Edge Magazine's Scores

  • Games
For 4,019 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:
4019 game reviews
    • 90 Metascore
    • 80 Critic Score
    We're not sure it's entirely wise to save a game's best material for its back half, when the climb to reach it is so steep. It's hard to judge, even, whether it was all worth it - from the top of the mountain, those struggles at its base tend to seem so small and far away. But as we approach that third act, a game that at times we were struggling to find the motivation to pick back up has become one we cannot put down. As a payoff to dozens of hours of struggle - not to mention eight years of waiting before that - it's undeniable. [Issue#416, p.98]
    • Edge Magazine
    • 79 Metascore
    • 60 Critic Score
    In trying to please us all, it leaves a deeper puzzle unsolved. [Issue#415, p.107]
    • Edge Magazine
    • 60 Metascore
    • 50 Critic Score
    As diverting as it can be, this is a slim offering, a paucity of customisation options, game modes and progress markers providing no higher-level hook. [Issue#415, p.106]
    • Edge Magazine
    • 71 Metascore
    • 70 Critic Score
    If a chance to see the RPS Roguelike done right appeals, though, Abyssus' synthesis of systems is an enjoyable enough choice. [Issue#415, p.104]
    • 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
    • 77 Metascore
    • 70 Critic Score
    Suddenly, your herd is let off the leash. As you witness a train rattling along a nearby track, it's hard to resist the urge to race it. [Issue#415, p.100]
    • Edge Magazine
    • 69 Metascore
    • 50 Critic Score
    The real art of Shuten Order isn't in the puzzle pieces, then, but the finished picture. A shame constructing isn't a more well-rounded journey. [Issue#415, p.98]
    • Edge Magazine
    • 82 Metascore
    • 70 Critic Score
    This is Nava's finest hour (or two) since the work for which he's still best known - especially when it focuses on the means rather than the end. [Issue#415, p.96]
    • Edge Magazine
    • 87 Metascore
    • 80 Critic Score
    Perhaps the biggest compliment we can pay to Sega is that even if you stripped away the IP and our memories of Musashi's prior missions, we would still have an exquisite action-platform game on our hands. [Issue#415, p.94]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    Delta is compelling because of the quality of its source material, but it does feel disposable - a curio more in the vein of a talented bootleg modification than the kind of reenvisioning that would truly justify its existence. [Issue#415, p.92]
    • Edge Magazine
    • 73 Metascore
    • 70 Critic Score
    If you can forgive those insecurities, perhaps the result of trying to balance a mainstream genre game with more experimental narrative ambitions, The Old Country has an enormous amount of heart. [Issue#415, p.88]
    • Edge Magazine
    • 84 Metascore
    • 70 Critic Score
    By juxtaposing a hero who retreats in denials against an antagonist who'll go to any lengths to change the past, The Drifter offers a poignant take on trauma, and the ways it keeps gnawing at the soul the longer we refuse to process it. [Issue#414, p.123]
    • Edge Magazine
    • 72 Metascore
    • 60 Critic Score
    But at least there's less of the narrative mush to wade through this time, and if we start to flag late on, much is forgiven when Unfinished Business grants us control of an ED-209. [Issue#414, p.122]
    • Edge Magazine
    • 58 Metascore
    • 60 Critic Score
    It rarely becomes more than a pleasant distraction, rather than something that feels warm and real. [Issue#414, p.120]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    Right now, there's enough here to capture the imagination for a handful of playthroughs, but for The Wandering Village to go the distance, Onbu may have to shoulder additional burdens. [Issue#414, p.118]
    • Edge Magazine
    • 64 Metascore
    • 50 Critic Score
    Ultimately, there's a good Pac-Man game buried beneath the hours of Shadow Labyrinth's trend-chasing mediocrity. [Issue#414, p.116]
    • Edge Magazine
    • 84 Metascore
    • 60 Critic Score
    Ragebound sparkles when it doesn't over-egg the pudding, confusing additional layers for mechanical depth. And we remain convinced that, whichever clan they're from, the best ninjas work alone. [Issue#414, p.114]
    • Edge Magazine
    • 71 Metascore
    • 50 Critic Score
    While it's initially exciting to explore Wheel World with just a pair of wheels and an agenda of your own making, that summer-afternoon aimlessness soon begins to go flat. [Issue#414, p.112]
    • Edge Magazine
    • 78 Metascore
    • 70 Critic Score
    Yes, the ideas are simple and well-worn, but they're treated with care and elegance, with a shimmer of luxury sprinkled across the top. [Issue#414, p.110]
    • Edge Magazine
    • 67 Metascore
    • 60 Critic Score
    Throw in a few low-level technical glitches - occasional stuttering, the rare enemy frozen in a T-pose in a doorway - and it's hard not to feel underwhelmed. [Issue#414, p.108]
    • Edge Magazine
    • 74 Metascore
    • 60 Critic Score
    True, there is little here that should deter the Souls veteran in search of a new challenge to add to the ever-growing pile. And while we may never be quite as interested in uncovering the backstory of our mute amnesiac as in retailoring her skillset or wardrobe, Wuchang does a commendable job of draping the Soulslike in eastern garments - provided the red mist doesn't have you tearing them asunder. [Issue#414, p.104]
    • Edge Magazine
    • 91 Metascore
    • 90 Critic Score
    Nintendo has still made something uniquely enjoyable, while wantonly shredding the playbook in the process. Whatever plans might be in place for Mario's next adventure, Donkey Kong has changed the lay of the land. [Issue#414, p.100]
    • 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
    • 78 Metascore
    • 50 Critic Score
    With all the colour and oddness Date Everything musters, it can't overcome the fact that it treats its characters like objects. [Issue#413, p.122]
    • Edge Magazine
    • 67 Metascore
    • 60 Critic Score
    True, Splitgate 2 does a decent job implementing the fundamentals of a firstperson shooter, and occasionally makes a deeper impression with flourishes that can't be found elsewhere. But in moving too far towards established tastes, it more closely resembles what its creators profess to fight against. [Issue#413, p.120]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    Rematch, especially with friends, is an immediate, exhilarating caricature of football. Its pared-down mechanics inject joy back into a sport that's been hollowed out, both in real life through surrender to capital and geopolitics, and as simulation, in the gears of service-game profit-making machines. [Issue#413, p.118]
    • Edge Magazine
    • 78 Metascore
    • 60 Critic Score
    It helps, too, that the story is surprisingly engaging. [Issue#413, p.116]
    • Edge Magazine
    • 64 Metascore
    • 50 Critic Score
    It's an amusingly quirky notion, but it wears thin as you empty bullets into pile after pile of stationary stationery. [Issue#413, p.114]
    • 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
    • 85 Metascore
    • 80 Critic Score
    The Alters is unique in how it explores trust, regret, choice, self-sacrifice, labour and autonomy through its characters every bit as much as its pylon puzzles. [Issue#413, p.110]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    As an open-world game, it might be too light for some, but World earns the suffix in other entertaining ways. [Issue#413, p.106]
    • Edge Magazine
    • 89 Metascore
    • 70 Critic Score
    This is a grand, unwieldy behemoth of a sequel, buckling under the weight of its features and bombast. In lacking a sense of direction, though, it sometimes delivers in unexpected ways. [Issue#413, p.102]
    • Edge Magazine
    • 73 Metascore
    • 50 Critic Score
    Beyond breaking a set challenge score for each level, the prospect feels more like an endurance challenge than a great deal of fun. Strange Scaffold thus shows once again that it has no shortage of slick ideas. With this hook, though, we need a little more to keep us on the line. [Issue#412, p.123]
    • Edge Magazine
    • 65 Metascore
    • 60 Critic Score
    When it's embracing the ridiculous, Deliver At all Costs shines like a thrashing, paint-dipped monster fish. [Issue#412, p.121]
    • Edge Magazine
    • 70 Metascore
    • 70 Critic Score
    If patience is required, though, it's equally repaid. Playing as the Sandfox remains inherently pleasing, along with the game's story and atmosphere. A little post-launch care could see it truly shine. [Issue#412, p.120]
    • Edge Magazine
    • 87 Metascore
    • 80 Critic Score
    So while Monster Train 2 can initially seem more like an expansion than a sequel, it favours potency over a reimagining of the basics, using trusted design as a basis for even more excessive combat creations. It's all about bigger, weirder kinds of damage. If, that is, you're prepared to think like a mad scientist. [Issue#412, p.118]
    • 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
    • 77 Metascore
    • 60 Critic Score
    Above all, there's something fortifying in the game's message, however awkwardly it's delivered: keep walking; there's always a way out of the darkness. [Issue#412, p.114]
    • Edge Magazine
    • 73 Metascore
    • 80 Critic Score
    No but(t)s about it: Takahashi's most complete-feeling game since Katamari sees him operating in a mode that suits him... down to the ground. [Issue#412, p.112]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    Despite its shortcomings, then, Revenge Of The Savage Planet turns out to be a game that was worth saving. [Issue#412, p.110]
    • 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
    • 83 Metascore
    • 60 Critic Score
    Unfortunately, the solution it has landed on is missing some essential thing that has always made Doom work, another concept you wouldn't necessarily associate with this series: elegance. [Issue#412, p.104]
    • Edge Magazine
    • 77 Metascore
    • 90 Critic Score
    Whatever the project's origins, the result is a thrilling blend of ideas, a game that, despite its fashionable and familiar components, feels wholly unprecedented. Moreover, Nightreign firmly establishes the studio's designers as not only masters of their own domain, but now a new, hitherto undiscovered realm. [Issue#412, p.100]
    • Edge Magazine
    • 80 Metascore
    • 60 Critic Score
    There's an interesting personal story here, yet when it comes to the work itself, we can't help but feel we've gone a little too far back in time. [Issue#411, p.123]
    • Edge Magazine
    • 59 Metascore
    • 50 Critic Score
    Yet despite these conveniences, Junkster never stops feeling awkward and clumsy to pilot. [Issue#411, p.122]
    • Edge Magazine
    • 81 Metascore
    • 70 Critic Score
    Still, the bits of level you ARE meant to interact with are as high-quality as ever. [Issue#411, p.121]
    • Edge Magazine
    • tbd Metascore
    • 80 Critic Score
    What keeps you playing, though, are two aspects of Minter's games that can always be relied upon: his enthusiasm for spinning ideas in hundreds of different ways, and his essential good taste. [Issue#411, p.120]
    • Edge Magazine
    • 81 Metascore
    • 60 Critic Score
    Unlike in a game such as Limbo, the main challenge is not finding solutions to puzzles but performing them. [Issue#411, p.118]
    • Edge Magazine
    • 80 Metascore
    • 80 Critic Score
    Tempest Rising doesn't revolutionize the genre, but nor does it depend on nostalgia. And if there's a gap waiting for the Veti to arrive, it's immensely gratifying to fill it with a gratuitous quantity of tanks. [Issue#411, p.116]
    • Edge Magazine
    • 64 Metascore
    • 60 Critic Score
    At first glance, Post Trauma appears to be a meaningful iteration on a familiar formula, but in practice it's more like a cover of a favourite song on the radio. You tap your foot, but you long for the original. [Issue#411, p.114]
    • Edge Magazine
    • 79 Metascore
    • 80 Critic Score
    For all that it celebrates tight spaces, Skin Deep is anything but claustrophobic. [Issue#411, p.112]
    • Edge Magazine
    • 74 Metascore
    • 70 Critic Score
    Stick with Bloom & Rage through the hard times, though, and you might well be ready to take comfort in that lie. [Issue#411, p.110]
    • Edge Magazine
    • 80 Metascore
    • 60 Critic Score
    Fatal Fury may have to think again before taking on another fight. [Issue#411, p.108]
    • Edge Magazine
    • 66 Metascore
    • 50 Critic Score
    The early hours spent getting to know your airship suggest Forever Skies might soar. Sadly, from there, it struggles to get off the ground. [Issue#411, p.104]
    • Edge Magazine
    • 92 Metascore
    • 100 Critic Score
    If an RPG is measured by the temptation to explore elsewhere before heading to the next objective, this is as great as any. We stall for hours finding and investigating one magical environment after another. It's bliss. [Issue#411, p.100]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    It may not linger in the mind for too long once it's over, but it provides at least an evening's worth of quiet magic. [Issue#410, p.123]
    • Edge Magazine
    • 69 Metascore
    • 60 Critic Score
    While Sonokuni is a flawed action experience, we're grateful for it as a showcase of music we might not well have heard otherwise, and perhaps not appreciated in the same way. [Issue#410, p.122]
    • Edge Magazine
    • 89 Metascore
    • 90 Critic Score
    When those big swings connect, just as when we manage to knock several bottles off a wall with a single shot, Despelote offers an exhilarating reminder of the narrative ground games have yet to cover. [Issue#410, p.120]
    • Edge Magazine
    • 74 Metascore
    • 60 Critic Score
    As the clear standout elements in a shooter that otherwise feels like it's been drafted out of pre-existing parts, we'd like more change to actually play with our cards after tearing the packet open. [Issue#410, p.118]
    • Edge Magazine
    • 71 Metascore
    • 70 Critic Score
    There's also a sneaking sense that Origins is stuck in the past. As a reimagining of the original game with modern visuals, it's a triumph, but it doesn't do much to move the realtime tactics genre forward, with little of the innovation seen in, say, Mimimi's Shaodow Gambit: The Cursed Crew. [Issue#410, p.116]
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    Crucially, we never lose our will to continue. [Issue#410, p.114]
    • Edge Magazine
    • 78 Metascore
    • 60 Critic Score
    The end-of-stage bosses remain something of a saving grace. [Issue#410, p.112]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    This is a vision of immense craft and feeling. Should there be more behind the curtain? [Issue#410, p.110]
    • Edge Magazine
    • 72 Metascore
    • 60 Critic Score
    Atomfall isn't always a brilliant game, then, but it's often a surprisingly comforting one. [Issue#410, p.102]
    • Edge Magazine
    • 81 Metascore
    • 80 Critic Score
    In Assassin's Creed, the bloodthirsty are typically punished. For all its breadth and splendour, there is still not quite enough room to condemn its two most murderous inhabitants. [Issue#410, p.98]
    • Edge Magazine
    • 92 Metascore
    • 90 Critic Score
    As paradoxical as the thing itself, this single-storey mansion is a towering achievement. [Issue#410, p.106]
    • Edge Magazine
    • 75 Metascore
    • 80 Critic Score
    It's a game that wants to take games apart piece by piece - and is happy to use you as a screwdriver of sorts. [Issue#409, p.122]
    • Edge Magazine
    • 64 Metascore
    • 50 Critic Score
    Omega 6 has value as a curio and as part of Imamura's legacy, but only mildly as entertainment. [Issue#409, p.121]
    • Edge Magazine
    • 70 Metascore
    • 60 Critic Score
    For too much of your playtime, then, the game's charms seem like nothing more than a distant fantasy. [Issue#409, p.120]
    • Edge Magazine
    • 80 Metascore
    • 60 Critic Score
    Through design or serendipity, maybe the best thing to do after finishing Wanderstop is make yourself a cup of tea, take a seat, and mull it over for a while. [Issue#409, p.118]
    • Edge Magazine
    • 84 Metascore
    • 90 Critic Score
    A step forward over both previous entries, combining those elements with meticulous campaign craft and a gallery of inventive ideas. [Issue#409, p.116]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    What begins with a potential murder, then, may end with the deconstruction of a way of seeing the world. [Issue#409, p.114]
    • 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
    • 79 Metascore
    • 80 Critic Score
    For the most part the game's worldview is surprisingly progressive. [Issue#409, p.108]
    • Edge Magazine
    • 88 Metascore
    • 70 Critic Score
    We can't shake the sense that we've trodden these paths before. [Issue#409, p.104]
    • Edge Magazine
    • 91 Metascore
    • 80 Critic Score
    While the script spills plenty of ink on questions of fantasy, sci-fi and prose fiction, Split Fiction's most compelling statements are made without a word, in the shape of the game itself. [Issue#409, p.100]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    There's substance, too. [Issue#408, p.123]
    • Edge Magazine
    • 78 Metascore
    • 80 Critic Score
    With its celebration of the little things in life, which rarely affords neat resolutions, Afterlove EP is a beautiful tribute not only to Jakarta but to its dearly departed creator. [Issue#408, p.122]
    • Edge Magazine
    • 79 Metascore
    • 70 Critic Score
    At least no one can accuse Brace Yourself of staying in its lane, even if you sometimes wish its monsters would. [Issue#408, p.121]
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    Arlo may have the grimace and mane of Geralt, but his game needs to be more than a series of narrow squeaks. [Issue#408, p.118]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    If Keep Driving isn't the Kerouacian roman-a-clef you might hope for, every trip will leave you with something to remember it by. [Issue#408, p.116]
    • Edge Magazine
    • 87 Metascore
    • 90 Critic Score
    If you want to know what unites all players, though, it's the sheer glory of the wide-open world that is brought into being here. [Issue#408, p.114]
    • Edge Magazine
    • 70 Metascore
    • 50 Critic Score
    In 2025, Resistance's aim is well off-target. [Issue #408, p.112]
    • Edge Magazine
    • 79 Metascore
    • 90 Critic Score
    This instalment breathes new life into a series that, for all its triumphs, had started to feel too constrained by its own illustrious history. [Issue #408, p.108]
    • Edge Magazine
    • 88 Metascore
    • 80 Critic Score
    Deliverance II demands unwavering fealty from its players, and the punishment for being lax in your duties can be severe. But if you're willing to go along with its more peculiar quirks, it offers a rare amount of freedom for a modern roleplaying game. Indeed, it's arguably a truer RPG than Bethesda's recent efforts, certainly a closer companion to Oblivion than Starfield is. And while its writing or characterisation aren't up there with those of The Witcher 3 or Baldur's Gate 3, its quest design is every bit as ingenious. [Issue #408, p.100]
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    Like poking a dream-plagued bear, not everything here is a sensible idea, but at least there's always a chance something interesting will happen. [Issue#408, p.104]
    • Edge Magazine
    • tbd Metascore
    • 80 Critic Score
    No matter how well you think you know a language, there's always something new to learn. [Issue#407, p.107]
    • Edge Magazine
    • tbd Metascore
    • 80 Critic Score
    It's the trip that sticks with us, however - a personal passion project, made possible with public arts funding, that reaches, and sings, for the stars. [Issue#407, p.106]
    • Edge Magazine
    • 91 Metascore
    • 80 Critic Score
    Here is a game not only made over decades but one that feels made to be consumed over an equivalent timeframe. To play Caves of Qud is to be aware that you have just one life to give it - and that you might well come up wanting. [Issue#407, p.104]
    • Edge Magazine
    • 84 Metascore
    • 70 Critic Score
    Ultimately, this is a Metroidvania not in any loose sense but a direct descendent of both parents. [Issue#407, p.102]
    • Edge Magazine
    • 79 Metascore
    • 80 Critic Score
    Our so-called "Guardian of the Peace" concludes their journey with a body count nudging six figures. [Issue#407, p.100]
    • Edge Magazine
    • 74 Metascore
    • 60 Critic Score
    As the adrenaline fades, disappointment always creeps in, that meeting this creature more up-close than ever before might have actually, finally defanged it. [Issue#407, p.98]
    • Edge Magazine
    • 77 Metascore
    • 80 Critic Score
    In short, the system - mostly magically - works. [Issue#407, p.94]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    This is a wonderful, expansive piece of sequel-craft that has already drawn us in for a second go-around at a higher difficulty, with no fear that we've scraped the ceilings of its systems and stories. For something like that, we'll take a bit of instability any time. [Issue#407, p.90]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    Tying everything together is an engagement with creativity in all its forms, and a delight in messing with the various shapes videogames can come in. [Issue#406, p.123]
    • Edge Magazine
    • 81 Metascore
    • 80 Critic Score
    It's more an effective reminder of why these games have been so captivating, though than the evolution they'll need, sooner rather than later. [Issue#406, p.122]
    • Edge Magazine
    • 63 Metascore
    • 60 Critic Score
    The problem that remains, however, is its lack of anything profound to say, as it tees up complex topics before leaning towards comfortable answers. [Issue#406, p.120]
    • 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
    • 80 Metascore
    • 60 Critic Score
    There's no denying the milestone that Infinity Nikki marks for the Nikki series, taking it from a modest mobile dress-up app exclusive to China to an expansive global release of a stature rare for femicentric games. Yet... [Issue#406, p.116]
    • 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

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