – one that’s worth excavating for all the short-lived interest it holds. [Feb 2008, p.88]
    • Edge Magazine
    • 76 Metascore
    • 70 Critic Score
    Underneath the mundane masculinity and grimy gun-toting clichés lies a heavily structured and well-considered score-attack game – one that’s worth excavating for all the short-lived interest it holds. [Feb 2008, p.88]
    • Edge Magazine
    • 67 Metascore
    • 70 Critic Score
    Underneath the mundane masculinity and grimy gun-toting clichés lies a heavily structured and well-considered score-attack game – one that’s worth excavating for all the short-lived interest it holds. [Feb 2008, p.88]
    • Edge Magazine
    • 78 Metascore
    • 60 Critic Score
    Yes, Justice’s new shriek adds a new trick to his repertoire, but besides this and a few new touchscreen forensic gizmos, this there is little change from the GBA ports. [Apr 2008, p.95]
    • Edge Magazine
    • 59 Metascore
    • 70 Critic Score
    This is revitalisation, a fresh surge of life for the long-serving warhorse. By any typical measure of gaming it's not grand advance, but for those whose fingers have long been drilled by the brawls of Koei's sprawling riots, it's as worthwhile and frenzied as it's ever been. [Mar 2008, p.96]
    • Edge Magazine
    • 52 Metascore
    • 50 Critic Score
    Fundamentally, combat feels feeble and insubstantial - partly out of aesthetic failure to convey power, but mostly out of a design choice to limit the effectivness of your weaponry (see 'Gun Damn'). [Mar 2008, p.95]
    • Edge Magazine
    • 82 Metascore
    • 70 Critic Score
    Sure, it’s another great instalment of Wipeout, but under the gloss it’s little more. [Dec 2007, p.90]
    • Edge Magazine

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