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
    • 79 Metascore
    • 70 Critic Score
    Trepang2 may not know many tunes, but it truly commits to those it does. [Issue#387, p.116]
    • Edge Magazine
    • 75 Metascore
    • 80 Critic Score
    The best Alien-licensed game not made by Creative Assembly. [Issue#387, p.114]
    • Edge Magazine
    • 70 Metascore
    • 60 Critic Score
    It's both startling and amusing to see a rival expressing annoyance, befuddlement or smugness. [Issue#387, p.110]
    • Edge Magazine
    • 73 Metascore
    • 50 Critic Score
    It's disappointing mostly because its strongest elements, from its dialogue to its excellent soundtrack (see "Radio ga ga"), are packaged within a limp rerun of its superior predecessor, providing scant few reasons to face the ghosts of the past a second time. [Issue#387, p.112]
    • Edge Magazine
    • 87 Metascore
    • 70 Critic Score
    The creative aims are clear and well-met: to create a Final Fantasy game with a more serious and grounded story, a more fashionable battle system and more mature world in which magic and monsters exist, and their effects on human ambitions and systems of power. On these counts, Final Fantasy XVI's gamble is a success. But whether this is a game to inspire passion among a new generation, in the way the high points of the series did, is debatable. [Issue#387, p.106]
    • Edge Magazine
    • tbd Metascore
    • 70 Critic Score
    We don't mind seeing behind the scenes, since in a way the whole game is just that storycrafting system on a larger canvas. [Issue#386, p.123]
    • Edge Magazine
    • 76 Metascore
    • 70 Critic Score
    It's testament to What The Car? that we're prepared to repeat the majority of challenges until we've earned a golden crown. [Issue#386, p.122]
    • Edge Magazine
    • 33 Metascore
    • 30 Critic Score
    It's hard not to lament the potential wasted here. [Issue#386, p.120]
    • Edge Magazine
    • 68 Metascore
    • 60 Critic Score
    As much as Firmament highlights the skills and importance of industrial labourers, then, it also brings with it some of the tedium of the real work - which surely wasn't part of the blueprint. [Issue#386, p.118]
    • 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
    • 77 Metascore
    • 80 Critic Score
    The bunker thus feels genuinely coherent as a place, and alongside a vividly oppressive monster, that's enough to ensure this latest bout of Amnesia is one we won't easily forget. [Issue#386, p.114]
    • Edge Magazine
    • 69 Metascore
    • 60 Critic Score
    The game's world of desperate survival is much more effectively painted through its mechanics. [Issue#386, p.112]
    • Edge Magazine
    • 78 Metascore
    • 90 Critic Score
    This isn't old school for old school's sake, it's a reminder that there's more to reviving classic material than nostalgia. Sometimes, it's about showing the modern industry where it lost its way. [Issue#386, p.108]
    • Edge Magazine
    • 86 Metascore
    • 70 Critic Score
    This game has not so much been created to advance the beloved series but to prepare the ground for its next generation. As sequels go, think more civil disturbance than raising hell. [Issue #386, p.104]
    • Edge Magazine
    • 92 Metascore
    • 90 Critic Score
    This is not only a kinetic, exciting and gloriously refined interpretation of the most storied fighting game series, but also the most generous and expansive offering yet. Here is a game that pays tearful tribute to its past, while determinedly seeking out a new and young audience - mindful, no doubt, that its future resides in their hands, be they practised or otherwise. [Issue #386, p.100]
    • Edge Magazine
    • 74 Metascore
    • 70 Critic Score
    Though perhaps it's the constraints that give this striking noir - the most invested we've been in the Tron universe for 40 years - such a strong identity of its own. [Issue#385, p.122]
    • Edge Magazine
    • 76 Metascore
    • 70 Critic Score
    Here, though, each death is just another opportunity for a punchline. [Issue#385, p.121]
    • Edge Magazine
    • 81 Metascore
    • 60 Critic Score
    The most significant addition is Quen marine Seyka, with whom Aloy forms a bond that goes beyond friendship. Yet the two fight more often than they flirt, and the need to either level or stock up between story missions means they don't spend enough time together for the would-be emotional climax to fully land. [Issue#385, p.120]
    • 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
    • 58 Metascore
    • 50 Critic Score
    Minus the combat, Benedict Fox is Metroidvania reduced to its most basic form, where all that matters are the platforms you can reach and the doors you can open. [Issue#385, p.116]
    • Edge Magazine
    • 81 Metascore
    • 90 Critic Score
    In short, Darkest Dungeon II is everything you could hope for. [Issue#385, p.114]
    • Edge Magazine
    • 80 Metascore
    • 90 Critic Score
    It's a sensitively told story that's brought in to land with a thunderous final chapter, delivering suspense, spectacle, and a deeply moving resolution. [Issue#385, p.112]
    • Edge Magazine
    • 86 Metascore
    • 90 Critic Score
    Amid those undeniable influences, this emerges as a bona fide original: one that fully merits a place alongside the other gems in Enhance's gold-tier catalogue. [Issue#385, p.110]
    • Edge Magazine
    • 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
    • 56 Metascore
    • 60 Critic Score
    There's something here: a glimmer of promise, the kind of idea that surely shone bright in the game's original conception. But the realities of development have resulted in a game that, like a misjudged Translocator leading only to a dead drop, falls well short of the imagined outcome. [Issue#385, p.102]
    • Edge Magazine
    • 96 Metascore
    • 100 Critic Score
    But these rare lows are a fair trade for some of the most stratospheric highs we've experienced in a videogame since, well, its predecessor. In reimagining Hyrule and reshuffling the tools you'll use to explore and to save it, Nintendo may not have quite reinvented the wheel. But this kingdom provides a wondrous space in which to consider how you just might. [Issue#385, p.98]
    • Edge Magazine
    • 76 Metascore
    • 80 Critic Score
    Ultimately, while the Mikado Maniax reworking of Raiden III may not be abundant in terms of new features or modes, it does provide access to one of the most exciting, distinct and dramatic genre works - which may, with luck, earn it the attention in the west it has long deserved. [Issue#384, p.122]
    • Edge Magazine
    • tbd Metascore
    • 90 Critic Score
    This might well be one of the finest hint systems (certainly in this type of game) that we've ever seen. [Issue#384, p.120]
    • Edge Magazine
    • tbd Metascore
    • 70 Critic Score
    It captures moments of messy humanity that cut through the wreckage. [Issue#384, p.119]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    It doesn't so much break the fourth wall as move effortlessly through it as a spectre might, leading to conundrums that rival the dearly departed Cing's finest work: one more act of resurrection in an ingeniously constructed ghost story. [Issue#384, p.118]
    • Edge Magazine
    • 80 Metascore
    • 60 Critic Score
    Dredge draws a line between Animal Crossing's pun-laced fishing minigame and Lovecraft's fondness for a seaside locale, and the two prove a surprisingly natural fit. [Issue#384, p.117]
    • Edge Magazine
    • 64 Metascore
    • 40 Critic Score
    Feels old-fashioned in the least complimentary of ways. [Issue#384, p.116]
    • Edge Magazine
    • 79 Metascore
    • 60 Critic Score
    Yes, the planet looks prettier than it did before we arrived, but this is a rare act of beautification that leaves a bitter aftertaste. [Issue#384, p.114]
    • Edge Magazine
    • 81 Metascore
    • 70 Critic Score
    Death himself is an amusingly grumpy fellow, in constant need of a cup of coffee to stay motivated. [Issue#384, p.112]
    • Edge Magazine
    • 81 Metascore
    • 70 Critic Score
    While Rockfish has created an accomplished open-world experience among the stars, then, it really needn't take up quite so much space. [Issue#384, p.110]
    • Edge Magazine
    • 74 Metascore
    • 80 Critic Score
    The trappings of high society barely conceal the violence yet to come, and the air crackles with anticipation. [Issue#384, p.108]
    • Edge Magazine
    • 70 Metascore
    • 60 Critic Score
    The game is as interested in making you laugh as making you think. [Issue#384, p.104]
    • Edge Magazine
    • 73 Metascore
    • 60 Critic Score
    But if, as the end nears, its unswerving focus seems less of an asset than in its early hours, Dead Island 2 has emerged from development hell in more robust shape than we could have expected. Certainly, there is enough potential in a refined and updated version - one that finds room for more immersive sim-style experimentation - to leave us pondering something that seemed unthinkable going in. Dead Island 3? It doesn't seem quite such a terrible idea after all. [Issue#384, p.100]
    • Edge Magazine
    • 81 Metascore
    • 60 Critic Score
    Part fishing simulator and part Lovecraftian adventure but while the two concepts work together surprisingly well, they both feel disappointingly undercooked.
    • 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
    • 79 Metascore
    • 70 Critic Score
    So while in some ways it's a pity this most malleable of heroes should be forced to return to old haunts instead of breaking new ground, this 2D homecoming is more invigorating than we could have anticipated. [Issue#383, p.121]
    • Edge Magazine
    • 71 Metascore
    • 60 Critic Score
    It's a decent enough excuse for some very good times. [Issue#383, p.120]
    • Edge Magazine
    • tbd Metascore
    • 70 Critic Score
    Whether you're into funk fusion or not, there's no denying that the musical rewards all that fastidious work behind the mixing desk. [Issue#383, p.119]
    • Edge Magazine
    • 70 Metascore
    • 70 Critic Score
    There's less room for creativity than you might think. [Issue#383, p.118]
    • Edge Magazine
    • 64 Metascore
    • 50 Critic Score
    Scars Above bears all the hallmarks of a game that was overscoped and steadily scaled back as development went on, with many of its more intriguing ideas sidelined as the story progresses. [Issue#383, p.117]
    • Edge Magazine
    • 73 Metascore
    • 70 Critic Score
    The genre brings something new to VR, too, the constant cycle of long-term goals and short-term urgencies making it one of the few games that can keep us playing for hours. [Issue#383, p.116]
    • Edge Magazine
    • 79 Metascore
    • 80 Critic Score
    That's clearly how Call of the Mountain has been designed: as a technical showcase first and foremost, pushing visual fidelity further that we're used to seeing in this medium, and taking players on a tour of some of its most tried-and-tested mechanics. Taken as such, this is an all but essential companion to PSVR2. As for whether it's enough to convince people to adopt the technology in the first place? Well, that might prove a steeper mountain to climb. [Issue#383, p.114]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    A game of pleasant surprises. [Issue#383, p.112]
    • Edge Magazine
    • 81 Metascore
    • 80 Critic Score
    With the RTS genre on the back foot in recent years, it's hardly surprising that it should choose to crib from its turn-based cousins - and it has annexed those ideas without sacrificing the heart of its well-oiled war machine. [Issue#383, p.110]
    • Edge Magazine
    • 86 Metascore
    • 70 Critic Score
    It's hard not to think how much more memorable and rewarding it would have been had the writers made the effort to intertwine these stories from the outset, instead of making its characters spend so much of their journey walking in parallel. [Issue#383, p.108]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    Wild Hearts has inherited just enough from Monster Hunter to keep us on the hook - and when it does sporadically come together, it feels like a worthy rival. [Issue#383, p.106]
    • Edge Magazine
    • 76 Metascore
    • 70 Critic Score
    Leaving this sun-kissed escape behind really does feel like returning from a holiday. [Issue#383, p.104]
    • Edge Magazine
    • 80 Metascore
    • 80 Critic Score
    In time, however, it is the parry system that reveals itself to be the game's core point of difference and strength. [Issue#383, p.100]
    • Edge Magazine
    • 93 Metascore
    • 80 Critic Score
    But perhaps the greatest compliment we can pay to Capcom is that the players who don't have the original permanently branded on their memories and their thumbs will merely have to settle for a supremely varied and expertly paced action game - one that doesn't quite supplant, but makes a fascinating companion piece to, one of the greats. [Issue#383, p.96]
    • Edge Magazine
    • tbd Metascore
    • 80 Critic Score
    Deftly capturing both the low-key horror of loneliness and the ways we might attempt to deal with it, Birth is a quiet triumph for this compassionate creator. [Issue#382, 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
    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
    • 73 Metascore
    • 70 Critic Score
    The Hellfighters' story is one worth hearing - even if Valiant Hearts hits a few bum notes in its telling. [Issue#382, p.112]
    • Edge Magazine
    • 77 Metascore
    • 80 Critic Score
    Fascinating. [Issue#382, p.110]
    • Edge Magazine
    • 87 Metascore
    • 80 Critic Score
    More striking are the zero-gravity sections. [Issue#382, p.108]
    • Edge Magazine
    • 69 Metascore
    • 70 Critic Score
    Technical issues aside, it shows that a sci-fi action adventure can tell a dramatic, gripping tale by zeroing in on the minutia of the next giant leap, and the weight of uncertainty behind every small step. [Issue#382, p.106]
    • 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
    • 64 Metascore
    • 60 Critic Score
    Away from its story missions, Forspoken feels short of ideas, and even the narrative runs out of steam. [Issue#382, p.102]
    • Edge Magazine
    • 79 Metascore
    • 70 Critic Score
    In its still somehow unique blend of humour and heart, spectacle and introspection, that Like a Dragon roars loudest. It may be nine years late, but we're glad it got here in the end. [Issue#382, p.94]
    • Edge Magazine
    • 87 Metascore
    • 70 Critic Score
    Settling into Hi-Fi Rush's groove might require a recalibration - in your head, if not the latency settings - and the rewards are more intermittent than we'd like, but when they come, they're considerably greater than the occasional cheer from a non-existent audience. [Issue#382, p.98]
    • Edge Magazine
    • 62 Metascore
    • 50 Critic Score
    Broadly speaking, Lone Ruin's stern challenge feels broadly well-pitched, but it's unfair just often enough to gradually sap your will to continue - and when a bug leaves us outside a room's boundaries with no hope of return, our patience evaporates with it. [Issue#381, p.107]
    • Edge Magazine
    • 72 Metascore
    • 70 Critic Score
    When the climactic concert rolls around, you'll be unlikely to complain about the touching yet hopeful note on which it goes out. [Issue#381, p.106]
    • Edge Magazine
    • tbd Metascore
    • 80 Critic Score
    This is the finest alternative sports game since Windjammers 2. [Issue#381, p.105]
    • Edge Magazine
    • 72 Metascore
    • 60 Critic Score
    Not quite a serious Pokemon challenger, then, but with pressure on The Pokemon Company to bring in an experienced development partner for future titles, this is a fine calling card for Tose. [Issue#381, p.104]
    • Edge Magazine
    • 74 Metascore
    • 70 Critic Score
    As it currently stands, the charm of those inventive crafting mechanics can wear off, with progression in the later stages stretched particularly thin. With some further additions stirred into the mix, Potion Craft could yet get closer to reaching its full, heady potential. [Issue#381, p.102]
    • Edge Magazine
    • 67 Metascore
    • 50 Critic Score
    It can be hard to separate what is ironically bad and what is just, well, bad. [Issue#381, p.100]
    • Edge Magazine
    • tbd Metascore
    • 80 Critic Score
    There is a lingering sense that Jett's ultimate form lies somewhere between The Far Shore's guided storytelling and the hands-off puzzling here, but this generous and welcoming expansion is deserving of any time given over to it. [Issue#381, p.98]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    There's no denying that the fire burns a little less brightly than before. [Issue#381, p.92]
    • Edge Magazine
    • 76 Metascore
    • 90 Critic Score
    When was the last time a game managed to pierce your heart with its third or fourth dialogue choice? [Issue#381, p.96]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    The game's first half in particular demonstrates real clarity of vision. [Issue#380, p.123]
    • Edge Magazine
    • tbd Metascore
    • 80 Critic Score
    Capturing the seat-shifting tension of cinema's finest vehicular pursuits, Swordship perhaps lacks the longevity of other Roguelikes - though this sprint isn't a marathon, but an exhilarating sprint. [Issue#380, p.122]
    • Edge Magazine
    • 72 Metascore
    • 70 Critic Score
    None of this is nearly enough to spoil everything Scarlet and Violet get right, such as some of the best (and downright strangest) monster designs in some time, and absorbing final act and postgame, and a soundtrack that could well be a new series peak. [Issue#380, p.121]
    • Edge Magazine
    • 71 Metascore
    • 70 Critic Score
    None of this is nearly enough to spoil everything Scarlet and Violet get right, such as some of the best (and downright strangest) monster designs in some time, and absorbing final act and postgame, and a soundtrack that could well be a new series peak. [Issue#380, p.121]
    • Edge Magazine
    • 73 Metascore
    • 70 Critic Score
    Evil West has no delusions of grandeur; it simply wants to give you a thumping good time, and on that front it fully delivers [Issue#380, p.120]
    • Edge Magazine
    • 69 Metascore
    • 60 Critic Score
    By tentatively introducing new concepts, The Devil In Me at least sets up an exciting cliffhanger for a second two, where we hope to see their potential fulfilled. [Issue#380, p.118]
    • 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
    • 73 Metascore
    • 70 Critic Score
    Unbound is ultimately and encouraging statement of intent, demonstrating that Criterion is not afraid to tinker with established formula. [Issue#380, p.114]
    • Edge Magazine
    • 74 Metascore
    • 70 Critic Score
    In its moment-to-moment play, Darktide is the closest any game of its ilk has come to replicating the original cooperative joys of Left 4 Dead. It's ferocious, frenetic and often very funny. But without Left 4 Dead's advantage of novelty, Fatshark must find other ways to hold your attention through its relatively few missions. [Issue#380, p.112]
    • Edge Magazine
    • 69 Metascore
    • 50 Critic Score
    The Callisto Protocol's biggest misfire as a story is in failing to establish a similar rapport between player-character and world. Whatever concluding themes the plot may reach for, Lee is ultimately just a tourist here, clubbing and blasting his way through an edifice that only ever exists as an escape route. [Issue#380, p.104]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    Midnight Suns deviates from the XCOM format in many ways, the biggest of which is eschewing dice rolls in favour of a deck of cards. [Issue#380, p.100]
    • Edge Magazine
    • 68 Metascore
    • 60 Critic Score
    What should be a straightforward tale of coming to terms with loss introduces a few too many complexities and characters, muddling its attempts to explain what happens when we shuffle off this mortal travelator. [Issue#379, p.123]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    It's an irresistible way to spend two minutes. [Issue#379, p.122]
    • Edge Magazine
    • 71 Metascore
    • 50 Critic Score
    The game simply folds in extra complications. [Issue#379, p.121]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    Playful touches abound. [Issue#379, p.120]
    • 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
    • 68 Metascore
    • 60 Critic Score
    As much as The Chant contains a solid action adventure, then, it could do with more suitable clothing. [Issue#379, p.116]
    • Edge Magazine
    • 67 Metascore
    • 50 Critic Score
    Between a legacy it can't quite shake and a jumble of borrowed mechanics that fit neither the format nor the fantasy, Gotham Knights simply isn't it. [Issue#379, p.114]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    Modern Warfare II's problems are old ones, then, as are its strengths. But there are fewer of the latter than in 2019's reboot, and that should concern fans. [Issue#379, p.112]
    • Edge Magazine
    • 88 Metascore
    • 90 Critic Score
    A coup de theatre that leaves us bowled over. One for gaming's history books? That's something upon which Pentiment's players can surely agree. [Issue#379, p.108]
    • Edge Magazine
    • 71 Metascore
    • 70 Critic Score
    Outbursts of light and colour and shape, simple enough that they have the potential to become iconic. [Issue#379, p.104]
    • Edge Magazine
    • 94 Metascore
    • 70 Critic Score
    The combat is beefy enough to carry you through the slower stretches, but even when you're lopping heads off dragons it can feel like what you're really killing is time. [Issue#379, p.100]
    • Edge Magazine
    • tbd Metascore
    • 80 Critic Score
    Beneath this joyously aimless frolicking flows a gentle undercurrent of melancholy, which comes to the fore during the game's bittersweet finale. You're asked beforehand whether you're ready to go; it says much for this fuzzy, wistful daydream of a place that leaving it behind proves a surprising wrench. [Issue#378, p.123]
    • Edge Magazine
    • 86 Metascore
    • 70 Critic Score
    With a wealth of weapons, unlockable characters, hidden relics and buff-providing cards, Galante has adopted the kitchen-sink approach to fleshing out his game. [Issue#378, p.121]
    • Edge Magazine
    • 76 Metascore
    • 70 Critic Score
    The triumphs, however, will have you punching the air: accept that they are sometimes extremely hard-won and you might well consider this a keeper. [Issue#378, p.120]
    • Edge Magazine
    • 67 Metascore
    • 60 Critic Score
    It's the kind of scrappy contender you want to root for, but while its battle camera keeping you at a distance proves a smart move, the same can't be said for its story. [Issue#378, p.119]
    • Edge Magazine

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