Edge Magazine's Scores

  • Games
For 4,029 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:
4029 game reviews
    • 80 Metascore
    • 80 Critic Score
    From its overpowered weapons and gormless AI to its pedestrian objecctives, the singleplayer game is as dumb as it is misguided – an embarrassment to the rather splendid mulitplayer game that, fortunately, represents all that's really important. [Dec 2005, p.101]
    • Edge Magazine
    • 88 Metascore
    • 80 Critic Score
    There's no question that Wipeout Pure is a very fine Wipeout game and, thanks to its lively, dynamic soundscape and its distinct, exhilarating handling, it deserves three out of three just as much as a score out of ten.
    • 88 Metascore
    • 80 Critic Score
    Most of all, BioShock 2 has one quality that makes us much more hopeful for the future of the series and its inevitable onward growth as one of gaming’s big franchises: it shows the capacity of Rapture to utterly change itself for the telling of a new tale, while somehow remaining the same.
    • 90 Metascore
    • 80 Critic Score
    It takes more than caffeine, luck and a nosebleed to truly become master of these streets, and this is Revenge’s greatest achievement over its predecessor. The eight locations, split as usual into varied circuits, are arcade racing dreams given form. [Nov 2005, p.98]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    The series' daily challenges return, and the team's flair for simple, yet interesting, map design remains undiminished. Refinement's never quite as exciting as reinvention, of course, but with so little to fix, Rodeo's clearly spent its development time rather wisely.
    • 77 Metascore
    • 80 Critic Score
    Ronimo has made an ingenious Trojan horse by delivering the structure and systems of a cult PC genre on consoles, wrapped in the glamour of classic console gaming. Rather than alienate the wrong audience, Awesomenauts could – and should – make plenty of converts to its cause.
    • 75 Metascore
    • 80 Critic Score
    At its core, though, is Hydro Thunder Hurricane's handling model. Swerving between subtlety and throttle every few seconds, it graces tracks that provide both competitive dashes and full-on fairground rides. All this is wrapped up in a perpetually rewarding structure that keeps these precious elements fresh, making up a comeback that holds its first principles close.
    • 78 Metascore
    • 80 Critic Score
    It’s difficult to be too nitpicky about one of the most flat-out entertaining games of recent times. Overkill resurrects an old franchise as anything but a shambling corpse, and raises the bar for third party production values on this generation’s best-selling console. [Mar 2009, p.89]
    • 90 Metascore
    • 80 Critic Score
    iBlast Moki 2, with its slightly bland charm, unremarkable origins and questionable English, isn't going to be the next Angry Birds. But while playing, you occasionally think it should be.
    • 84 Metascore
    • 80 Critic Score
    DMC4 is not the grotesque misstep it so easily could have been. DMC4 is hardcore. [Mar 2008, p.90]
    • 86 Metascore
    • 80 Critic Score
    It isn’t any kind of reinvention, but a revitalisation, with a style so rich that it becomes an integral part of the game’s substance; Psychonauts breathes imagination and individuality as effortlessly as most games steal from one another. [July 2005, p.84]
    • Edge Magazine
    • 81 Metascore
    • 80 Critic Score
    It's still a Soul Calibur game, but Project Soul has successfully designed it for a wider audience of casual and hardcore players alike, which was a key factor in Capcom's successful reinvention of its revered series. [Feb 2012, p.108]
    • Edge Magazine
    • 74 Metascore
    • 80 Critic Score
    It demands persistence on the part of the player to uncover its inner workings, but when you do start to move in tandem, it's an undeniably exhilaratnig dance. [Oct 2006, p.86]
    • Edge Magazine
    • 78 Metascore
    • 80 Critic Score
    In the end, it's only a singleplayer mode away from true greatness - but if we've learned one thing from fighting games this generation, it's that none is ever going to get everything right. [Issue#344, p.118]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    Florence strikes a chord that resonates long after the cello fades. [May 2018, p.120]
    • Edge Magazine
    • 92 Metascore
    • 80 Critic Score
    Journey's real issue, if it has one, goes much deeper than that. It's a resolutely linear game in which your range of interactions is minimal. For some, that will make it a pretty but hollow novelty; boring, perhaps. But for those who play games to explore strange lands, see beautiful sights and to immerse themselves – for however brief a time – in a new world, Journey is perfect. And what's more, they'll find someone like them to share it with.
    • 86 Metascore
    • 80 Critic Score
    Although the basic joy of rolling realistic water around might be short-lived, it's bolstered by the far greater satisfaction of solving the game's intuitive, well-paced puzzles. [Jan 2011, p.102]
    • Edge Magazine
    • 79 Metascore
    • 80 Critic Score
    It's clever without being intimidating, delicate without being volatile, and immediate without a sense of panic. [Feb 2011, p.99]
    • 80 Metascore
    • 80 Critic Score
    This new outing for Sega’s ever-appealing sports series is a deeper, more serious and demanding beast than before, yet happily manages to retain the series’ lighthearted atmosphere and is, on occasion, utterly bonkers. [Apr 2007, p.84]
    • Edge Magazine
    • 93 Metascore
    • 80 Critic Score
    The improvements are so varied, polished and deep to make any devotee of the game consider upgrading. In fact, its range is extensive enough to make those who turned their nose up at the business-as-usual nature of UT2003 come storming back. [May 2004, p.98]
    • 85 Metascore
    • 80 Critic Score
    Survivor manages to leave us wondering what could possibly be left for a sequel - and surprisingly eager to find out. [Issue#385, p.106]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    Those who've never understood the appeal of Kirby are unlikely to be convinced by his move into 3D. But otherwise this compact, imaginative adventure is a low-key triumph, a work of great craft and wit that, unlike its lead, doesn't bite off more than it can chew. And it only leaves you hungry for more. [Issue#370, p.110]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    Creaks may be a break from point-and-click tradition for Amanita, but we're left with a familiar smile as the credits roll, our eyes still wide with delight. [Issue#348, p.102]
    • Edge Magazine
    • 77 Metascore
    • 80 Critic Score
    Has enough in that expertly-pitched control system to keep you replaying the same courses over and over, relaxing into a groove before smashing through the score barrier on one perfect run. It's an iPhone game you'll come back to for the controls alone – and that's not something you can't say every day.
    • 80 Metascore
    • 80 Critic Score
    MotoGP may only bring a handful of new bikes and tracks, but it’s still a handsome package. [July 2006, p.82]
    • Edge Magazine
    • 72 Metascore
    • 80 Critic Score
    Without seeking to damn a fine game with faint praise, another succinct design philosophy comes to mind: it just works. [Issue#372, p.100]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    Here is the rare deckbuilder that doesn't feel like it's merely aping the giants of the genre. [Issue#424, p.106]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    Fraught, oppressive and tense, Thumper has been built to a singular vision - and one we can certainly respect, if not always enjoy. [Christmas 2016, p.117]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    This is an incredible achievement, the closest a simulator has come to entertainment; the nearest videogaming has come to the real experience of driving. Forget play. Just drive. [March 2005, p.84]
    • 83 Metascore
    • 80 Critic Score
    It's a vehicle that may win over more action fans than true-bloods, but its plagiaristic tendencies represent a shrewd way of ensuring that the series gets a firm footing outside of the 2D realm. [Nov 2010, p.84]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    Quarrel DX is the funniest and most stylish word game around, with layers of strategy that go down so deep it sometimes feels you're just scratching the surface. Even without multiplayer this is an essential purchase. With multiplayer, it could take over the world – or, at the very least, be the thinking person's Angry Birds.
    • 92 Metascore
    • 80 Critic Score
    The stuff of legend, then? Indeed. Although, perhaps fittingly, one with nothing new to say. [Apr 2010, p.88]
    • Edge Magazine
    • 80 Metascore
    • 80 Critic Score
    It's telling that, as our getaway car peels away to safety with ten seconds remaining, our first instinct is to try again. [Issue#372, p.110]
    • Edge Magazine
    • 79 Metascore
    • 80 Critic Score
    Unlike the creature at its centre, Isolation isn't structurally perfect, but it is brilliantly hostile in a way that's likely to shock many players. [Dec 2014, p.102]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    Citizen Sleeper doesn't shy away from weighty topics, and excels in managing to explore these while feeling intensely personal. [Issue#372, p.112]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    We're ready to see what the future holds for The Creative Assembly after Total War. We're also, however, delighted by the studio's seemingly indefatigable ability to bend its own rules and brew up new playstyles, as it brings one of gaming's greatest licensed adaptations to a thunderous conclusion. [Issue#370, p.114]
    • Edge Magazine
    • 76 Metascore
    • 80 Critic Score
    What is most amazing of all is that despite its litany of weird little problems, Destiny is fantastic, its combat up there with the very best, the thrilling rhythm of its battles still not fading the 30th time through, and it has no single systemic problem that is not fixable. [Dec 2014, p.106]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    Whereas a more comprehensive reimagining of how Okami would work on DS could have resulted in a less ambitious, more polished game, Okamiden succeeds in preserving both the spirit and form of its forebear, and that makes in rather special indeed. [Mar 2011, p.90]
    • Edge Magazine
    • 66 Metascore
    • 80 Critic Score
    Even if some of the fundamental stuff has been sacrificed to the creation of this huge world, Fuel still makes it across the finish line on a far-from-empty tank. [July 2009, p.97]
    • Edge Magazine
    • 90 Metascore
    • 80 Critic Score
    Most importantly, the old jokes are still funny. [Issue#372, p.116]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    Such steps forward may seem at odds with the time period, but that late-'80s setting is put to brilliant use in the story. [March 2017, p.98]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    This is the best entry in its genre since Bayonetta, and might just be the best game Ninja Theory has made to date.
    • 77 Metascore
    • 80 Critic Score
    It has all the hooks you'd associate with a streaming service binge-watch...But American Arcadia has something to say, too. [Issue#393, p.116]
    • Edge Magazine
    • 87 Metascore
    • 80 Critic Score
    Where next for Pokemon? Black and White don't suggest any answers, but they do remind us why we'd care in the first place. [Mar 2011, p.103]
    • 83 Metascore
    • 80 Critic Score
    If the thrill of the new is gone, old pleasures remain: the exhilaration of the final-minute countdown as the music increases in tempo, or the ice-cream jingle of the Tower as it advances into enemy territory. Crucially, that infectiously exuberant spirit is undimmed. More of the same? For once, that'll do nicely. [Issue#310, p.104]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    If you can push through the lukewarm welcome and remain patient, though, you'll find something vivid and exciting here. [Issue#420, p.94]
    • Edge Magazine
    • 89 Metascore
    • 80 Critic Score
    Despite these minor imperfections F-Zero GX has it where it counts. The combination of blistering speed, responsive controls and rivals with genuine personality makes this one of the most addictive games of the year. [Oct 2003, p.96]
    • 87 Metascore
    • 80 Critic Score
    Where next for Pokemon? Black and White don't suggest any answers, but they do remind us why we'd care in the first place. [Mar 2011, p.103]
    • 76 Metascore
    • 80 Critic Score
    Like "GTA" there's more to this than shock and awe. Within its linear structure there is a lot of freedom within which to act, much more so than both "Splinter Cell" and "Metal Gear Solid 2," the titles which Manhunt most closely resembles. [Jan 2004, p.96]
    • Edge Magazine
    • 87 Metascore
    • 80 Critic Score
    A colourfully written and often funny game, but one that doesn't deviate much from the fantasy rulebook, an area where a more substantial break from the past would have been welcome. [Sept 2014, p.108]
    • Edge Magazine
    • 76 Metascore
    • 80 Critic Score
    With a clutch of intricate puzzle stages and some tough daily challenges for players chasing mastery, Ookibloks challenges mind and thumbs in equal measure.
    • 88 Metascore
    • 80 Critic Score
    Through judicious pruning and reweaving Naughty Dog has crafted one of the finest action adventures to date. It’s involving in its narrative, a triumph of pacing, and simply a pleasure to play. [Christmas 2007, p.80]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    Not since Yoshi's Island's designers broke out the crayons has a Nintendo platformer looked so much like a work of craft, but it's a pity that, for the most part, the levels don't feel as fresh as they look - a platform made of butterfly stitching is still just a platform. [Christmas 2010, p.93]
    • 85 Metascore
    • 80 Critic Score
    The essence of the classic JRPG distilled into an unlikely form. [Issue#336, p.114]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    If Pyre never quite feels like a classic sporting struggle, your ragtag band of rebels and their delightful mobile home are a heartwarming upside to life on the Downside. [Issue#310, p.108]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    A love letter to the NES era, Shovel Knight is punishingly difficult, a game of quick reflexes and exacting precision. [Sept 2014, p.112]
    • Edge Magazine
    • 75 Metascore
    • 80 Critic Score
    Intelligent Systems takes great care to shape its RPG for portable play. The world is divided into Super Mario Bros-style levels that each pack a tidy little narrative. Levelling is removed in order to keep these vignettes grind-free. And it's all wrapped up in Nintendo's typically hilarious localisation.
    • 82 Metascore
    • 80 Critic Score
    In Sky, knowledge can be a powerful thing, an asset that makes you more useful to those who seem lost, as you lead them toward the light. [Issue#336, p.116]
    • Edge Magazine
    • 80 Metascore
    • 80 Critic Score
    There's a whiff of trial and error at times, but no puzzle's Eureka moment comes by accident. [Sept 2014, p.114]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    Level-5 and Studio Ghibli's contributions are harmonious. As a game, Ni No Kuni builds upon classic JRPG foundations, eschewing the evolutions of Xenoblade Chronicles and Final Fantasy XII. But the assured flair with which Level-5 has implemented each of the game's classic components combines with Ghibli's masterful storytelling to deliver a JRPG that's quite unlike any other.
    • 77 Metascore
    • 80 Critic Score
    It’s hard to find reasons not to point to Exit as a prime piece of PSP gaming. It’s rich colours and bold stylings bring out the best in the machine’s screen; the short, compelling levels are perfect for playing in bite-sized chunks, and wi-fi connectivity means new levels – of which Taito has already made a good few available - will sustain your enthusiasm longterm. [Fe 2006, p.90]
    • Edge Magazine
    • 74 Metascore
    • 80 Critic Score
    This sequel isn't the leap forward the concept deserves, but it's a testament to the original that it remains a standout personality over two years on, at a point when quality platform games have become thin on the ground. [Mar 2011, p.99]
    • 92 Metascore
    • 80 Critic Score
    The overall impression Guitar Hero II leaves, particularly in light of its multiformat future and MTV's investment in Harmonix, is that it’s ceased to be a stand-alone game, and is now a platform in its own right. [Christmas 2006, p.86]
    • Edge Magazine
    • 90 Metascore
    • 80 Critic Score
    It's clear that Disney's ideas are far from drying up.
    • 86 Metascore
    • 80 Critic Score
    The plot is revealed in awkward clumps which never quite dovetail. There's no question, however, that Namco has managed to twist out a tale that sustains your interest across both discs. [Oct 2004, p.106]
    • Edge Magazine
    • 79 Metascore
    • 80 Critic Score
    Pulling off tricks in OlliOlli – each precision twist, rotation and flick of the Vita’s left analogue stick – feels as satisfying for your fingers to negotiate as any fighting game finishing move. So even if you’re terrible at the game, even if you can’t land a single trick or grind, even if your scores barely creep into triple digits, your avatar’s tumbling faceplant will still imprint the outline of a grinning mouth in the pavement.
    • 92 Metascore
    • 80 Critic Score
    Threes is uncommonly sweet, though it can feel a little insubstantial.
    • 87 Metascore
    • 80 Critic Score
    More striking are the zero-gravity sections. [Issue#382, p.108]
    • Edge Magazine
    • 74 Metascore
    • 80 Critic Score
    Thankfully, the conversion from keyboard and mouse to pad has been made with rare judgement - movement is smooth and aiming is easy. The classic gameplay has made the transition too, and is as rewarding as ever. [Jan 2004, p.110]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    The game's greatest achievement is its setting. There's a distinct whiff of a Rockstar production to Watch Dogs 2's San Francisco, with its scale and polish, its savvy skewering of popular culture in general, and Silicon Valley's tech fetish in particular. [Jan 2017, p.106]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    It may look chaotic, but this is as controlled as iOS gaming gets. Immaculately calibrated touch controls give you the tools to escape even the most ferocious barrage, while the five stages challenge twitch reflexes, muscle memory and pattern recognition equally. One of the toughest games you'll ever play, then, but also one of the fairest.
    • 73 Metascore
    • 80 Critic Score
    No game since Wii Sports has done so much to capture Nintendo's mixture of initial accessibility, entertainment value and wide appeal. [Christmas 2010, p.95]
    • Edge Magazine
    • 90 Metascore
    • 80 Critic Score
    Narrative designers everywhere should be taking notes from a psychological horror that gets well and truly inside your head. [Issue#393, p.123]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    It turns out that Mario+ Rabbids still has the capacity to surprise us after all. [Issue#378, p.96]
    • Edge Magazine
    • 70 Metascore
    • 80 Critic Score
    At its best, this is more than just the purest, most narcotic action game in the world – it's a cultural pinnacle. Every superhero, be it in comic books or the movies they've inspired, wishes they could visit its playground.
    • 77 Metascore
    • 80 Critic Score
    Fascinating. [Issue#382, p.110]
    • Edge Magazine
    • 79 Metascore
    • 80 Critic Score
    For most of its runtime, Routine is an extremely well-constructed horror game where even the tiniest detail has a big impact. Even if you've been following it since 2012, it has been worth the wait. [Issue#419, p.104]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    This is a story about finding your voice, but it also grapples with an uncertain time, when some outcomes are beyond our control or experience. [Issue#420, p.104]
    • Edge Magazine
    • 74 Metascore
    • 80 Critic Score
    It's hardly the deepest strategy game around, but it effectively sets up the loop these games revel in, one thing feeding into another so you can never quite find the right moment to put it down [Issue#341, p.110]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    A classy, inventive adventure with an absorbing story. [Dec 2014, p.114]
    • Edge Magazine
    • 79 Metascore
    • 80 Critic Score
    Only its brevity and the limited multiplayer modes keep Judgment firmly in the ‘not a real sequel’ world, but it’s a template for the next generation of Gears and a licence to experiment with the series’ most sacred mechanics.
    • 81 Metascore
    • 80 Critic Score
    This is ballsy, brash, confident gaming at its best - a lesson in how games don't have to be perfect to be brilliant. [Christmas 2003, p.102]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    It reinvents a gaming classic, and proves that the nuts-and-bolts mechanics of yesteryear can still captivate. It’s engrossing, a stiff challenge and a fine addition to a venerable history. [Apr 2008, p.97]
    • Edge Magazine
    • 78 Metascore
    • 80 Critic Score
    If not quite a giant leap for the 3D platformer, Big Hops is an accurate title after all. [Issue#420, p.106]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    This focus on creativity over flowcharts perfectly suits the most charismatic, expressive construction and management sim yet. [Jan 2017, p.116]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    In the end, we gain more from it than we imagined. [Issue#347, p.100]
    • Edge Magazine
    • 76 Metascore
    • 80 Critic Score
    A fizzing treat that refuses to ever dissolve away entirely, Alien Zombie Death is pacy, mean-spirited, and delightful.
    • 85 Metascore
    • 80 Critic Score
    Irritations never last long in Smash 3DS, sandblasted away by the winningly varied combat and the sheer torrent of ways to enjoy it. [Dec 2014, p.122]
    • Edge Magazine
    • 72 Metascore
    • 80 Critic Score
    The Splatters ultimately feels as much like the heir to Trials HD as to Rovio's feathery world-beater. Maybe it belongs on XBLA after all.
    • 86 Metascore
    • 80 Critic Score
    Plagued by imbalance, the Round 3 career can serve up over 50 bouts before one goes the distance. The new stun punch – a thunderclap of a haymaker – helps to ensure first to third round knockouts for the vast majority of fights. [Apr 2006, p.82]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    What emerges from the emotional wreckage is a paean to human resilience in the face of catastrophe, one that amply rewards your own perseverance. [Issue#382, p.113]
    • Edge Magazine
    • tbd Metascore
    • 80 Critic Score
    At its best, to play Hotel Infinity is to draw out a magic circle (or square) in the middle of familiar space, and the last thing you want is for external reality to intrude on that, whether it's the fear of ridicule or the sharp corner of a sofa you didn't move quite far enough. [Issue#419, p.116]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    The inclusion of a food journal, detailing the ingredients you've used and those that haven't yet been found, will be manna for completists in another sparky, generous and amusing offering from Adult Swim.
    • 87 Metascore
    • 80 Critic Score
    It promotes a message of kindness and understanding that's never felt more vital. [Jan 2017, p.121]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    It demands your full attention at every moment, something that was equally true of Mimimi's previous two games. [Issue#388, p.108]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    BioWare hasn't cast itself as a guerrilla movement trying to subvert the MMOG with The Old Republic. Instead it's been the Empire, working to produce a slick, gigantic experience that, in the time of free-to-play, feels polished enough to demand monthly fees. How long this empire – vast and imposing, but archaic in structure – will last in the face of newer MMOGs and their rebellious payment models isn't easy to discern. This isn't the first of a new order of MMORPG, but it may well be the last of the old.
    • 80 Metascore
    • 80 Critic Score
    This disquieting, disorienting place leaves us as properly rattled as we've been by a videogame since Immortality. [Issue#378, p.114]
    • Edge Magazine
    • 77 Metascore
    • 80 Critic Score
    The result, Llamasoft's best game since Polybius, is dazzling in every sense of the word. [Issue#382, p.114]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    It's not so much a game with depth as one with width, a fat pool of possible ways to idle away your time between quests, allowing you to craft what feels like an unprecedented sense of social personality, in terms of colour and grandeur if not actual complexity. [Nov 2004, p.94]
    • Edge Magazine
    • 87 Metascore
    • 80 Critic Score
    It promotes a message of kindness and understanding that's never felt more vital. [Jan 2017, p.121]
    • Edge Magazine

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