Edge Magazine's Scores

  • Games
For 2,635 reviews, this publication has graded:
  • 15% higher than the average critic
  • 3% same as the average critic
  • 82% lower than the average critic
On average, this publication grades 8.9 points lower than other critics. (0-100 point scale)
Average Game review score: 64
Highest review score: 100 The Last of Us
Lowest review score: 10 FlatOut 3: Chaos & Destruction
Score distribution:
2,635 game reviews
    • 49 Metascore
    • 40 Critic Score
    Even at its best, when using the AV8R stick, Damage Inc feels clumsy, badly implemented and lacking in imagination. Mad Catz is unlikely to drive sales of its peripherals with a game in which every flight feels like work and every kill is, at best, a Pyrrhic victory in a tedious war.
    • 75 Metascore
    • 40 Critic Score
    The pretty basic minigames are bland, and the worst, such as Pot Luck, are based on blind, dumb chance. So are the best, sadly. They’re fun with four people, but what isn’t? [June 2007, p.92]
    • Edge Magazine
    • 63 Metascore
    • 40 Critic Score
    It's the cutest game we've seen in a while, but not nearly as good as it looks. [July 2010, p.105]
    • Edge Magazine
    • 61 Metascore
    • 40 Critic Score
    It's a game that makes you desperately want to feel like a Jedi, arcing your lightsaber across the screen, ducking under attacks, parrying counters and going in for the kill, but the subtlety just isn't there. [July 2005, p.94]
    • Edge Magazine
    • 71 Metascore
    • 40 Critic Score
    Supernauts is both too limited to succeed as a town-builder and frustratingly restrictive as a creative tool, while its superhero interludes are disempowering and dull. [Sept 2014, p.116]
    • Edge Magazine
    • 65 Metascore
    • 40 Critic Score
    The irony is that in mining some unforgettable games, Curve has delivered a forgettable hodgepodge. [Mar 2011, p.105]
    • Edge Magazine
    • 61 Metascore
    • 40 Critic Score
    The components here function and rarely frustrate, but the machine they comprise only manufactures mediocrity. [Sept 2009, p.95]
    • Edge Magazine
    • 82 Metascore
    • 40 Critic Score
    In action the game is undeniably pretty, as long as you can stomach the monstrous camera. But beyond ther anime-inspired visuals, the action turgidly limps along without ever really engaging or entertaining. [May 2003, p.94]
    • Edge Magazine
    • 60 Metascore
    • 40 Critic Score
    There’s a desperate lack of innovation on display here; nondescript levels based around ice caves, pyramids and inevitable Mayan temples. The boring locations exacerbate the sneaking feeling that the levels, which can easily take an hour or longer to finish, are simply too large. [JPN Import; Mar 2007, p.81]
    • Edge Magazine
    • 50 Metascore
    • 40 Critic Score
    A Witch's Tale is the teacher who says 'look, but don't touch.' [Sept 2009, p.97]
    • Edge Magazine
    • 68 Metascore
    • 40 Critic Score
    A remake that's peculiarly of its time: a western-style, casual gaming aping of the Japanese shoot 'em up that's less homage than banal dilution, and the game sucks the life and vibrancy from its rich lineage. [July 2008, p.99]
    • Edge Magazine
    • 65 Metascore
    • 40 Critic Score
    In-app purchases require delicate balancing, but with T-Coin bundles costing up to £69.99, and annual T-Club subscriptions available for £20.99 a year, EA could hardly be more obvious in letting you know that, as far as it's concerned, the 69p you paid to download the game was only the beginning.
    • 62 Metascore
    • 40 Critic Score
    Given that its bland combat is little enhanced by the ability to create cover, you suspect that the promises made for the technology have simply dug its own grave. [Dec 2008, p.90]
    • Edge Magazine
    • 63 Metascore
    • 40 Critic Score
    There are some interesting ideas here, but in practice the game is overloaded with cut corners and blunting repetition. [Mar 2010, p.97]
    • Edge Magazine
    • 52 Metascore
    • 40 Critic Score
    It's a long, repetitive grind that fails to reward your efforts. [Sept 2012, p.100]
    • 62 Metascore
    • 40 Critic Score
    A stunt-filled shooter in the vein (but not the league) of Stranglehold, it's a game that takes control away, reverts to how things used to be done, and judders between debilitating combat and haywire presentation. [May 2009, p.92]
    • Edge Magazine
    • 59 Metascore
    • 40 Critic Score
    Saw
    To an industrious, moralising serial killer, Saw would seem an apt punishment for a life wasted on videogames. [Christmas 2009, p.99]
    • Edge Magazine
    • 74 Metascore
    • 40 Critic Score
    In music, bad tribute acts play pubs and weddings: in games, they sit at the top of the charts.
    • 72 Metascore
    • 40 Critic Score
    Approached free of any expectations higher than endless, mindless single-button mashing, the kenpu collecting and scenery spotting can provide some limited enjoyment in smaller doses, but approached as an epic quest, Key Of Heaven is one better left untaken. [Mar 2006, p.94]
    • Edge Magazine
    • 46 Metascore
    • 40 Critic Score
    There's no style in LowRider's low-riding - it's all about robotic timing, brute force and repetition over elegance. [March 2003, p.99]
    • Edge Magazine
    • 58 Metascore
    • 40 Critic Score
    Firefights become more surreal than menacing when the worst-case scenario is of your fellow GIs having to catch their breath for a few seconds after being riddled with bullets. [Aug 2004, p.96]
    • 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
    • 44 Metascore
    • 40 Critic Score
    For all its wit and swagger, Truckers is inescapably safety-conscious, rewarding the maintenance of a planned route and steady trajectory while more arresting notions - spontaneous risk, for example - fall from the back like poorly fastened cases of moonshine. [Sept 2005, p.99]
    • Edge Magazine
    • 71 Metascore
    • 40 Critic Score
    This is a perfectly awful conversion with poor controls, cumbersome combat, an antiquarian save system, inadequate maps and clumsy menu design. [Jan 2004, p.111]
    • Edge Magazine
    • 51 Metascore
    • 40 Critic Score
    Perhaps EA would have done better to port a previous Wing Commander game in its totality rather than staple the name to a somewhat anaemic effort of an awkwardly inauthentic shape. [Oct 2007, p.99]
    • Edge Magazine
    • 71 Metascore
    • 40 Critic Score
    As a novelty, this is fine and will provide the odd fun moment. But unlike its endlessly replayable older brothers, you won’t be coming back. [Sept 2008, p.90]
    • Edge Magazine
    • 55 Metascore
    • 40 Critic Score
    The Great Escape is saved by a few good set-pieces and the licence, but it's hard not to feel hard done by. Those willing to endure yet another stealth game could find their morale ebbing away by the end of this. [Sept 2003]
    • Edge Magazine
    • 69 Metascore
    • 40 Critic Score
    Nintendo is claiming that The Conduit might attract Halo fans to its console, but this game isn’t fit to wait Master Chief’s table.
    • 77 Metascore
    • 40 Critic Score
    Once guns are acquired you feel less helpless, but the combat is awkward with enemies reacting poorly to hits and a compulsory manual reload that is ponderous beyond belief. In trying to make the game realistic, Headfirst has grievously shot itself in the foot. [Dec 2005, p.112]
    • Edge Magazine
    • 51 Metascore
    • 40 Critic Score
    With the exceptions of deplorably bad cutscenes and haphazard signposting, there are few significant flaws here that a steadier gestation couldn't have resolved. [Aug 2006, p.90]
    • Edge Magazine