Edge Magazine's Scores

  • Games
For 4,015 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 Dreams
Lowest review score: 10 FlatOut 3: Chaos & Destruction
Score distribution:
4015 game reviews
    • 73 Metascore
    • 40 Critic Score
    Screamer becomes repetitive, overly simplistic and needlessly verbose, a hybrid vehicle for narrative and racing where the only thing less engaging than the off-track drama is the driving itself. [Issue#423, p.114]
    • Edge Magazine
    • 71 Metascore
    • 40 Critic Score
    It's not just that it's frustrating to fail but, knowing there's no satisfaction in overcoming that frustration. It says a lot that after stepping away from this game we reinstall the original Super Meat Boy to blow off steam. The real Bob-Omb Battlefield is surely next. [Issue#423, p.112]
    • Edge Magazine
    • 74 Metascore
    • 30 Critic Score
    Control is also stodgy and unreliable. [Issue#422, p.123]
    • Edge Magazine
    • 60 Metascore
    • 40 Critic Score
    Every element of I Hate This Place is perfectly functional but nothing stands out, and it ends up feeling like a slasher with no blood, a haunted house with no ghosts, a zombie with no teeth. [Issue#421, p.122]
    • Edge Magazine
    • 72 Metascore
    • 40 Critic Score
    There are bold ideas floating around Unbeatable's ether, but for the most part it feels like an underpowered B-side. [Issue#420, p.102]
    • Edge Magazine
    • 65 Metascore
    • 40 Critic Score
    If we're at a point where one way to make COD feel "new" is to revive ideas from more than a decade ago, that is perhaps a sign that the series needs a break, or at least a hard reset. [Issue#419, p.112]
    • Edge Magazine
    • 78 Metascore
    • 40 Critic Score
    With that, a largely flat Metroid is further degraded, from disappointing to a little bit embarrassing. Nintendo games have tested our patience before, but rarely in so many ways at once, and not without a core brilliance that makes such transgressions forgivable. Whatever ideas swirled in your mind back in 2017, you can't have been dreaming of this. [Issue#419, p.100]
    • Edge Magazine
    • tbd Metascore
    • 30 Critic Score
    This stylishly rendered open world displays little sense of fun or character. It's a series of beautifully drawn cardboard boxes populated by unthinking automata, one that commits its genre's gravest crime: inviting no curiosity to explore it. [Issue#418, p.118]
    • Edge Magazine
    • 59 Metascore
    • 40 Critic Score
    When it comes to paper, Tearaway has the aesthetic edge and Paper Trail boasts smarter puzzles, while for inventive transformations, Mario remains the origami king. Next to those three, Hirogami feels flimsy and flyaway. [Issue#416, p.120]
    • Edge Magazine
    • 66 Metascore
    • 40 Critic Score
    The games it apes work because they're easy to engage with and paced to banish boredom. Here, everything takes ages and is sprinkled with tiny irritations. Appropriately, given its title, the game can offer only a muted reverberation of its inspirations, with the exception of recreating their flaws quite capably. [Issue#415, p.102]
    • Edge Magazine
    • 54 Metascore
    • 30 Critic Score
    In short, Welcome Tour seems designed more to highlight USB ports and air intake vents than give us a game. The climax of our tour sees us trapped inside our new machine, running laps and poking into every corner, praying we'll find the last stamp to open the exit. At this point, one question about Switch 2 remains: Nintendo, how did it come to this? [Issue#413, p.123]
    • Edge Magazine
    • 39 Metascore
    • 30 Critic Score
    Its world feels considered. There are decent performances from its cast among the graphical artefacts, and zippy pacing that respects your time and conjures a sense of playing the Schwarzenegger role that never was. But it's been released in a technical state that makes it impossible to enjoy its ideas, with core components of its action left underdeveloped. For the player, that's frustrating. For those who made it, surely, it's heartbreaking. [Issue#413, p.112]
    • Edge Magazine
    • 66 Metascore
    • 40 Critic Score
    The Precinct may boil policing down to a numbers game, but they never add up to much. [Issue#412, p.116]
    • Edge Magazine
    • 71 Metascore
    • 40 Critic Score
    MercurySteam's worldbuilding adds clutter, not depth, obstructing a concept that's left feeling embryonic. [Issue#412, p.104]
    • Edge Magazine
    • 61 Metascore
    • 40 Critic Score
    Where Black Hawk Down bombards you with exasperating shootouts and tedious escort missions set against a background of jingoism, its competitive modes struggle for the refinements of a game made a decade ago. [Issue#409, p.112]
    • Edge Magazine
    • 59 Metascore
    • 40 Critic Score
    Peering through these layers of disguise, then, what we're left with is a hotchpotch of conflicting ideas, a rickety, if not entirely charmless, hack'n'slash that feels plucked from an alternate timeline. [Issue#406, p.118]
    • Edge Magazine
    • 56 Metascore
    • 40 Critic Score
    Behemoth seems frozen in time, unable to leave nearly as strong an impression as its predecessor by dint of scale alone, resulting in what feels like a colossal waste of potential. [Issue#406, p.114]
    • Edge Magazine
    • 68 Metascore
    • 40 Critic Score
    Now, the optimal experience is restricted to the privileged few. [Issue#406, p.112]
    • Edge Magazine
    • 72 Metascore
    • 40 Critic Score
    With no real way to accelerate victory on repeat encounters, the result is a metal slog. [Issue#405, p.123]
    • Edge Magazine
    • 59 Metascore
    • 40 Critic Score
    You could also call it derivative and crudely executed, and no transmedia offering can compensate for that. [Issue#404, p.112]
    • Edge Magazine
    • 59 Metascore
    • 40 Critic Score
    Its particular set of ideas and adornments prove unable to elevate the basic structural charms of this mode of game design. [Issue#402, p.110]
    • Edge Magazine
    • 81 Metascore
    • 40 Critic Score
    By turns astonishing and insufferable, there is as much here to make your eyes roll as widen. Even the moments when Hellblade II delivers nigh-unparalleled visual spectacle (see 'Giant steps') are soured by the fact that our involvement in these set-pieces so often feels incidental. For long stretches, it's akin to watching someone else play, only occasionally - and always unwillingly - handing back the controller. We can't help but return to that old chestnut about the interactive experience being a conversation between designer and player; there is an irony that in this, of all games, we're scarcely able to get a word in edgeways. [Issue#399, p.104]
    • Edge Magazine
    • 63 Metascore
    • 40 Critic Score
    This disappointing reboot is best left, well, alone. [Issue#397, p.118]
    • Edge Magazine
    • 57 Metascore
    • 30 Critic Score
    From its questionable (albeit largely ignorable) microtransactions to its inconsistent lore, Foamstars feels about as sturdy and enduring as the substance that powers it. [Issue#396, p.118]
    • Edge Magazine
    • 52 Metascore
    • 40 Critic Score
    This may not suffer the indignity of being delisted, but it's highly unlikely anyone will remember it in a decade's time. [Issue#395, p.122]
    • Edge Magazine
    • 49 Metascore
    • 40 Critic Score
    It's a pity, since there is the kernel of an engaging hack-and-slash here, but its best ideas are squandered, and eventually bludgeoned into submission by the relentless monotony of the action. With a campaign that barely stretches beyond six hours and minimal replay value here, there's only one person being robbed here, and it's not the Sheriff. [Issue#393, p.114]
    • Edge Magazine
    • 47 Metascore
    • 40 Critic Score
    There is, at least, a pleasing weight to impacts as you thump enemies into walls or slam them into the floor. Good job, too, since there's precious little else to enjoy here. [Issue#391, p.123]
    • Edge Magazine
    • 60 Metascore
    • 40 Critic Score
    As the credits roll, and we once again consider what Fort Solis is, the Steam blurb reminds us of another thing it isn't. A "riveting thriller", after all, requires thrills - and those, like the station's employees, are conspicuous by their absence. [Issue#389, p.110]
    • Edge Magazine
    • 33 Metascore
    • 30 Critic Score
    It's hard not to lament the potential wasted here. [Issue#386, p.120]
    • Edge Magazine
    • 65 Metascore
    • 40 Critic Score
    And in declining to make any kind of meaningful statement about its environmental themes, After Us only demonstrates that, like its protagonist, it has nothing to say for itself. [Issue#386, p.116]
    • Edge Magazine
    • 65 Metascore
    • 40 Critic Score
    Fights descend into muddled brawls, as blobs of mobs smack into each other until one side keels over. [Issue#385, p.118]
    • Edge Magazine
    • 64 Metascore
    • 40 Critic Score
    Feels old-fashioned in the least complimentary of ways. [Issue#384, p.116]
    • Edge Magazine
    • 64 Metascore
    • 40 Critic Score
    During a late cutscene, we detect a certain wistfulness in the eyes of both fawn and pup - as if both are silently wishing their talents had been employed in a better game. [Issue#383, p.122]
    • Edge Magazine
    • 57 Metascore
    • 40 Critic Score
    It's true, they don't make 'em like this any more. Unfortunately, Wanted: Dead only demonstrates why not. [Issue#382, p.104]
    • Edge Magazine
    • 57 Metascore
    • 40 Critic Score
    GORE might have worked had it followed the remit of the original PS2 Gungrave to deliver an intense couple of hours, before focusing on polish and score-chasing replay value. As it is, the moments when you gorge on the excesses of Grave's ordnance are spread thinly between slabs of frustration and tedium. [Issue#380, p.116]
    • Edge Magazine
    • 70 Metascore
    • 30 Critic Score
    A game that never feels comfortable giving you full command of its star. We're left feeling blue, but not in the way Sonic Team intended. [Issue#379, p.118]
    • Edge Magazine
    • 61 Metascore
    • 40 Critic Score
    We could have coped with technical issues, curious UI choices and unsophisticated mission design had Saints Row given us even half as many memorable moments as previous entries "The Third" and "IV". We could even forgive a Portal joke that would have felt old hat a decade ago. But this whole enterprise feels misbegotten, even before the story goes wildly off the rails, belatedly introducing a new threat, before wrapping up with an ending that almost feels algorithmically generated. [Issue#376, p.100]
    • Edge Magazine
    • 67 Metascore
    • 40 Critic Score
    To see it submit to mobile gaming's worst tendencies, rather than make any effort to be different, to be better, is galling. It may be flashy and efficient as both a Diablo game and a mobile game, but Immortal offers little that is bold, ambitious or innovative. Instead, its structure and pacing is designed with one goal in mind: to squeeze as much cash out of every player as it can. [Issue#374, p.110]
    • Edge Magazine
    • 66 Metascore
    • 40 Critic Score
    Too often feels like a predetermined narrative that's indifferent to your involvement. [Issue#373, p.114]
    • Edge Magazine
    • 39 Metascore
    • 30 Critic Score
    We struggle through, resisting the urge to trigger the final heist early. [Issue#371, p.114]
    • Edge Magazine
    • 38 Metascore
    • 30 Critic Score
    Don't let the vibrant colours of this scene fool you: this is the world as seen in Combat Breaker, a brief period in which time slows down. As son as the meter runs out, it's back to the game's usual dusty dullness. [Issue#370, p.119]
    • Edge Magazine
    • 65 Metascore
    • 40 Critic Score
    This miserable wallow in the psyche of a traumatised young woman isn't so much horrifying, then, as simply unpleasant. [Issue#370, p.112]
    • Edge Magazine
    • 54 Metascore
    • 40 Critic Score
    An undercooked dish. [Issue#368, p.123]
    • Edge Magazine
    • 61 Metascore
    • 40 Critic Score
    With all the weaknesses of its beloved inspiration and precious few of its strengths, Praey For The Gods- much like its protagonist - consistently struggles to retain its grip. [Issue#368, p.114]
    • Edge Magazine
    • 69 Metascore
    • 40 Critic Score
    Watson, the game is a muddle. [Issue#367, p.119]
    • Edge Magazine
    • 68 Metascore
    • 40 Critic Score
    Gratifying though it is to see your decisions produce such tangible results, Where The Heart Leads is consistently let down by its storytelling. [Issue#362, p.120]
    • Edge Magazine
    • 70 Metascore
    • 40 Critic Score
    It's rare to play a Nintendo game that feels so fundamentally misguided. [Issue#361, p.118]
    • Edge Magazine
    • 61 Metascore
    • 40 Critic Score
    This month alone, we have far better alternatives. [Issue#359, p.123]
    • Edge Magazine
    • 67 Metascore
    • 40 Critic Score
    If you're still wondering whether to give it a go, we politely refer you to the title. [Issue#358, p.120]
    • Edge Magazine
    • 49 Metascore
    • 40 Critic Score
    In a world where games such as Hades, Slay The Spire and Into The Breach have found ways to elevate the Roguelike to new heights, PixelJunk Raiders sadly fails to make a mark. [Issue#357, p.118]
    • Edge Magazine
    • 73 Metascore
    • 40 Critic Score
    Haven doesn't lack for heart, but the spark sadly just isn't there. It's not us, it's Yu. [Issue#354, p.116]
    • Edge Magazine
    • 66 Metascore
    • 40 Critic Score
    Whatever its merits as a brawler, it's safe to say that in years to come no one will be ringing up game shops to preorder this one. [Issue#350, p.104]
    • Edge Magazine
    • 56 Metascore
    • 40 Critic Score
    This less ambitious, full-priced follow-up is a lesser experience in every sense. [Issue#349, p.92]
    • Edge Magazine
    • 42 Metascore
    • 30 Critic Score
    There are just 20 team leaders in the game; the 500 subs available from the gacha can only bring so much variety, and pale in comparison to the almost 6,000 available in Puzzle & Dragons itself. We've been playing that game for seven years, and it still finds new ways to excite us. That this barren, boring work should share its name is an outrage. [Issue#343, p.122]
    • Edge Magazine
    • 63 Metascore
    • 40 Critic Score
    A larger problem: the sense that The Suicide of Rachel Foster is messing around with borrowed ideas it never quite understands. [Issue#343, p.118]
    • Edge Magazine
    • 59 Metascore
    • 40 Critic Score
    Age of Resistance Tactics would merely be tolerably mundane, were it not brought low by a UI as cumbersome as the game's title. [Issue#343, p.116]
    • Edge Magazine
    • tbd Metascore
    • 40 Critic Score
    This simply has the air of a development team biting off more than it could chew. [Issue#139, p.118]
    • Edge Magazine
    • 58 Metascore
    • 40 Critic Score
    The super-soldier fantasy's lost beneath generic mechanisms for grinding. [Issue#139, p.108]
    • Edge Magazine
    • 67 Metascore
    • 40 Critic Score
    As Ellis crushes his umpteenth fistful of twigs, you're merely reminded of a far superior, far more disturbing journey through the woods near Burkittsville. [Issue#338, p.110]
    • Edge Magazine
    • 53 Metascore
    • 30 Critic Score
    You'll be more irritated than scared. [Issue#336, p.121]
    • Edge Magazine
    • 58 Metascore
    • 40 Critic Score
    Nintendo's most boring smartphone outing so far. [Issue#336, p.120]
    • Edge Magazine
    • 45 Metascore
    • 30 Critic Score
    So sparse is the experience that it takes about four or five bewildered hours for the reality to sink in that yes, this is all there is. [Issue#332, p.114]
    • Edge Magazine
    • 59 Metascore
    • 40 Critic Score
    The lasting impression is of a game that, for all its charms and potential, simply wasn't quite ready for takeoff - and that what might have been won't arrive for a couple of years yet. [Issue#331, p.102]
    • Edge Magazine
    • 75 Metascore
    • 40 Critic Score
    This is a game that prizes style above all else, and emerges a mess because of it. [Issue#331, p.118]
    • Edge Magazine
    • 49 Metascore
    • 30 Critic Score
    Vane is unfinished, its few ideas undermined by its shoddy foundations. If it really were a painting, you'd get Banksy to frame it. [March 2019, p.108]
    • Edge Magazine
    • 46 Metascore
    • 40 Critic Score
    A game that, while dripping in style, is miserably lacking in substance. [Issue#328, p.118]
    • Edge Magazine
    • 64 Metascore
    • 40 Critic Score
    If the idea was to get you into Fury's angry mindset, then job done - though in truth you more often feel like one of her lesser-known cousins, Boredom or Irritation. [Issue#328, p.112]
    • Edge Magazine
    • 52 Metascore
    • 40 Critic Score
    The reality, inevitably, is that you want Fallout 76 to play like a Fallout game, and on those terms it fails to satisfy. After all, how could you not want that from it? [Jan 2019, p.110]
    • Edge Magazine
    • 75 Metascore
    • 40 Critic Score
    Disjointed and directionless, Croft's descent into darkness is, shockingly, one hell of a mess. [December 2018, p.106]
    • Edge Magazine
    • 62 Metascore
    • 40 Critic Score
    There are plenty of games with strong visual design and atmospheric settings that don't make you jump through nearly so many hoops to get to the good stuff. [Nov 2018, p.116]
    • Edge Magazine
    • 66 Metascore
    • 40 Critic Score
    Beyond the odd jolt of panic as your wrench breaks mid-fight, or when the piercing shriek of a spindly screamer attracts a ravening pack, there's little here to quicken the pulse. For a zombie game, that might be the most damning criticism of all. [Aug 2018, p.100]
    • Edge Magazine
    • 47 Metascore
    • 30 Critic Score
    It's astonishing that Shiver couldn't conjure up a decent party game from such great source material. [June 2018, p.118]
    • Edge Magazine
    • 51 Metascore
    • 30 Critic Score
    Extinction is mindless, soulless stuff, and a huge disappointment from a reputable studio. [June 2018, p.116]
    • Edge Magazine
    • 59 Metascore
    • 40 Critic Score
    It's yet another curiously half-hearted side project from Supermassive that, appropriately, won't linger long in the memory. [Apr 2018, p.120]
    • Edge Magazine
    • 60 Metascore
    • 30 Critic Score
    There are flashes of what might have been, but otherwise Brawlout doesn't feel so much a plucky underdog as a no-hoper, entering a fight it knows it can't win in the hope of a big payday just for showing up. A first-round stoppage to the champion, then, with the challenger being booed out of the ring. [March 2018, p.122]
    • Edge Magazine
    • 62 Metascore
    • 40 Critic Score
    It's all a little rote - something we certainly don't associate with Final Fantasy. [Issue#315, p.120]
    • Edge Magazine
    • 66 Metascore
    • 40 Critic Score
    It's a laugh, albeit at the expense of itself. [Issue#314, p.118]
    • Edge Magazine
    • 61 Metascore
    • 40 Critic Score
    Were it not for the driving model, which against all odds remains a pleasure, and desperately rare moments of imaginative mission design, this would be an abject failure. As it stands, it's simply a serious one. [Issue#314, p.114]
    • Edge Magazine
    • 66 Metascore
    • 40 Critic Score
    It is especially abhorrent that this should happen in a game with almost unrivalled massmarket appeal...No doubt EA and its trio of development studios will fix this mess eventually, but the fact they deemed it fit for purpose in the first place is unavoidable, and damning in the extreme. Whatever happens next, we're afraid we don't patch review scores. [Issue#314, p.104]
    • Edge Magazine
    • 62 Metascore
    • 40 Critic Score
    In Agents of Mayhem, the limits are all around you, all of the time - from the moment you start playing to the minute you stop, it feels permanently imprisoned by its own lack of imagination. The result is a game that carries the weight of a litany of sins - a saint that has fallen far, far from grace. [Issue#311, p.116]
    • Edge Magazine
    • 81 Metascore
    • 40 Critic Score
    Ultimately what was intended as a thoughtful depiction of a terrible mental illness has ended up casting it as something of an asset: a helpful superpower that can give you the strength to soldier on through the darkness, so long as you can put up with the odd breakdown here and there. That, we suspect, was not what Ninja Theory intended. It's certainly not what we had hoped for. [Issue#310, p.112]
    • Edge Magazine
    • 54 Metascore
    • 30 Critic Score
    The result is a tiresome slog that proves the first casualty of war is not innocence, but brevity. Valkyria Devolution might have been a more honest title. [Sept 2017, p.108]
    • Edge Magazine
    • 63 Metascore
    • 40 Critic Score
    Sluggish menus, clumsy controls, and an intrusive, atmosphere-scuppering soundtrack mar each excursion, while excessive weather effects will have you straining to see as you awkwardly bump up against objects to find out if they can be ransacked. [Aug 2017, p.122]
    • Edge Magazine
    • 62 Metascore
    • 40 Critic Score
    This is a cheap game with an expensive price tag, and there's nothing remotely super about it. [May 2017, p.123]
    • Edge Magazine
    • 70 Metascore
    • 40 Critic Score
    In the areas money can't buy, it stumbles; its driving model, AI, and repetitive mission structure all cry out for more elegant design, and combine to leave Wildlands in the strange position of looking expensive but feeling cheap. Its blithely misjudged tone and directionless structure suggests design on autopilot, and empty bigness is no longer enough to carry an open-world game on its own. The game's premise may come straight from Trump's paranoid playbook, but its hollow extravagance is arguably the more damaging point of comparison. [May 2017, p.106]
    • Edge Magazine
    • 64 Metascore
    • 40 Critic Score
    Holy disappointment, Batman. [March 2017, p.107]
    • Edge Magazine
    • 69 Metascore
    • 40 Critic Score
    For the most part, Song of the Deep is content with being pleasantly unremarkable. [Oct 2016, p.119]
    • Edge Magazine
    • 55 Metascore
    • 30 Critic Score
    We'd much rather play the awful unicorn levels in [Trials] Fusion's Awesome Level Max DLC, which probably ranks among the most damning things we've ever said about a game. [Issue#296, p.123]
    • Edge Magazine
    • 52 Metascore
    • 40 Critic Score
    This is very much Inafune by numbers, a Mega Man game in all but name, and not a particularly good one. [Issue#296, p.118]
    • Edge Magazine
    • 38 Metascore
    • 30 Critic Score
    There's little satisfaction in downing an enemy who can't see you, less in getting flattened by an unseen assailant. [Issue#296, p.114]
    • Edge Magazine
    • 48 Metascore
    • 30 Critic Score
    A messy jumble of broken parts. [Aug 2016, p.112]
    • Edge Magazine
    • 44 Metascore
    • 30 Critic Score
    Platinum needs to take a little more care when it comes to picking its battles. [Aug 2016, p.110]
    • Edge Magazine
    • tbd Metascore
    • 40 Critic Score
    A dismally paced and hugely frustrating expansion of a fine core mechanic, and a badly missed opportunity. [Tested with Vive; June 2016, p.120]
    • Edge Magazine
    • 54 Metascore
    • 40 Critic Score
    Even at its best, Heroes Reborn: Gemini can't hope to be one of those games that breaks out of licensed-game purgatory. [March 2016, p.116]
    • Edge Magazine
    • 54 Metascore
    • 30 Critic Score
    Astonishingly, there's no replay function for your defensive performances. [Feb 2016, p.122]
    • Edge Magazine
    • 45 Metascore
    • 20 Critic Score
    Like a fledgling with two broken wings, it would surely have been more humane to put the thing out of its misery than let it limp out in this pathetic state. [Christmas 2015, p.123]
    • Edge Magazine
    • 66 Metascore
    • 40 Critic Score
    Need for Speed is a disappointing follow-up to the flawed but big-hearted Rivals, and while it's billed as a fresh start for the series, it feels more like a false one. [Christmas 2015, p.118]
    • Edge Magazine
    • 32 Metascore
    • 20 Critic Score
    It all feels thoroughly pointless...The rumour mill has it that THPS5 has been shoved into stores so prematurely because Activision's Tony Hawk license expires at the end of the year; we suspect that had the Birdman known this would have offered up an extension for free. [Dec 2015, p.118]
    • Edge Magazine
    • 56 Metascore
    • 30 Critic Score
    A host of inchoate ideas served with a helping of self-importance, Submerged threatens to plumb the emotional depths, but there's little of value beneath its surface. [Oct 2015, p.121]
    • Edge Magazine
    • 43 Metascore
    • 30 Critic Score
    Itagaki has brought a knife to a gunfight, and the result is a bloody mess. [Oct 2015, p.116]
    • Edge Magazine

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