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
The same game you've been playing for seven years - or perhaps even longer. And for that it's a thorough success. [Mar 2008, p.97]- Edge Magazine
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- Edge Magazine
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- Critic Score
For most players there's just not enough here to hold any prolonged interest. [Mar 2008, p.100]- Edge Magazine
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- Critic Score
What it adds to the original formula is essentially redundant, and everything it does that is successful was already in place in the original. [Feb 2008, p.93]- Edge Magazine
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- Critic Score
Irrespective of talent, taste, spare time or even online connectivity, it has something for anyone with even a tingle in their trigger finger. [Jan 2008, p.78]- Edge Magazine
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- Critic Score
Blacksite is a thoroughly unexceptional title for which unrealistic promises were made, and one that is further let down by a wide assortment of bugs and design issues. [Jan 2008, p.83]- Edge Magazine
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- Critic Score
Takes great pride in its science-fiction absurdities and provides a genuinely entertaining skirmish game for those who still hanker for the base-building battles of old. [Feb 2008, p.94]- Edge Magazine
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- Critic Score
With just one area to mess about with – and doubtless more to come – it currently feels more seed than flower. [Feb 2008, p.95]- Edge Magazine
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- Critic Score
Where there was charm and artistry in the old designs, choosing to detail those basic representations rather than reimagining them makes the look of the new game too generic by far. [Feb 2008, p.95]- Edge Magazine
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- Critic Score
Mass Effect is still enjoyable enough to warrant 24 hours of play (completion with sub-missions), and the stops it makes en route are visually stunning. It just doesn’t find what it goes looking for: the myth and exotica to accurately follow Star Wars. [Christmas 2007, p.86]- Edge Magazine
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- Critic Score
Minor gripes aside, Rock Band with four players in the same room is quite something to be a part of, a game not only an evolution of the genre but of the social side of gaming itself. [Jan 2008, p.80]- Edge Magazine
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- Critic Score
While many players will tire of the gamelong before its last secrets are handed out, its simplicity makes it a strangely compelling experience. [Jan 2008, p.87]- Edge Magazine
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- Critic Score
An unrewarding trudge that doesn’t have any ideas beyond the most primitive. [Feb 2008, p.97]- Edge Magazine
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- Critic Score
The solid presentation and well-adjusted linear flow of the game make it simple, if mindless, fun. [Jan 2008, p.85]- Edge Magazine
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- Critic Score
At its worst, however, Galaxies has some big problems. The biggest is that it is remarkably fond of spawning enemies behind your ship too quickly for you to move away... It can be incredibly annoying – enough, in fact, to slightly taint the whole experience. [Feb 2008, p.92]- Edge Magazine
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- Critic Score
While the arcade version of the game (included here in its entirety) is not without serious flaws, this interpretation exacerbates those that exist and throws in significant new ones. [Jan 2008, p.87]- Edge Magazine
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- Critic Score
No task is impossible alone, but the ease of co-op mustn't cloud the the fact that Atlus is still to find that sweet spot between virtual and actual brain surgery. [Mar 2008, p.100]- Edge Magazine
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- Critic Score
Irrespective of talent, taste, spare time or even online connectivity, it has something for anyone with even a tingle in their trigger finger. [Jan 2008, p.78]- Edge Magazine
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- Critic Score
Soldier of Fortune’s damage model is probably its major selling point and, lamentably, the only thing that makes its combat entertaining. [Feb 2008, p.96]- Edge Magazine
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- Critic Score
Through judicious pruning and reweaving Naughty Dog has crafted one of the finest action adventures to date. It’s involving in its narrative, a triumph of pacing, and simply a pleasure to play. [Christmas 2007, p.80]- Edge Magazine
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- Critic Score
All the games, even the good ones, outlast their welcome. [Jan 2008, p.90]- Edge Magazine
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- Critic Score
The meetings themselves are well realised, with the developer putting considerable effort into evoking the right kind of atmosphere. [Christmas 2007, p.99]- Edge Magazine
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- Critic Score
Soldier of Fortune’s damage model is probably its major selling point and, lamentably, the only thing that makes its combat entertaining. [Feb 2008, p.96]- Edge Magazine
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- Critic Score
If "Far Cry" was a game of ambition, then here is one of power. Power which Crytek has channelled, with both passion and care, into superb freewheeling gunplay. [Christmas 2007, p.84]- Edge Magazine
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- Critic Score
Its scenarios are striking in scope, but its gunplay can’t quite keep pace. It features some moments of truly cinematic vision, but the technology and framework can’t quite do them full justice. [Christmas 2007, p.90]- Edge Magazine
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- Critic Score
There is some enormous potential here, and for all its failings Assassin’s Creed deserves to be played, and its achievements savoured. [Christmas 2007, p.82]- Edge Magazine
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- Critic Score
The Umbrella Chronicles will inevitably attract attention for its roots above all other considerations, but it's a good game on its own terms, bringing together distinct genres and making it all work. [Jan 2008, p.86]- Edge Magazine
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- Critic Score
Beating the near-infallible AI to the line is a challenge best described as punitive, and periodically maddeningly unbalanced. [Mar 2008, p.103]- Edge Magazine
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- Critic Score
Is there any need, on vertically scrolling levels, for your character to die when they touch the bottom of the screen, despite the fact you know there are platforms there? Do bosses have to seem impossible, and then prove tedious when their patterns have been learned? [Jan 2008, p.89]- Edge Magazine
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- Critic Score
Playing it instils a completely neutral response, as though it were no more than a means of absorbing time. [Jan 2008, p.91]- Edge Magazine