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
    • 92 Metascore
    • 90 Critic Score
    There's a remarkable consistency to the design even as the levels gets steadily bolder until, after hovering vacuums, teleporters, and levers that freeze time, Simogo throws in a climactic boss battle that is as nerve-wracking as it is joyous. It's a compliment to say that Beat Sneak Bandit feels like a Rhythm Tengoku minigame taken to its logical extreme; it's constructed with a precision and a sense of mischief – and, in its final surprise, a generosity of spirit - that echoes the best work of the WarioWare team.
    • 76 Metascore
    • 60 Critic Score
    It's a pity that Remedy seems intent on making you eat your soggy story vegetables before tucking into American Nightmare's only real confection.
    • 78 Metascore
    • 80 Critic Score
    Packed with detail, both in terms of its environments and mechanics, this is a game that pays back investment in spades. [March 2012, p.122]
    • 52 Metascore
    • 70 Critic Score
    NeverDead's heart is in the right place: committed to entertaining you, no matter the cost - even if it means losing your head a few too many times along the way. [March 2012, p.120]
    • tbd Metascore
    • 70 Critic Score
    With both real-time and turn-based flavours of haphazard carnage on offer, Glitch Tank is willing to mess with your brain at a variety of speeds. Michael Brough's certainly given iPad owners something to think about, then – even if few will have the patience and foresight to feel truly comfortable on this strange new playing field.
    • 80 Metascore
    • 70 Critic Score
    A brave game in many ways, then, but above all, an enjoyable one.
    • tbd Metascore
    • 50 Critic Score
    AWESOME Land's harder across the board, actually, but its slightly naff virtual controls work better than expected, and the checkpoint placement isn't unduly sadistic. It's difficult, at times, to tell whether FreakZone's pitched this as parody or homage, but take it as the latter, and you'll have a fairly good couple of hours with it.
    • 71 Metascore
    • 50 Critic Score
    This is a freemium game, masquerading as a paid download.
    • 54 Metascore
    • 60 Critic Score
    As a proof of concept, Reality Fighters is convincing, but it's sub-par as a high-priced fighting game, trailing the competition and offering novelty in place of substance.
    • 76 Metascore
    • 70 Critic Score
    Unadventurous Everybody's Golf may be, but it's wonderfully executed, and its presence at Vita's launch is welcome. With their endlessly smiling characters, cheery J-tunes and bright skies, Everybody's Golf titles are the best Nintendo-esque games a Sony console has ever seen, and this latest iteration is no exception.
    • 57 Metascore
    • 50 Critic Score
    Little Deviants' real problem is simple: it's not moreish, and its challenges fail to reveal the kinds of nuance on the second and third tries that will have you refining strategies and aiming to better scores. Without that incentive to return, you're unlikely to.
    • 79 Metascore
    • 80 Critic Score
    Yes, Wipeout 2048 conjures a less fanciful racing grid than we've seen previously, and it's also a less immaculate, less finessed racer than the home console iterations of the series we've played down the years. Instead, it's an attempt to try something new on the newest of platforms. While it may not offer something for everyone, when it flies, it soars.
    • 80 Metascore
    • 70 Critic Score
    There's also the beauty of Uncharted's exotic locales, which act as a great showcase for Vita's astonishing display. And even if Golden Abyss starred a power-armoured space marine fighting his way across the cardboard-box planet, it would still be a robust thirdperson shooter, the likes of which we've simply never seen on a handheld. The core Uncharted experience is still here, in other words. It's stripped a little bare, but it's just about enough.
    • 70 Metascore
    • 50 Critic Score
    Gesture recognition is loose and forgiving, and it makes no attempt to suggest Kinect's genuinely interpreting every movement. Instead, each manoeuvre feels like the empty-handed equivalent of pushing a button – albeit a button that tends to idle a little before it triggers anything.
    • 59 Metascore
    • 40 Critic Score
    The first Flipper wasn't a great piece of work, necessarily, but it had its own agenda and was powered by some pleasantly esoteric coding. The sequel, wonky and compromised, can't even claim that honour.
    • 83 Metascore
    • 90 Critic Score
    Complex but accessible, inventive yet familiar, a game that has gripped browser windows is every bit as troublingly addictive in the palm of your hand.
    • 80 Metascore
    • 60 Critic Score
    Amalur is a very easy world to drop in and out of – if only Skyrim were so willing to share us with our real lives – but it is never a place where we can truly put down roots. And all this is a shame, since Salvatore's encyclopaedic creation is something worth investing in.
    • 80 Metascore
    • 70 Critic Score
    It's derivative, gratuitous and needlessly profane, but beneath the gruesome veneer lies a tale of – believe it or not – genuine tenderness.
    • tbd Metascore
    • 70 Critic Score
    Monkey Bump lacks the gooey intricacy of the team's best games, perhaps, but it's still an elegant time-waster with fine-tuned controls and an excellent handle on the things that keep score-chasing gamers happy. Slight and chirpy, this may be PomPom at its least idiosyncratic, but the expanding boundary has never looked more at home.
    • 79 Metascore
    • 70 Critic Score
    Word games are only as good as their dictionary is reliable, and while Quarrel has one of the best around, it's occasionally hamstrung by Microsoft's Victorian sensibilities.
    • 79 Metascore
    • 50 Critic Score
    This is a big game, clocking in at about the 40-hour mark, but the lack of challenge in combat combined with the formulaic missions and frequent cutscenes too often make it feel like a sticky trudge.
    • 75 Metascore
    • 80 Critic Score
    Thanks to this astonishing overhaul, it's now quite impossible to ignore. [Feb 2012, p.120]
    • 86 Metascore
    • 80 Critic Score
    Puzzlejuice may ultimately be too hectic and exhausting to stay on the front page of your iDevice forever, but it's the perfect game for an unhealthy binge every few days. Enjoy it as much as you can, and try not to burn yourself out for good.
    • 82 Metascore
    • 60 Critic Score
    It takes the best and worst of Resident Evils past and present, and spot welds them together unevenly. If the designers had committed wholeheartedly to either polarity of action or horror, Revelations may have been a headshot, but what we're left with is more like a glancing blow. [Feb 2012, p.112]
    • 81 Metascore
    • 80 Critic Score
    It's still a Soul Calibur game, but Project Soul has successfully designed it for a wider audience of casual and hardcore players alike, which was a key factor in Capcom's successful reinvention of its revered series. [Feb 2012, p.108]
    • Edge Magazine
    • 63 Metascore
    • 30 Critic Score
    Successful only as an interactive showcase of Jurevicius' art – and arguably the Flash original was more effective in that regard – it's almost criminal that a world this vivid should be so wearying to explore.
    • 77 Metascore
    • 70 Critic Score
    In its present form, Hero Academy is a fairly lightweight confection, but it digs its nails in until you find yourself impatiently anticipating the notification alert, and then starting a fresh battle with a random opponent to shorten the wait.
    • 60 Metascore
    • 50 Critic Score
    Like any good zombie fiction, the real enemy in AZMD! isn't the walking dead, but the humans who created them.
    • 73 Metascore
    • 60 Critic Score
    An acceptable game rising from the foundations of a great one. Hutch has proved it can do amazing things with Apple's touchscreen but, this time at least, it's provided dubious implementation of almost everything else.
    • 25 Metascore
    • 20 Critic Score
    AMY
    Worst of all for a game hoping to sell itself on scares, Amy is never frightening. Instead, its horrors are derived from the game's shoddy execution, weak puzzles and frustrating play rhythms, a nest of poor game design decisions through which disappointment, not fear, are hatched.

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