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
    • 78 Metascore
    • 60 Critic Score
    Though the setting is clichéd and you’ll have experienced all the tricks Frictional has pulled to construct Black Plague’s menacing atmosphere before (echoed voices, bestial groans, oppressive shadows, flickering lights), they’re highly effective. [Apr 2008, p.96]
    • Edge Magazine
    • 78 Metascore
    • 70 Critic Score
    Lost Odyssey contains some of the most tender writing ever committed to a videogame. [Apr 2008, p.86]
    • Edge Magazine
    • 85 Metascore
    • 70 Critic Score
    There are lots of puzzles, a fun environment to tootle around in, and little to dislike. Utterly charming. [Apr 2008, p.95]
    • Edge Magazine
    • 67 Metascore
    • 50 Critic Score
    The sad fact is that this combat mostly fails to ignite interest, and combined with its cruel difficulty spikes, occasional glitches and a severe differential in graphical quality between 360 and PS3 versions (the latter losing out), Turok's strong contextualisation and smattering of brave ideas get buried. [Mar 2008, p.92]
    • Edge Magazine
    • 69 Metascore
    • 50 Critic Score
    The sad fact is that this combat mostly fails to ignite interest, and combined with its cruel difficulty spikes, occasional glitches and a severe differential in graphical quality between 360 and PS3 versions (the latter losing out), Turok's strong contextualisation and smattering of brave ideas get buried. [Mar 2008, p.92]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    DMC4 is not the grotesque misstep it so easily could have been. DMC4 is hardcore. [Mar 2008, p.90]
    • 58 Metascore
    • 30 Critic Score
    With juddering 3D that loses all of Altair's beautiful and intuitive movement, and inflicting a multitude of cheap deaths, this crude chapter neither comes close to emulating original's successes nor utilises the hardware's specific capabilities. [June 2008, p.95]
    • Edge Magazine
    • 87 Metascore
    • 80 Critic Score
    Sins is undoubtedly a unique achievement, unifying realtime battle and empirical strategy where others have only managed to offer them as separate components. [Apr 2008, p.94]
    • Edge Magazine
    • 73 Metascore
    • 60 Critic Score
    Far from perfect but enduringly hard to dislike. [Dec 2007, p.95]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    Having moved up an entire notch from inaugural title "Racers," the PixelJunk brand is becoming one of PSN's most promising and confident niches. [Mar 2008, p.101]
    • Edge Magazine
    • 88 Metascore
    • 90 Critic Score
    Paradise loops its action into an endless rush, the possibilities, for arcade racing and battle enthusiasts alike, increasing with every hour. It’s hard not to see it as the birth of a new era, but in truth it might be the last Burnout you ever need. [Feb 2008, p.86]
    • Edge Magazine
    • 87 Metascore
    • 90 Critic Score
    Paradise loops its action into an endless rush, the possibilities, for arcade racing and battle enthusiasts alike, increasing with every hour. It’s hard not to see it as the birth of a new era, but in truth it might be the last Burnout you ever need. [Feb 2008, p.86]
    • Edge Magazine
    • 83 Metascore
    • 90 Critic Score
    It can be a little basic in places, and it isn’t a ‘paradigm shift’ in any sense, but it is proof that games can love their roots and use the quality of being a ‘game’ to give form to their stories – and excel at it. [Feb 2008, p.90]
    • 72 Metascore
    • 70 Critic Score
    Arika reminds us that so little of our gaming relaxation time is actually spent relaxing, making this a healthy diversion that deserves recognition. [Jan 2008, p.88]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    The same game you've been playing for seven years - or perhaps even longer. And for that it's a thorough success. [Mar 2008, p.97]
    • Edge Magazine
    • 72 Metascore
    • 60 Critic Score
    What Omega Five lacks in purity, it gains in bombast. [Mar 2008, p.102]
    • Edge Magazine
    • 55 Metascore
    • 40 Critic Score
    For most players there's just not enough here to hold any prolonged interest. [Mar 2008, p.100]
    • Edge Magazine
    • 69 Metascore
    • 60 Critic Score
    What it adds to the original formula is essentially redundant, and everything it does that is successful was already in place in the original. [Feb 2008, p.93]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    Irrespective of talent, taste, spare time or even online connectivity, it has something for anyone with even a tingle in their trigger finger. [Jan 2008, p.78]
    • Edge Magazine
    • 56 Metascore
    • 40 Critic Score
    Blacksite is a thoroughly unexceptional title for which unrealistic promises were made, and one that is further let down by a wide assortment of bugs and design issues. [Jan 2008, p.83]
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    Takes great pride in its science-fiction absurdities and provides a genuinely entertaining skirmish game for those who still hanker for the base-building battles of old. [Feb 2008, p.94]
    • Edge Magazine
    • 71 Metascore
    • 60 Critic Score
    With just one area to mess about with – and doubtless more to come – it currently feels more seed than flower. [Feb 2008, p.95]
    • Edge Magazine
    • 62 Metascore
    • 50 Critic Score
    Where there was charm and artistry in the old designs, choosing to detail those basic representations rather than reimagining them makes the look of the new game too generic by far. [Feb 2008, p.95]
    • Edge Magazine
    • 91 Metascore
    • 70 Critic Score
    Mass Effect is still enjoyable enough to warrant 24 hours of play (completion with sub-missions), and the stops it makes en route are visually stunning. It just doesn’t find what it goes looking for: the myth and exotica to accurately follow Star Wars. [Christmas 2007, p.86]
    • Edge Magazine
    • 92 Metascore
    • 90 Critic Score
    Minor gripes aside, Rock Band with four players in the same room is quite something to be a part of, a game not only an evolution of the genre but of the social side of gaming itself. [Jan 2008, p.80]
    • Edge Magazine
    • 69 Metascore
    • 60 Critic Score
    While many players will tire of the gamelong before its last secrets are handed out, its simplicity makes it a strangely compelling experience. [Jan 2008, p.87]
    • Edge Magazine
    • 52 Metascore
    • 20 Critic Score
    An unrewarding trudge that doesn’t have any ideas beyond the most primitive. [Feb 2008, p.97]
    • Edge Magazine
    • 81 Metascore
    • 60 Critic Score
    The solid presentation and well-adjusted linear flow of the game make it simple, if mindless, fun. [Jan 2008, p.85]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    At its worst, however, Galaxies has some big problems. The biggest is that it is remarkably fond of spawning enemies behind your ship too quickly for you to move away... It can be incredibly annoying – enough, in fact, to slightly taint the whole experience. [Feb 2008, p.92]
    • Edge Magazine
    • 60 Metascore
    • 50 Critic Score
    While the arcade version of the game (included here in its entirety) is not without serious flaws, this interpretation exacerbates those that exist and throws in significant new ones. [Jan 2008, p.87]
    • Edge Magazine

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