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
    • 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
    • 70 Metascore
    • 50 Critic Score
    Perhaps it's time to rebuild from scratch. [Issue#405, p.122]
    • Edge Magazine
    • 76 Metascore
    • 70 Critic Score
    The game is more about building theme parks than overseeing them, moment to moment. [Issue#405, p.120]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    That there's nothing conventional about this beauty is firmly to its credit. [Issue#405, p.118]
    • Edge Magazine
    • 85 Metascore
    • 70 Critic Score
    The knowledge that there's always another unlock just around the corner - and the tanalising locked-off areas you pass en rouge - ensures Shadow retains the fourth, invisible thing that held the Arkham series' other pillars together: the sense of forward momentum. [Issue#405, p.116]
    • Edge Magazine
    • 62 Metascore
    • 60 Critic Score
    Slitterhead remains a curio worth examining - original and, yes, full-blooded in its approach. Lacking the subtleties of more psychological horror, Bokeh Game Studio justifies its flood of plasma and mountains body count both mechancially and thematically. In the end, though, it's the same anarchic roughness and lack of restraint that drags it down. [Issue#405, p.114]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    All Activision's teams needed to deliver the best Call of Duty in half a decade was proper support. It's not V2 rocket science, after all. [Issue#405, p.112]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    There's a great 20-hour romp to be had in Brothership, but you may have to give it a bit of a wiggle to find it. [Issue#405, p.110]
    • Edge Magazine
    • 74 Metascore
    • 50 Critic Score
    We emerge from Awakening's eight or so hours feeling as though we've spent much longer underground. [Issue#405, p.106]
    • Edge Magazine
    • 76 Metascore
    • 70 Critic Score
    Regardless of the developers' goals, Veilguard feels like a game designed and assembled in parts. However good any idea, scene or concept is - and there are some excellent ones - it isn't bolstered by those beside it. Instead, each feels like a dazzling distraction from where it falls short in depth, consistency and trust in players to engage with a complex world. [Issue#405, p.102]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    Who's quibbling about the originality of any given bone when there are so many of them just waiting to be broken, and in so many stylish ways? [Issue#404, p.121]
    • Edge Magazine
    • 74 Metascore
    • 50 Critic Score
    As well-intentioned as its encouragement to slow down and sniff the flowers may be, we can't help but bristle when the process is so leaden that it rarely feels like a relaxing meadow stroll. [Issue#404, p.120]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    Much like the humble jigsaw, it's never less than a pleasant distraction. [Issue#404, p.123]
    • Edge Magazine
    • 72 Metascore
    • 50 Critic Score
    As poetry, it might be evocative, but when you're trying to advance the game to the next scene, it feels rather like being the one sober person in the room. [Issue#404, p.122]
    • Edge Magazine
    • 74 Metascore
    • 60 Critic Score
    Ara is at once too shallow and too deep, a 4X game where one of its crosses bears far more eight than the others. [Issue#404, p.118]
    • Edge Magazine
    • 77 Metascore
    • 80 Critic Score
    Redacted makes no apology, yet somehow escapes from the shadow of its inspiration. [Issue#404, p.116]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    In truth, when it does attempt to tug firmly on the heartstrings, Neva is never as effective as we might have feared. But the images it leaves behind are indelible. [Issue#404, p.114]
    • 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
    • 73 Metascore
    • 80 Critic Score
    Double Exposure handles an adopted legacy with care, and crucially always feels like it's shifting the needle in a direction that's personal to you, which makes the smattering of lacklustre puzzles a frustrating but ultimately forgivable sin. [Issue#404, p.110]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    Silent Hill 2 is the rare game that isn't over after we've finished playing. It's a state of mind, and it waits for us to return. [Issue#404, p.108]
    • Edge Magazine
    • 92 Metascore
    • 90 Critic Score
    If it's an imperfect game for an imperfect world, that in itself is something to aspire towards. [Issue #404, p.104]
    • Edge Magazine
    • tbd Metascore
    • 60 Critic Score
    As much as it's captivating to soak in the atmosphere Selfloss creates, you should prepare for some choppy waters. [Issue#403, p.123]
    • Edge Magazine
    • 74 Metascore
    • 60 Critic Score
    Despite the absence of punishing deadlines, though, maybe this escape is a little too much like work after all. [Issue#403, p.122]
    • Edge Magazine
    • tbd Metascore
    • 80 Critic Score
    Occasional misses aside, then, Starstruck is an outstanding debut performance. [Issue#403, p.120]
    • Edge Magazine
    • tbd Metascore
    • 60 Critic Score
    While it doesn't reach the upper echelon of 3D platformers, the fact that it bolsters a genre so starved these days, as many indies stay in their two-dimenstional lane, while 3D games take a more serious tone, is worth celebrating, especially when its overt cultural charms are so endearing. [Issue#403, p.118]
    • Edge Magazine
    • 77 Metascore
    • 90 Critic Score
    It's this beautiful mess of strategic genius and personality defects that elevates Wild Bastards to the pantheon of truly great hybrid roguelikes, managing to do for the FPS what Spelunky did for platforming, and Slay The Spire for deckbuilders. [Issue#403, p.116]
    • Edge Magazine
    • 69 Metascore
    • 60 Critic Score
    Without a greater degree of authorship - a few lightly scripted cases in predesigned cities to complement the sandbox mode - Shadows of Doubt is too prone to be bewildering or illogical red herrings, shrouding the experience in uncertainty. [Issue#403, p.113]
    • Edge Magazine
    • 80 Metascore
    • 60 Critic Score
    Solo players are likely to be left wondering what happened over all those years. [Issue#403, p.112]
    • Edge Magazine
    • 74 Metascore
    • 70 Critic Score
    But as brutal as its buzz-saw races can be, they pale compared to the marketplace for online multiplayer into which it's throwing itself. [Issue#403, p.110]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    It's a testament to the strength of the core concept, then, that The Plucky Squire remains as entertaining as it does. [Issue#403, p.108]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    The sights and sounds of the Star Wars universe, delivered with enthusiasm and authenticity throughout, at least make it easy enough to be swept along. [Issue#403, p.104]
    • Edge Magazine
    • 85 Metascore
    • 90 Critic Score
    Where Frostpunk was painfully intimate, the sequel takes a bird's-eye view, but this distance serves it just as well. [Issue#403, p.100]
    • Edge Magazine
    • 94 Metascore
    • 100 Critic Score
    Take away the branding and there remains a core of irrepressible imagination, the fuel of so many great games, that is anything but robotic. [Issue#403, p.92]
    • Edge Magazine
    • 85 Metascore
    • 90 Critic Score
    Where once upon a time this series might have built an entire dungeon around a single gadget, here it's possible to pick up new inventions every few minutes, for hours on end. [Issue#403, p.96]
    • Edge Magazine
    • 88 Metascore
    • 80 Critic Score
    It feels revelatory, like rediscovering a lost art. The keyboard! How wonderful. [Issue#402, p.123]
    • Edge Magazine
    • 74 Metascore
    • 70 Critic Score
    While the thrill remains and the audiovisual show lives up to the billing, then, you wonder if the designers of genre classics might have pushed the envelope even more. [Issue#402, p.122]
    • Edge Magazine
    • 74 Metascore
    • 60 Critic Score
    How curious to find Nintendo's most contemporary tale hidden in a format so beholden to the past. [Issue#402, p.120]
    • Edge Magazine
    • 72 Metascore
    • 50 Critic Score
    As a whole, it is undeniably well meaning and generous, and the individual pieces work well enough, but somehow we find ourselves wishing there was a little less game in this reserve. [Issue#402, p.118]
    • Edge Magazine
    • 87 Metascore
    • 80 Critic Score
    Whatever tactics game you've enjoyed most in recent years, you're likely to find some element of it refracted somewhere in here. [Issue#402, p.116]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    It leaves nothing to blame when disaster occurs but your own failure to understand logic's laws. [Issue#402, p.114]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    Combined with the weight of nostalgia, Visions is thus a strangely conservative game. While not lacking the conveniences of modern design (the fast-travel system balances speed with a sense of scale), it's merely evolutionary. [Issue#402, 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
    • 65 Metascore
    • 60 Critic Score
    It's well-meaning, but unserious. [Issue#402, p.108]
    • Edge Magazine
    • 91 Metascore
    • 90 Critic Score
    Just as in Assassin's Creed or Far Cry, each activity is enlivened by the knowledge that you have chosen to do it right now, out of many alternative options available in every other direction. So when one DOES hold your undivided attention for an extended span, it must be something special indeed. And of those, UFO 50 has more than its fair share. [Issue#402, p.100]
    • Edge Magazine
    • 81 Metascore
    • 60 Critic Score
    Visually, this can be a fascinating journey, with its massive-headed monks and no-headed minstrels, but in service of little more than endless duels, hardly an ideal vehicle to dig into the novel's themes. Black Myth, in short, seems unsure what kind of monkey it wants to be. [Issue#402, p.104]
    • Edge Magazine
    • 70 Metascore
    • 60 Critic Score
    ete
    While this economy is enjoyably self-perpetuating, the cash economy beside it feels aimless. [Issue#401, p.123]
    • Edge Magazine
    • 79 Metascore
    • 80 Critic Score
    In a game that revels in base pleasures, it's just enough to kick our brain into action, before happily switching it back off for another two-minute rush of pure adrenaline. [Issue#401, p.122]
    • Edge Magazine
    • 86 Metascore
    • 90 Critic Score
    But that's what Arco does, playing on your sense of riding into the unknown, taking risks that might kill for the sake of curiosity. [Issue#401, p.120]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    As a game, Flock can be a little too fuzzy for our liking. As a mood-altering experience, though, it works like a charm. [Issue#401, p.118]
    • Edge Magazine
    • 72 Metascore
    • 50 Critic Score
    Repetition is the point. [Issue#401, p.116]
    • Edge Magazine
    • 81 Metascore
    • 70 Critic Score
    With 2022's sequel confirmed for global release early next year, then, we feel ready to go the distance and stick with this trail. [Issue#401, p.114]
    • Edge Magazine
    • 80 Metascore
    • 60 Critic Score
    Dungeons of Hinterberg is more like those all-inclusive package tours that blend together in a mind-collage of cocktails by the pool and the dine of the breakfast buffet: pleasant enough to pass the time but too safe to leave a lasting mark. [Issue#401, p.112]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    More broadly, it's let down by how it treats its brutal subject matter, all the way through to a dramatic but glib conclusion. [Issue#401, p.110]
    • Edge Magazine
    • 81 Metascore
    • 70 Critic Score
    Look for the new stuff, then, and there's no doubt this is a refined and expanded sequel, even if certain issues remain. [Issue#401, p.108]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    Even if it doesn't keep its elements in lockstep, then, the colour, soundscape and imagination of Kunitsu-Gami is nothing if not exquisite theatre. [Issue#401, p.104]
    • Edge Magazine
    • 71 Metascore
    • 70 Critic Score
    Varek and Enki's combined abilities - axe, pistol, magic - aren't entirely novel, but with this extra lift they're more than enough to carry us through an adventure that can be wrapped in 15 hours rather than 50. [Issue#401, p.100]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    As it stands, for all the words you cycle through, Until Then does its best work when it focuses on the visual and the novel. [Issue#400, p.123]
    • Edge Magazine
    • 67 Metascore
    • 50 Critic Score
    In isolation, it's a little thin. [Issue#400, p.122]
    • Edge Magazine
    • 77 Metascore
    • 80 Critic Score
    Super Monkey Ball had the sad fate of being born perfect, which means that, ever since that GameCube launch title, the series has been competing with memory. Not even a spin dash will get you past that. [Issue#400, p.120]
    • Edge Magazine
    • 67 Metascore
    • 50 Critic Score
    This sense of unevenness doesn't stop with the characters, and spreads to the design of the combat spaces. [Issue#400, p.118]
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    Not much here could be called outstanding - if we're hyper-critical, even though the game's visualisation of Japanese myth is a treat, it's not one we haven't sampled before. While there's a decent brew here, then, it doesn't refresh like a really good cupa. [Issue#400, p.116]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    Of course, horror as reflection of the social and psychological is what we've grown to expect from Red Candle. That it couples here with such a confident step into pastures new, though, means we're keener than ever to see what's next. [Issue#400, p.114]
    • Edge Magazine
    • 82 Metascore
    • 90 Critic Score
    Arranger's cheeriness and playfulness thus works its way into every facet of its design, from the craft of its puzzles to the personality of its world and its inclusive embrace. This year has already supplied a pair of best-in-class puzzle games in the shape of Animal Well and Lorelei And The Laser Eyes; now they need to shift over and make room for one more. [Issue#400, p.112]
    • Edge Magazine
    • 89 Metascore
    • 80 Critic Score
    There's no denying it's a classy product, and since when do we want less novelty? [Issue#400, p.110]
    • Edge Magazine
    • 89 Metascore
    • 90 Critic Score
    The Final Shape has validated all the efforts that led to this moment, from players and developers alike. It affirms that Bungie is prepared to guide this game to a brighter future still. [Issue#400, p.106]
    • Edge Magazine
    • 94 Metascore
    • 90 Critic Score
    This is a jewel of a response, one that catches the firelight in different ways depending on how you approach it, but always dazzles. [Issue#400, p.102]
    • Edge Magazine
    • 69 Metascore
    • 50 Critic Score
    Even when its style doesn't get in the way, like its diaphanous hero it's lacking in substance. [Issue#399, p.123]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    Platforming feels more involved than in "Stray," though clipping issues and an inconsistent camera can lead to frustrating falls. [Issue#399, p.122]
    • Edge Magazine
    • tbd Metascore
    • 90 Critic Score
    The neatness of the solution is all the more satisfying for the mess this once was: as the last piece slots into place, the sense of closure for player and protagonist feels as earned as it is overwhelming. [Issue#399, p.121]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    As enveloping a puzzle space as any (outside of wells and hotels) we've encountered this year. [Issue#399, p.120]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    Balancing discipline and freedom, and showcasing creativity within constraints, it demonstrates that you can shape your own path through life, while suggesting ways you might build upon everything you learn along the way. [Issue#399, p.118]
    • Edge Magazine
    • 87 Metascore
    • 80 Critic Score
    It is a breath of fresh air to play a game that doesn't merely use its science-fiction setting as attractive window dressing, its outstanding writing and voice acting more than compensating for its visual shortcomings. [Issue#399, p.116]
    • Edge Magazine
    • 77 Metascore
    • 80 Critic Score
    This dark world - frequently illuminated by its eccentric characters and cheeky dialogue - is so captivating that the slight loss of late-game momentum is easily forgiven. [Issue#399, p.114]
    • Edge Magazine
    • 76 Metascore
    • 70 Critic Score
    As revolutions go, RKGK is perhaps a little too well-mannered for its own good. [Issue#399, p.112]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    Homeworld 3 isn't quite the homecoming we had hoped for. At worst competent, at best exceptional, it has been crafted with evident care, though the originals still cast a shadow as dense as a black hole's event horizon. [Issue#399, p.108]
    • Edge Magazine
    • 77 Metascore
    • 80 Critic Score
    What is for sure is that over its six-hour span we're engrossed in Still Wakes The Deep far more often than not. [Issue#399, p.100]
    • 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
    • 80 Metascore
    • 70 Critic Score
    If Indika won't be everyone's tempo, it proves you can work small miracles when you dare to shed familiar habits. [Issue#398, p.122]
    • Edge Magazine
    • 60 Metascore
    • 60 Critic Score
    At once expanded yet stripped back (or focused, if you're feeling generous), Luminous might not quite be Endless Ocean as we knew it, but it retains enough of the series' distinctive signature that it's worth taking the plunge. [Issue#398, p.120]
    • Edge Magazine
    • 71 Metascore
    • 50 Critic Score
    There are points of interest here, but they're scattered too far and wide to make this a worthwhile excursion. [Issue#398, p.118]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    What follows is positively giddying, in the manner of a well-tuned ghost train or haunted house, provoking chuckles and squirms at the same time. [Issue#398, p.116]
    • Edge Magazine
    • 76 Metascore
    • 70 Critic Score
    While it can be trying, Tales of Kenzera remains a piece of classy engineering, supported by evocative landscapes, meaty audio effects and a score that combines traditional Bantu sounds with modern electronica. [Issue#398, p.114]
    • Edge Magazine
    • 79 Metascore
    • 70 Critic Score
    These smart updates to the classic RPG formula mean the wilfully archaic design choices that remain in place stand out all the more. [Issue#398, p.110]
    • Edge Magazine
    • 90 Metascore
    • 90 Critic Score
    The fascination of those lingering unknowns is part of why Basso's remarkable indie debut takes up residence in your brain when you're not playing it. But on a more fundamental level, it is simply a beautifully constructed, wonderfully characterful adventure, one that marks the blossoming of a major talent. [Issue#398, p.98]
    • Edge Magazine
    • 88 Metascore
    • 90 Critic Score
    For all its cinematic aspirations and borrowings, though, it's clear the Swedish studio's heart firmly belongs to videogames. [Issue#398, p.104]
    • Edge Magazine
    • 81 Metascore
    • 60 Critic Score
    There are flashes of brilliance in Stellar Blade, still, most often sparked by the titular weapon. But it's too broad and with that a little underdone. If only Eve's initial clarity of purpose had been more contagious. [Issue#398, p.106]
    • Edge Magazine
    • 74 Metascore
    • 70 Critic Score
    As an empowering journey, Showtime proves THIS princess doesn't need a plumber to rescue her; you sense its intended audience will crush a grape as Peach follows suit. [Issue#397, p.122]
    • Edge Magazine
    • 63 Metascore
    • 40 Critic Score
    This disappointing reboot is best left, well, alone. [Issue#397, p.118]
    • Edge Magazine
    • 83 Metascore
    • 90 Critic Score
    Sure, occasionally it beats you up just because it can. [Issue#397, p.116]
    • Edge Magazine
    • 78 Metascore
    • 60 Critic Score
    It's like watching penguins in an Attenborough documentary turning from ungainly waddlers into torpedoes. [Issue#397, p.114]
    • Edge Magazine
    • 69 Metascore
    • 60 Critic Score
    Those seeking strategic depth may find Bulwark wanting, but if you're happy to kitbash without consequence then Sala's atmospheric world is worth a return visit. [Issue#397, p.112]
    • Edge Magazine
    • 67 Metascore
    • 50 Critic Score
    As narrative adventures go, this is like the wonky piece of pottery we find after packing up Tess's things: handsomely rendered but misshapen and disappointingly empty. [Issue#397, p.110]
    • Edge Magazine
    • 69 Metascore
    • 50 Critic Score
    Sharper humour would have helped make these folk more endearing to us, too. [Issue#397, p.108]
    • Edge Magazine
    • 81 Metascore
    • 70 Critic Score
    Children of the Sun wears that rawness like a badge of honour, its rough edges not sanded down but rather made so jagged as to draw blood. [Issue#397, p.106]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    Direct comparisons don't do Ronin any favours. Its grappling is reminiscent of Sekiro, but the procedure never feels as urgent or dynamic as it does in From's game. Its combat follows rhythms previously explored in the Nioh series and also Wo Long, but it rarely feels any more refined, nor more satisfying... But it is consistently charming. [Issue#397, p.102]
    • Edge Magazine
    • 86 Metascore
    • 90 Critic Score
    The game's greatest triumph is in delivering a truly singular vision. This is not the work of a team in thrall to trend or fashion, its designers given the opportunity to build from their own imagining instead. At a time when many rival studios are guided by the whims of focus testing and audience pandering, it has resulted in a game with one elusive quality. Dragon's Dogma 2 is, more than anything else, unforgettable. [Issue#397, p.98]
    • Edge Magazine
    • 74 Metascore
    • 50 Critic Score
    It might seem unfair to complain of maddening repetition, given the subject matter, but it turns out not every trope of game benefits from being trapped in a loop. [Issue#396, p.123]
    • Edge Magazine
    • tbd Metascore
    • 80 Critic Score
    Inkulinati might be deeply silly, but it's equally smart - a game set in the margins that deserves to be properly illuminated. [Issue#396, p.121]
    • Edge Magazine
    • 78 Metascore
    • 70 Critic Score
    Diverting and wonderfully weird as it may be, but Side Order doesn't supplant Octo Expansion as the series' singleplayer peak. [Issue#396, p.119]
    • 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

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