Edge Magazine's Scores

  • Games
For 4,015 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:
4015 game reviews
    • 69 Metascore
    • 50 Critic Score
    The thrills are just too short-lived, and it simply doesn't stand up as a more boisterous alternative to the razor-sharp focus and freshness of "Project 8" on 360. [Jan 2007, p.83]
    • Edge Magazine
    • 86 Metascore
    • 70 Critic Score
    As a launch title, Resistance proves itself to be a crisp and powerful piece of software, but not quite as robust a videogame. [Jan 2007, p.68]
    • Edge Magazine
    • 55 Metascore
    • 50 Critic Score
    It's certainly got strong production in its favour, but needs better direction - what's been gained in grunt and intensity has been lost in terms of poise and refinement, resulting in an uncomfortable middle ground between truly outrageous action and the disciplined choreography of the original. [Jan 2007, p.74]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    A party game collection for which you have to work far too hard to get much of a chance to party. [Jan 2007, p.82]
    • Edge Magazine
    • 73 Metascore
    • 60 Critic Score
    For all the atmospheric window-dressing, it doesn't extend its reach beyond competent familiarity. [Jan 2007, p.85]
    • Edge Magazine
    • 80 Metascore
    • 60 Critic Score
    Engaging, absorbing. [Jan 2007, p.79]
    • Edge Magazine
    • 88 Metascore
    • 80 Critic Score
    Aside from a very few niggling discrepancies, it’s an almost flawless experience – one which, having demanded a heavy investment of both time and thought, richly pays off. [Christmas 2006, p.83]
    • Edge Magazine
    • 81 Metascore
    • 60 Critic Score
    A workmanlike effort. [Jan 2007, p.78]
    • Edge Magazine
    • 78 Metascore
    • 60 Critic Score
    It now feels in need of a shake up to make it bounce back instead of producing yet another diminished return. [Jan 2007, p.75]
    • Edge Magazine
    • 53 Metascore
    • 50 Critic Score
    Some will still find DOAX 2 to be a soothingly directionless or charmingly goofy, a game that feels numbingly pointless when treated like other games. But if this is you second visit to Zack Island, you may well find yourself wasting fewer hours than expected. [Feb 2007, p.79]
    • Edge Magazine
    • 84 Metascore
    • 70 Critic Score
    Rich with charm, ingenuity, artistry and genuine delight. [Jan 2007, p.77]
    • Edge Magazine
    • 94 Metascore
    • 80 Critic Score
    But for all the excellence on show, there's no shaking the sense that this is a game that does everything that was asked of it, but nothing more. [Christmas 2006, p.72]
    • Edge Magazine
    • 74 Metascore
    • 80 Critic Score
    It demands persistence on the part of the player to uncover its inner workings, but when you do start to move in tandem, it's an undeniably exhilaratnig dance. [Oct 2006, p.86]
    • Edge Magazine
    • 82 Metascore
    • 70 Critic Score
    This serves well as a third chapter, conscripting much of what has gone before while upping the testosterone and providing some glamorous distractions to pry your attention away from how little control you actually have over events. [Christmas 2006, p.81]
    • Edge Magazine
    • 81 Metascore
    • 80 Critic Score
    A revitalisation of the very spirit that made the franchise a success. Finally, it’s time to stop asking where next for the series, and to start savouring where Project 8 has taken it. [Christmas 2006, p.78]
    • Edge Magazine
    • 92 Metascore
    • 80 Critic Score
    The overall impression Guitar Hero II leaves, particularly in light of its multiformat future and MTV's investment in Harmonix, is that it’s ceased to be a stand-alone game, and is now a platform in its own right. [Christmas 2006, p.86]
    • Edge Magazine
    • 81 Metascore
    • 60 Critic Score
    Memories of Mizuguchi's original may hold more value than anything offered here, making for an unusual proposition. Highly enjoyable as it is, Lumines II is tough to recommend. [Christmas 2006, p.89]
    • Edge Magazine
    • 87 Metascore
    • 70 Critic Score
    It's the music that's important here, and Elite Beat Agents delivers. [Jan 2007, p.86]
    • Edge Magazine
    • 70 Metascore
    • 40 Critic Score
    Each of the areas you’ll traverse in Scurge feel like they’ve simply had a box of random enemies shaken into it, all making a sudden focused beeline toward you the minute you set foot in the room. [Nov 2006, p.92]
    • Edge Magazine
    • 92 Metascore
    • 90 Critic Score
    A work of progressive genius that hauls its staid genre up by the bootstraps and takes its place alongside the WOWs and Oblivions of this world. It's altogether too good to be true. [Christmas 2006, p.74]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    There’s scope to build everything from a two-hour co-op dungeon crawl to a 100-hour purple-prosed epic. It’s that breadth that makes NN2 as much of an essential purchase as genre fans could ask for. [Christmas 2006, p.88]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    A couple of murderous boss battles spike the difficulty level during the second half, but what occurs for the most part is a largely cyclical, if inspired and infectious routine. [Dec 2006, p.83]
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    Need For Speed seems like it would benefit from choosing a priority to stick to: be either a rowdy pursuit rampage or a lustrous street racer unbothered by traffic or law enforcement, as mixing both can leave it feeling much less than the sum of its generously many parts. [Christmas 2006, p.89]
    • Edge Magazine
    • 86 Metascore
    • 70 Critic Score
    For those who favour Vice City above all else from GTA's back catalogue, it's the perfect 80's revival: a chance to live in the past, and love it. [Christmas 2006, p.80]
    • Edge Magazine
    • 64 Metascore
    • 60 Critic Score
    For a game that trades a competitive level of complexity for more instant action-based appeal, it needs to be slicker in its presentation and explanations. [Jan 2007, p.80]
    • Edge Magazine
    • 72 Metascore
    • 70 Critic Score
    Sareth’s adventure does tire, however, during later moments when the game leaves you with neither an objective nor waypoint, but instead an arduous hunt for the next NPC trigger or gateway. [Christmas 2006, p.84]
    • Edge Magazine
    • 50 Metascore
    • 30 Critic Score
    The tactical elements are actually quite clever – grabbing enemies will bait the police into cowering submission – but it soon transpires that this is the game's one good idea. [Nov 2006, p.87]
    • Edge Magazine
    • 73 Metascore
    • 70 Critic Score
    What it lacks in tactical depth, it returns doubly so in its offbeat charm whether through the crackpot mutterings of its cast of characters or its increasingly nontraditional modern-day island locales. [Oct 2006, p.93]
    • Edge Magazine
    • 55 Metascore
    • 40 Critic Score
    With the exceptions of deplorably bad cutscenes and haphazard signposting, there are few significant flaws here that a steadier gestation couldn’t have resolved. [Aug 2006, p.90]
    • Edge Magazine
    • 81 Metascore
    • 60 Critic Score
    The comic hit rate is lower here than you might have hoped for, but Telltale shows a commendable knowledge of when to simply emulate the Sam & Max of old and when to move forward. [Dec 2006, p.89]
    • Edge Magazine

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