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
    • 68 Metascore
    • 60 Critic Score
    That twist, however, is the root of the game's disappointments, hinting at something beyond a typical platform game, yet leaving players to go through the genre's familiar motions - just in the shade. [Dec 2010, p.91]
    • Edge Magazine
    • 93 Metascore
    • 100 Critic Score
    It all adds up to what is easily the best and most progressive rhythm-action game ever made, if that label even applies anymore. [Christmas 2010, p.76]
    • Edge Magazine
    • 86 Metascore
    • 70 Critic Score
    Puzzle hunting is the only hassle in an otherwise laidback world. This niggle aside, Professor Layton remains a fine antidote to dull Sunday afternoons. [Dec 2010, p.99]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    It's a well plotted and paced, if straight-laced, action adventure that takes most of the strengths of the main franchise while removing a few of the weaknesses. [Christmas 2010, p.100]
    • Edge Magazine
    • 81 Metascore
    • 60 Critic Score
    Scribblenaut's levels have gone from being unfocused sentences in which a few choice nouns can dominate to rigid, over-punctuated impositions on player creativity. [Dec 2010, p.93]
    • Edge Magazine
    • 90 Metascore
    • 90 Critic Score
    Civilization's revolution is daring for a series built on expansion. It strips and pares away, making management easy and command enjoyable. [Nov 2010, p.91]
    • Edge Magazine
    • 60 Metascore
    • 50 Critic Score
    To be fair to The Shoot, it gets the basics right. It just attempts very little beyond them. [Christmas 2010, p.101]
    • Edge Magazine
    • 61 Metascore
    • 70 Critic Score
    It never hits Neversoft's golden-age standard, but it comes much closer than such a daft premise would lead you to suspect. [Dec 2010, p.95]
    • Edge Magazine
    • 36 Metascore
    • 40 Critic Score
    All the interaction it requires could be better executed, with equal intuition and far greater reliability, on a joypad with an analogue stick. [Nov 2010, p.94]
    • Edge Magazine
    • 68 Metascore
    • 50 Critic Score
    A largely muddled package. [Nov 2010, p.95]
    • Edge Magazine
    • 76 Metascore
    • 70 Critic Score
    Mediatonic's experimental blend of tower defence, scrolling shooter and invincibility doesn't always gel, but approached as a survival score-attack in the vein of Canabalt, Who's That Flying?! becomes an uncommonly moreish Mini.
    • 60 Metascore
    • 50 Critic Score
    It all adds up to an uneven brawler, a game with the resources and technology to break through the walls of the developer's lineage but one unprepared to fully let go and take a chance. [Dec 2010, p.90]
    • Edge Magazine
    • 71 Metascore
    • 40 Critic Score
    So indebted is dev studio Matrix to the old ways that it seems to have granted a free pass to the old problems. Quest signposting is buried in unclear dialogue snippets, bosses are beaten through trial and error, and grinding is rife. [Dec 2010, p.99]
    • Edge Magazine
    • 30 Metascore
    • 30 Critic Score
    The ideas and content here are thin on the ground, and limply implemented, too - it's inexcusable that a game whose sole interaction is hand-to-hand combat should not be able to tell the difference between dodging and headbutting. [Christmas 2010, p.98]
    • Edge Magazine
    • 48 Metascore
    • 30 Critic Score
    There are minor things for which The Fight can take credit. The progression of skills is well-paced, its 'street' aesthetic pioneers a delightful new direction for extreme cheese, and your flailing proves quite the workout. [Christmas 2010, p.101]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    Not since Yoshi's Island's designers broke out the crayons has a Nintendo platformer looked so much like a work of craft, but it's a pity that, for the most part, the levels don't feel as fresh as they look - a platform made of butterfly stitching is still just a platform. [Christmas 2010, p.93]
    • 61 Metascore
    • 60 Critic Score
    With its Ikea backdrops and clipart objects, Bright Light has perhaps paid too much attention to functionality and not enough to form. [Christmas 2010, p.90]
    • Edge Magazine
    • 63 Metascore
    • 50 Critic Score
    "Quotation Forthcoming"
    • Edge Magazine
    • 37 Metascore
    • 30 Critic Score
    Unlike its namesake, Quantum Theory makes no attempt to depart from classical mechanics - it merely diminishes them. [Nov 2010, p.96]
    • Edge Magazine
    • 90 Metascore
    • 80 Critic Score
    The majority of SMB is a finely executed tightrope act of death and rebirth, as funny as it is fun and as precise as it is inventive. [Christmas 2010, p.103]
    • Edge Magazine
    • 72 Metascore
    • 70 Critic Score
    There's a genuine sense of storybook adventure to proceedings, which a limited budget and uninspired enemies can't quite erode. [Christmas 2010, p.91]
    • Edge Magazine
    • 67 Metascore
    • 60 Critic Score
    "quotation Forthcoming"
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    This is not, as it needed to be, the Pro Evo of mixed martial arts. [Dec 2010, p.94]
    • Edge Magazine
    • 52 Metascore
    • 50 Critic Score
    Yes, you really do feel in chargeof steering, but when the amount of speed put into a tight bend is dictated by the game, not the player, that feeling only delivers so much. [Christmas 2010, p.98]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    Finally, Sega can dust off that classic marketing line, because once you've played Vanquish, everything else seems a little bit slow. [Dec 2010, p.86]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    In terms of quest interaction, there's simply not a great deal going on. Fable III largely gets away with it through sheer charm, and the infectious sense of fun in its detail. [Christmas 2010, p.80]
    • Edge Magazine
    • 81 Metascore
    • 80 Critic Score
    In giving fans what they want, and delivering what a modern audience needs, the studio has created a game that, while not quite a classic, sometimes reminds you of one. [Christmas 2010, p.89]
    • Edge Magazine
    • 89 Metascore
    • 90 Critic Score
    Criterion has taken the series back to its first principal of cops vs racers, and constructed a high-octane combat racer of beauty and depth. [Christmas 2010, p.82]
    • Edge Magazine
    • 87 Metascore
    • 70 Critic Score
    Retro Studios has done a fine job with the Donkey Kong Country concept, ably translating its appeal for a modern platform, but it doesn't push it much further. [Christmas 2010, p.92]
    • Edge Magazine
    • 84 Metascore
    • 70 Critic Score
    But this is a production that feels increasingly aged in the face of modern game design. The creeping and eventually overriding feeling is that this meticulously precise simulation, and its lovingly constructed catalogue of automotive history, deserved a little more game to come along for the ride.

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