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
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
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- Critic Score
Technologically something of an embarrassment and devoid of any vitality or personality, Undercover seems a sharp downturn for one of EA’s traditional bastions of seasonal sales. [Christmas 2008, p.101]- Edge Magazine
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- Critic Score
The whole production’s chintzy Hollywood feel is just right, and there’s plenty to keep its target audience entertained. [Jan 2009, p.90]- Edge Magazine
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- Critic Score
Not only is Road Trip competent, it’s full of character, with cartoon styling and gentle humour eschewing the too-cool, branding-heavy nature of its peers, while also being one of the console’s better looking titles. [Christmas 2008, p.101]- Edge Magazine
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- Critic Score
City Folk is effectively Wild World 2.0, allowing players of the DS game to migrate to Wii and continue pottering aimlessly around their mature towns, bringing their possessions and neighbours with them. [Christmas 2008, p.97]- Edge Magazine
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- Critic Score
Aptly enough, there are two opposite ways to view Mirror’s Edge, ours obviously being the less forgiving one. Its ostensible break from the norm, its sparkling monoliths and its Nordic skies perform some kind of counterbalance, but there is simply not enough depth or reward to the realisation of parkour that lies beyond that sheen. [Christmas 2008, p.92]- Edge Magazine
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- Critic Score
It may lack the emotional heft of darker epics, but it remains a tightly plotted confection with charm to spare. [Jan 2009]- Edge Magazine
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- Critic Score
Nuts & Bolts is a clever, colourful and witty game – one which deserves better than to be hidden behind stodgy tutorials, flabby interfaces and a host of loading screens. [Christmas 2008, p.84]- Edge Magazine
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- Critic Score
Treyarch has taken just enough from COD4 to make World At War a broad success, but it remains firmly in its shadow. [Christmas 2008, p.90]- Edge Magazine
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- Critic Score
Treyarch has taken just enough from COD4 to make World At War a broad success, but it remains firmly in its shadow. [Christmas 2008, p.90]- Edge Magazine
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- Critic Score
Treyarch has taken just enough from COD4 to make World At War a broad success, but it remains firmly in its shadow. [Christmas 2008, p.90]- Edge Magazine
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- Critic Score
While online play provides more convincing competition, with only eight riders supported the circuit will appear as underpopulated as the scenery. [Aug 2008, p.100]- Edge Magazine
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- Critic Score
At a time when everyone wants to turn the entertainment world on its head – or at least be seen to – it proves that the entertainment itself, whichever way up it may be, is what matters most. [Christmas 2008, p.86]- Edge Magazine
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- Critic Score
Its ideas are streamlined, its tight boundaries narrowing what could have been an overwhelming proposition, plunging players all the sooner into compelling strategic depths. [Christmas 2008, p.99]- Edge Magazine
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- Critic Score
The dev team has an eye for spectacle – a towering golem comprised of cars and other metallic detritus is a visual highlight – but these moments mostly serve to illustrate how dull your actual actions are by contrast. [Dec 2008, p.98]- Edge Magazine
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- Critic Score
Simple and elegant, it takes influences such as Konami’s Ring Of Red and even Pandemic’s Full Spectrum Warrior and elaborates on them to create something unique and interesting. [Christmas 2008, p.100]- Edge Magazine
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- Critic Score
There’s no sophistication, subtlety or real inspiration in the design. It might have Craig’s likeness, but this Bond is more like Connery’s, a thug in a dinner jacket. [Christmas 2008, p.94]- Edge Magazine
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- Critic Score
Resistance 2 is every bit the product of Resistance: Fall Of Man’s mentality: it’s OK to do things by the numbers so long as those numbers are bigger than everyone else’s. [Christmas 2008, p.91]- Edge Magazine
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- Critic Score
A strangled idea, and while hard to dismiss it’s difficult to recommend entirely. [Feb 2009, p.94]- Edge Magazine
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- Critic Score
It may not satisfy armchair warmongers used to Supreme Commander’s intimidating depths, but RA3 never threatens to take itself that seriously, and nor would you want it to. [Christmas 2008, p.98]- Edge Magazine
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- Critic Score
It’s a game that rewards the long-haul with deep, inventive missions which eschew the usual fetch and kill structure, ensuring that the many hours spent in Fallout 3’s wasteland aren’t wasted. [Christmas 2008, p.88]- Edge Magazine
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- Critic Score
It's a game that rewards the long-haul with deep, inventive missions which eschew the usual fetch and kill structure, ensuring that the many hours spent in Fallout 3's wasteland aren't wasted. [Christmas 2008, p.88]- Edge Magazine
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- Critic Score
It’s a game that rewards the long-haul with deep, inventive missions which eschew the usual fetch and kill structure, ensuring that the many hours spent in Fallout 3’s wasteland aren’t wasted. [Christmas 2008, p.88]- Edge Magazine
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- Critic Score
Pacific Rift certainly feels a more complete game than its predecessor, but the state of the art has moved on considerably since the original wowed at launch. [Dec 2008, p.87]- Edge Magazine
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- Critic Score
Though its essential concept is well worn, Ninjatown is sturdily designed and offers a commendably flexible set of strategies for survival against the hordes. [Christmas 2008, p.97]- Edge Magazine
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- Critic Score
It’s a multiplayer riot, a visual landmark, a feat of engineering, and one of the most charming games ever made. But even those accolades are dwarfed by its scope, its potential, and the apparent endlessness of them both. [Dec 2008, p.76]- Edge Magazine
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- Critic Score
Perhaps its greatest achievement is defying comparisons to Rock Band and emerging as its own game. GHWT might be a little rough around the edges, but it’s a good stab at reinvigorating the franchise. [Christmas 2008, p.96]- Edge Magazine
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- Critic Score
It’s a game that builds gradually and then becomes irresistible, a beautiful lump of an RPG that continues beyond the close of its main campaign, and will have you thinking about it when you’re not at your 360. [Dec 2008, p.79]- Edge Magazine
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- Critic Score
Combat is thrilling – each weapon packing a solid, vicious blast; movement suggesting heft and momentum. [Dec 2008, p.80]- Edge Magazine
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- Critic Score
It is a shame that Konami so overinflates the experience through early chores, especially as it has struck the balance between hardcore fans and casual explorers so well in the past. [Jan 2009, p.88]- Edge Magazine