Edge Magazine's Scores
- Games
For 4,015 reviews, this publication has graded:
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15% higher than the average critic
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4% same as the average critic
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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: | Dreams | |
|---|---|---|
| Lowest review score: | FlatOut 3: Chaos & Destruction |
Score distribution:
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Positive: 1,234 out of 4015
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Mixed: 2,350 out of 4015
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Negative: 431 out of 4015
4015
game
reviews
- By Date
- By Critic Score
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- Critic Score
It’s difficult to be too nitpicky about one of the most flat-out entertaining games of recent times. Overkill resurrects an old franchise as anything but a shambling corpse, and raises the bar for third party production values on this generation’s best-selling console. [Mar 2009, p.89]- Edge Magazine
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- Critic Score
This actual action is not rendered with nearly half the imagination or proficiency as the premise offers – and six hours of Remote-induced carpal tunnel syndrome and grim boss-battling overstay their welcome. [Mar 2009, p.91]- Edge Magazine
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- Critic Score
Lit is consistently rewarding for its duration, the lack of handholding and clue-giving heightening the thrill of finding a solution, regardless of whether it was thought through or merely stumbled upon in the dark. [Christmas 2009, p.100]- Edge Magazine
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- Critic Score
The simple Remote application – flicks to activate instant takedowns – is one of many wise steps taken away from the convoluted mechanics weighing down other current-gen entries. [Mar 2009, p.93]- Edge Magazine
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- Critic Score
The majority of insights are lost in a flood of banal dialogue and sluggish, shallow puzzles. [Aug 2009, p.107]- Edge Magazine
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- Critic Score
The flash and gore are toned down, and the henchmen never get any smarter, but that bond with the protagonist – and that investment in his salvation – make the whole game worthwhile. [Apr 2009, p.117]- Edge Magazine
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- Critic Score
The flash and gore are toned down, and the henchmen never get any smarter, but that bond with the protagonist – and that investment in his salvation – make the whole game worthwhile. [Apr 2009, p.117]- Edge Magazine
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- Critic Score
The fact that Arkedo has made such a simple gimmick work as well as it does over a longer distance is a testament to the developer’s skills at providing cheerfully mindless variety. [Feb 2009, p.95]- Edge Magazine
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- Critic Score
Black Box’s sequel ultimately struggles to offer any single compelling justification for its own existence. [Feb 2009, p.93]- Edge Magazine
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- Critic Score
Black Box’s sequel ultimately struggles to offer any single compelling justification for its own existence. [Feb 2009, p.93]- Edge Magazine
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- Critic Score
While it lasts, it’s one of the better platformers available on XBLA, and the inability to die and general ease of progression make it ideal for very young gamers. [Mar 2009, p.92]- Edge Magazine
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- Critic Score
With only the graphical layer receiving much attention it lacks the necessary breadth and depth to elevate itself far beyond the status of nostalgic curio. [Jan 2009, p.97]- Edge Magazine
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- Critic Score
Trying to balance the ceaseless button-mashing with the necessary manual camera tweaking is a bad joke, and often leaves you slashing just out of view and hoping for the best. [Mar 2009, p.93]- Edge Magazine
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- Critic Score
Could allowing complete freedom to draw support sharply designed puzzles? Mid-way through the completed game’s 80-plus levels, you’ll still be wondering. [Mar 2009, p.94]- Edge Magazine
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- Critic Score
An unpretentious blast of good-humoured bedlam – well-pitched towards the five-minute attention spans served by fellow PSN title Calling All Cars. [Jan 2009, p.94]- Edge Magazine
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- Critic Score
Die-hard roleplaying game fans might have shrugged off its technical flaws and turgid combat if only the story had a pay-off. But instead of a tragic hero, Jason’s a dud. [Feb 2009, p.86]- Edge Magazine
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- Critic Score
Die-hard roleplaying game fans might have shrugged off its technical flaws and turgid combat if only the story had a pay-off. But instead of a tragic hero, Jason’s a dud. [Feb 2009, p.86]- Edge Magazine
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- Critic Score
Die-hard roleplaying game fans might have shrugged off its technical flaws and turgid combat if only the story had a pay-off. But instead of a tragic hero, Jason’s a dud. [Feb 2009, p.86]- Edge Magazine
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- Critic Score
The game carries you through its disappointments and annoyances on the back of its brilliantly realised microworld. [Feb 2009, p.88]- Edge Magazine
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- Critic Score
Prince Of Persia’s overalls structure never quite compels, it offers too few distractions to qualify as a sandbox, nor does it possess the quick narrative impetus of more linear games, ultimately feeling a little shallow and repetitious. [Jan 2009, p.84]- Edge Magazine
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- Critic Score
This is a series that probably needs to be retired, because the joke isn’t funny anymore. [Feb 2009, p.89]- Edge Magazine
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- Critic Score
By the second of third level you’ll feel that Get Even has shown you everything it has. The odd moment of redemption comes with an excellent boss here, a Taito in-joke there, and the invaders. [Feb 2009, p.95]- Edge Magazine
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- Critic Score
Despite the vertiginous learning curve, however, Puzzlegeddon’s mechanics intersect neatly and offer some depth – even if most early games will descend into manic clicking. [Feb 2009, p.97]- Edge Magazine
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- Critic Score
For JRPG unbelievers the battle system changes don’t address the common complaints leveled at the genre. For fans, the emphasis and pacing of its unique selling point overwhelms everything else, stripping the game of its poetry and balance. [Jan 2009, p.5]- Edge Magazine
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- Critic Score
Sonic Unleashed isn’t quite the spectacular return to form promised, but it’s a hell of a lot closer than Sega’s other recent efforts. [Jan 2009, p.89]- Edge Magazine
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Judged solely on its Balance Board controls, Skate It comes up little short of unplayable thanks to a bewildering complexity. [Jan 2009, p.96]- Edge Magazine
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- Critic Score
While it’s occasionally fiddly, it has pace and spectacle and style to spare. Underworld is that rare game that manages to provide a real adventure to go along with its action. [Christmas 2008, p.95]- Edge Magazine
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- Critic Score
It’s hard to fault Lips for trying something different, even if it’s just a little. [Jan 2009, p.91]- Edge Magazine
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The game’s seven levels may not boast the artistry and meticulousness of its forebears’, but they boast action that at least equals them. [Oct 2008, p.102]- Edge Magazine
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- Critic Score
Valve has taken something unscripted and dynamic, and seeded it with the right amount of narrative flavour, pacing and spectacle. [Christmas 2008, p.82]- Edge Magazine