Edge Magazine's Scores

  • Games
For 4,041 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 Clair Obscur: Expedition 33
Lowest review score: 10 FlatOut 3: Chaos & Destruction
Score distribution:
4041 game reviews
    • 62 Metascore
    • 40 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
    • 60 Metascore
    • 40 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
    • 78 Metascore
    • 70 Critic Score
    In terms of creating an atmosphere and playing with it, there’s nothing quite like it on a handheld system. [Christmas 2007, p.96]
    • Edge Magazine
    • 63 Metascore
    • 80 Critic Score
    Bladestorm works hard to appease both the keen strategist and the action-hungry player, while confidently answering critics who claim that Koei is nothing more than a one-trick warhorse. [Christmas 2007, p.95]
    • Edge Magazine
    • 67 Metascore
    • 60 Critic Score
    It’s the kind of concept you suspect was conceived more by the desire to ‘leverage brand synergy’ than to create a classic videogame. [Jan 2008, p.90]
    • Edge Magazine
    • 72 Metascore
    • 70 Critic Score
    Apart from being an excellent reminder of its host’s graphical oomph, Tactical Strike is engrossingly detailed and generous, if not wide, in scope. [Jan 2008, p.91]
    • Edge Magazine
    • 94 Metascore
    • 90 Critic Score
    Visually, kinetically and intuitively, however, Modern Warfare is relentlessly exciting and an overwhelming triumph. [Christmas 2007, p.88]
    • Edge Magazine
    • 70 Metascore
    • 60 Critic Score
    While World Of Warcraft and its peers provide variety through landscape, Hellgate fails utterly to conjure any motivation to investigate the next instanced dungeon. [Christmas 2007, p.97]
    • Edge Magazine
    • 77 Metascore
    • 80 Critic Score
    Few other titles’ enemies have the power to flood you with real horror as they scramble and skitter towards you. [Christmas 2007, p.98]
    • Edge Magazine
    • 81 Metascore
    • 50 Critic Score
    The game fumbles its potential with unanticipated incompetence. [Christmas 2007, p.94]
    • Edge Magazine
    • 70 Metascore
    • 60 Critic Score
    It may have few aspirations beyond being a dumb FPS, but it never fails to make the most of its limited talents. [Christmas 2007, p.97]
    • Edge Magazine
    • 71 Metascore
    • 50 Critic Score
    Much of the drive spurring players onwards to completion depends on the game’s cutscenes, and in this respect it’s a backwards step, relying on the crutch of a strong licence to hide fundamental shortcomings. [Christmas 2007, p.92]
    • Edge Magazine
    • 62 Metascore
    • 40 Critic Score
    Ditching the self-aware snuff-movie set-up for an unsubtle conspiracy story, Manhunt 2 lacks the redemption of a smart commentary on violence as entertainment. [Christmas 2008, p.98]
    • Edge Magazine
    • 68 Metascore
    • 60 Critic Score
    The experience certainly isn’t awful, but nor is it in any way exceptional – and up against the accomplished competition, that simply won’t be good enough. [June 2007, p.93]
    • Edge Magazine
    • 75 Metascore
    • 50 Critic Score
    BW2 is a strategy game that doesn't demand much strategy. That doesn't mean it's not sometimes enjoyable, but it's nothing more than an occasional diversion. [Jan 2008, p.84]
    • Edge Magazine
    • 83 Metascore
    • 60 Critic Score
    Guitar Hero has one of the most intuitive and subtle control systems of any game, but here it becomes increasingly subservient to making the game – yes – rock hard, and for the average player will often descend into button-mashing. [Christmas 2007, p.98]
    • Edge Magazine
    • 72 Metascore
    • 50 Critic Score
    There are nice touches – cockroaches that scatter under your flashlight, the occasional puzzle, effective cutscenes – but there is little that you won’t have found implemented in a vastly more satisfactory form elsewhere. [May 2008, p.99]
    • Edge Magazine
    • 75 Metascore
    • 40 Critic Score
    The virtual interface does little to help players and, if anything, slows the game down as you wait for it to catch up with things that are already evident to players – such as victory, failure and boredom. [Dec 2007, p.89]
    • Edge Magazine
    • 63 Metascore
    • 50 Critic Score
    The game's failure to monopolise on its squad dynamic relegates it to a shooter-by-numbers, and its appeal is then further undercut by the fact that, while Barker clearly has a sense for the grotesque, it is the only note that Jericho plays. [Dec 2007, p.91]
    • Edge Magazine
    • 63 Metascore
    • 50 Critic Score
    The game's failure to monopolise on its squad dynamic relegates it to a shooter-by-numbers, and its appeal is then further undercut by the fact that, while Barker clearly has a sense for the grotesque, it is the only note that Jericho plays. [Dec 2007, p.91]
    • Edge Magazine
    • 69 Metascore
    • 70 Critic Score
    Conan is a genuine surprise. It’s not innovative in its entirety, but it does almost as much as it can with the central conceit, and thus proves one of the better examples of the hack’n’slash genre. [Dec 2007, p.93]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    A sometimes grim but always compelling experience. [Christmas 2007, p.96]
    • Edge Magazine
    • 80 Metascore
    • 80 Critic Score
    And the visuals? Well, if you want more screenshots, just pop your head out of the window and look up. [Dec 2007, p.96]
    • Edge Magazine
    • 87 Metascore
    • 80 Critic Score
    From simple lever cranks to rotational unscrewing, Zack & Wiki finally puts to use the myriad Remote possibilities touched on in WarioWare: Smooth Moves. [Christmas 2007, p.93]
    • Edge Magazine
    • 81 Metascore
    • 60 Critic Score
    Often you’ll present a piece of evidence on a hunch and find him explaining it far beyond your own understanding. The result is a distance from the story, and a reminder of the paucity of interactivity on offer. [Nov 2007, p.99]
    • Edge Magazine
    • 89 Metascore
    • 80 Critic Score
    That Insomniac has so confidently found its feet makes the prospect of Ratchet’s annual return an exciting, rather than obligatory, one. [Dec 2007, p.86]
    • Edge Magazine
    • 72 Metascore
    • 60 Critic Score
    Unlike PSP competitors Final Fantasy Tactics and Disgaea, this game lacks the colour and complication to really drag players into the depths of its strategy. [Jan 2008, p.89]
    • Edge Magazine
    • 73 Metascore
    • 60 Critic Score
    That's how it feels: brand extension, dilution rather than enrichment. [Mar 2008, p.102]
    • Edge Magazine
    • 77 Metascore
    • 80 Critic Score
    It might not be a system seller, but provides further compelling evidence of the Wii controller’s lofty potential. [July 2007, p.92]
    • Edge Magazine
    • 72 Metascore
    • 60 Critic Score
    Proving Ground is, at best, a functional sequel. It gives the fans what they want, throws in a handful of awkward or undeveloped ideas, and leaves it there. At worst, it’s a poor entry to the Tony Hawk’s lineage. [Christmas 2007, p.91]
    • Edge Magazine

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