Edge Magazine's Scores

  • Games
For 2,542 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 8.8 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:
2,542 game reviews
    • 56 Metascore
    • 30 Critic Score
    Bet On Soldier’s non-linearity of progression, its riot-shield combat and internationally ranging scenarios suggest a game that might well have looked exciting on the drawing board. The final production, however, will leave anyone better off putting their money on the dogs. [Nov 2005, p.112]
    • Edge Magazine
    • 45 Metascore
    • 30 Critic Score
    By any standards that have existed during the last ten, Without Warning is a work of stultifying incompetence that seems to hate its own players. [Dec 2005, p.108]
    • Edge Magazine
    • 45 Metascore
    • 30 Critic Score
    Unforgivably unresponsive controls and a series of poor structural choices quickly reveal themselves and deeply undercut every positive point the game provides. [July 2005, p.95]
    • 59 Metascore
    • 30 Critic Score
    Sorrows is a hollow experience, misinterpreting the original as a sheer numbers game rather than one of constant risk and reward. It’s an issue made more glaring by an unsatisfying combat system, paying lip service to counters, juggles and combo strikes even though endlessly repeating the same moves is just as effective. [Feb 2006, p.88]
    • Edge Magazine
    • 61 Metascore
    • 30 Critic Score
    It’s a clean game, at least, texturally crisp and evocatively lit, but the feeling of playing an interactive 3D Mark demo is discouragingly strong. [Apr 2007, p.88]
    • Edge Magazine
    • 51 Metascore
    • 30 Critic Score
    By even the lowest expectations Superman Returns is a staggering shortfall. [Jan 2007, p.86]
    • Edge Magazine
    • 52 Metascore
    • 30 Critic Score
    The dialogue is belief-defyingly bad, the characters who deliver it lazy, one-dimensional caricatures. [Oct 2006, p.94]
    • Edge Magazine
    • 52 Metascore
    • 30 Critic Score
    Had The Official Game provided a consistent overall challenge, it would have been bearable, if unexciting. But it hasn’t, and it isn’t. [July 2006, p.88]
    • Edge Magazine
    • 52 Metascore
    • 30 Critic Score
    Had The Official Game provided a consistent overall challenge, it would have been bearable, if unexciting. But it hasn’t, and it isn’t. [July 2006, p.88]
    • Edge Magazine
    • 52 Metascore
    • 30 Critic Score
    Had The Official Game provided a consistent overall challenge, it would have been bearable, if unexciting. But it hasn’t, and it isn’t. [July 2006, p.88]
    • Edge Magazine
    • 46 Metascore
    • 30 Critic Score
    The consistently poor controls of Sonic’s 3D outings make it seem like Sonic Team has convinced itself that this is how this aspect of the franchise should rightly be, and everyone else should just learn to deal with it. [Christmas 2006, p.82]
    • Edge Magazine
    • 34 Metascore
    • 30 Critic Score
    It’s a souring of Bomberman’s classic formula, and it hasn’t been compensated for with any new thinking, leaving older editions to continue reigning supreme. [Nov 2006, p.91]
    • Edge Magazine
    • 59 Metascore
    • 30 Critic Score
    It’s just a murky brew of meaningless, exploitative dysfunction filling an empty game, and it leaves a bitter taste. [Dec 2006, p.90]
    • Edge Magazine
    • 38 Metascore
    • 30 Critic Score
    Vengeance feels like a small-minded attempt to corner the Remote-controlled shooter market at the earliest opportunity. "Red Steel" may have failed in a similar bid, but at least it had the excuse of being a new franchise, not one already established. [Feb 2007, p.78]
    • Edge Magazine
    • 53 Metascore
    • 30 Critic Score
    How to mess up a game in which you ride a dragon is quite simple. You make the control of that dragon answerable to motion-sensing technology that can’t distinguish subtle or even very forced gestures in anything like the detail required. [Nov 2007, p.90]
    • Edge Magazine
    • 43 Metascore
    • 30 Critic Score
    While the likes of Call Of Duty 4 and Halo have made console joypads feel snappy and responsive enough to challenge the PC mouse and keyboard, Turning Point has sloppily regressed the cause by a few years. [May 2008, p.93]
    • Edge Magazine
    • 63 Metascore
    • 30 Critic Score
    The frequent glitches and pop-up testify to a lack of preparation, and a question has to be asked about what exactly Treyarch has been doing for the past two years. [July 2007, p.89]
    • Edge Magazine
    • 55 Metascore
    • 30 Critic Score
    At World’s End would shame Jack Sparrow himself: it’s boring, nondescript and significantly lacking in adventure. [July 2007, p.91]
    • Edge Magazine
    • 34 Metascore
    • 30 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
    • 55 Metascore
    • 30 Critic Score
    Lost feels truncated to the extreme, a grand tutorial to island living violently cut off when the credits roll after four hours. [Apr 2008, p.93]
    • Edge Magazine
    • 55 Metascore
    • 30 Critic Score
    Puzzles are of the ‘give doughnut to the doughnut-desiring character’ variety, rarely extending beyond chores. [May 2008, p.97]
    • Edge Magazine
    • 58 Metascore
    • 30 Critic Score
    With juddering 3D that loses all of Altair's beautiful and intuitive movement, and inflicting a multitude of cheap deaths, this crude chapter neither comes close to emulating original's successes nor utilises the hardware's specific capabilities. [June 2008, p.95]
    • Edge Magazine
    • 53 Metascore
    • 30 Critic Score
    Facebreaker is vacuous, its interface without flair and its novelties without purpose beyond littering the boards at Gamefaqs. [Oct 2008, p.95]
    • Edge Magazine
    • 36 Metascore
    • 30 Critic Score
    The game's ambition far outstrips its creator's abilities: damned by execution rather than intent, but damned nonetheless. [July 2009, p.99]
    • Edge Magazine
    • 36 Metascore
    • 30 Critic Score
    The game's ambition far outstrips its creator's abilities: damned by execution rather than intent, but damned nonetheless. [July 2009, p.99]
    • Edge Magazine
    • 41 Metascore
    • 30 Critic Score
    The game's ambition far outstrips its creator's abilities: damned by execution rather than intent, but damned nonetheless. [July 2009, p.99]
    • Edge Magazine
    • 60 Metascore
    • 30 Critic Score
    This recurrent rehash is branding to serve the genre, and of little benefit to Poke-fans. [Sept 2008, p.96]
    • Edge Magazine
    • 59 Metascore
    • 30 Critic Score
    This recurrent rehash is branding to serve the genre, and of little benefit to Poke-fans. [Sept 2008, p.96]
    • Edge Magazine
    • 54 Metascore
    • 30 Critic Score
    The left to right weaving that gave Secret Rings old-fashioned zip has been jettisoned for narrow paths, funneling you from one fight to the next. Add on-rails cart rides and regular pauses to hand rings over to local villagers and this becomes Sonic's most static adventure yet. [May 2009, p.97]
    • Edge Magazine
    • 59 Metascore
    • 30 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