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
    • 81 Metascore
    • 80 Critic Score
    This dazzling, determinedly populist experience was not made according to the standards other games are made by, and when judged – or even just described – by those standards, it might seem slender to the point of frailty. [Christmas 2005, p.101]
    • Edge Magazine
    • 90 Metascore
    • 80 Critic Score
    Thank heavens, then, for the brilliant Survival mode. Of all Dual Strike’s little reinventions it’s the only one to twist the template into a persuasive new shape. [Sept 2005, p.97]
    • Edge Magazine
    • 75 Metascore
    • 80 Critic Score
    This is a game for those who grew up in Hyrule but spent more time in Lordran in recent years. Some finicky platforming also frustrates, but then Link didn’t get an auto-jump until Ocarina Of Time.
    • 83 Metascore
    • 80 Critic Score
    It’s impossible to ignore the fact that, with titles like this, Nintendo has perfected a genre. [July 2007, p.95]
    • Edge Magazine
    • 81 Metascore
    • 80 Critic Score
    In spite of the odd stumble, it's a wonderful journey. [Jan 2016, p.120]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    Our pilgrimage is one marked by the cuts and bruises we accumulate along the way, yet we find ourselves encouraged by a familiar mantra: how sweet the pain, indeed, when it is our own. [Issue#389, p.106]
    • Edge Magazine
    • 66 Metascore
    • 80 Critic Score
    The Novelist, then, is a game of endless compromise, and in that sense it is a quite remarkable simulation of family life.
    • 76 Metascore
    • 80 Critic Score
    As this game invites us to reconsider our relationships with loved ones while they're still around, the benefit of Hindsight couldn't be clearer. [Issue#376, p.118]
    • Edge Magazine
    • 79 Metascore
    • 80 Critic Score
    Future Soldier exemplifies a developer honouring the 'fun first' ethos of its publisher's canon, even as it stays true to the seriousness of its espionage licence. Yes, it's lost some tactical edge, but a disciplined commitment to entertainment focuses the experience. In the overmasculine world of the thirdperson shooter, this is a game that stands out for being delicately beautiful even as it delivers brutal thrills.
    • 83 Metascore
    • 80 Critic Score
    Just when the whole thing seems in danger of becoming a cold study in design brilliance, however, the on-screen clock comes into its own, raising the game’s temperature by turning each challenge into a speed-runner’s dream.
    • 84 Metascore
    • 80 Critic Score
    The control system deserves special mention, as it could so easily have been crude or overwhelming. Instead, it's sophisticated and sensitive, catering solidly enough for corridor-cleaning run'n'guns while allowing ambitious flights of TK fancy. [Aug 2004, p.100]
    • Edge Magazine
    • 80 Metascore
    • 80 Critic Score
    Feels high-stakes even before the opening bet reaches three figures. [Issue#373, p.120]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    Warhawk's manic pace makes for an instantly gratifying experience, and its brilliantly implemented notion of flight and considered balance among combat options more than compensate for the slenderness of its offering. [Oct 2007, p.90]
    • Edge Magazine
    • 73 Metascore
    • 80 Critic Score
    FFXI may not technically be the future of MMORPGs, as there’s no ignoring its derivative nature. However, it has cleverly assimilated all the elements that make the genre so popular and married them with international brand popularity well beyond the reach of other, more ghettoised MMORPGs. [Dec 2005, p110]
    • Edge Magazine
    • 80 Metascore
    • 80 Critic Score
    Cursed to Golf fully commits to its purgatorial theme, and if that occasionally puts you in club-snapping mood, it's hard to deny the euphoric rush when you finally hole out. [Issue#376, p.122]
    • Edge Magazine
    • 89 Metascore
    • 80 Critic Score
    For a new developer to arrive with a game that excels in as many categories as Far Cry is a rare thing indeed. This is a uniquely beguiling game, and frequently beautiful in every sense.
    • 85 Metascore
    • 80 Critic Score
    [An] endearingly odd, memorable little game. [Issue#314, p.122]
    • Edge Magazine
    • 87 Metascore
    • 80 Critic Score
    In the games’ improved communication features, too, X and Y are truer to their narrative’s ethos: the joy of sharing moments of beauty and surprise with others. It’s a delightful message to send to a new generation of players, many of whom are just starting out on their own gaming journey.
    • 80 Metascore
    • 80 Critic Score
    Captivatingly clever. [Issue#373, p.123]
    • 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
    • 82 Metascore
    • 80 Critic Score
    Some may argue over what the series should have become, but what’s important is that it has made that tough decision for itself, and established a rock solid foundation for inevitable, now justified successors. [May 2006, p.86]
    • Edge Magazine
    • 88 Metascore
    • 80 Critic Score
    Make no mistake: this is a pair of games that will lead to formative moments in young lives, moments of the kind that will inspire a lifelong passion for the medium.
    • 83 Metascore
    • 80 Critic Score
    Enjoyably whipped through in three hours, And Yet It Moves finds rare extra pull in unlockable modes.
    • 85 Metascore
    • 80 Critic Score
    That central combination of philosophical debate and logical reasoning remains as robust as it did nine years ago. [Issue#392, p.112]
    • Edge Magazine
    • 79 Metascore
    • 80 Critic Score
    The New Order is, above all, brave. Its odd mix of ’90s-style FPS excess and Nazi atrocities could have come across as outdated and crass. But MachineGames maintains just as much respect for its difficult subject matter as it does for its players, and the result is a game that indulges the mature and juvenile parts of your personality in equal measure.
    • 78 Metascore
    • 80 Critic Score
    While it lasts, Mutant Year Zero presents a fresh and involving take on the genre, but its linearity isn't quite such an ideal fit. [Issue#328, p.116]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    As a cathartic climactic performance ensures Worm Drama get to say farewell to Volcano High on their own terms, the eruption of emotion is likely to be reflected on your side of the screen, too. [Issue#389, p.119]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    It’s perhaps easier to admire than to enjoy, but those who are prepared to meet its bracing challenge may find themselves hooked by one of the smartest iOS games in some time.
    • 63 Metascore
    • 80 Critic Score
    Bladestorm works hard to appease both the keen strategist and the action-hungry player, while confidently answering critics who claim that Koei is nothing more than a one-trick warhorse. [Christmas 2007, p.95]
    • Edge Magazine
    • tbd Metascore
    • 80 Critic Score
    It's a surprisingly effective template for an action game, offering all the explosions and feedback of a shooter, while leaving you with a warm feeling of smugness when things go according to plan.
    • 85 Metascore
    • 80 Critic Score
    Whether you're truly getting to co-author Fortuna's story isn't always clear, but then divination is an ambiguous practice - and here, a terrifically enjoyable one. [Issue#389, p.121]
    • 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
    • 81 Metascore
    • 80 Critic Score
    It's the kind of game that'll have you advancing into the next room with slow, tentative steps, jamming hard on the right stick to shift the camera as far ahead as it'll let you see, and instinctively shushing whenever something - or someone - makes a noise. And yes, you may well end up fretting over screen smears and specks of dirt. For a game purpose-built to have you jumping at shadows, there aren't many stronger endorsements than that. [June 2017, p.94]
    • Edge Magazine
    • 90 Metascore
    • 80 Critic Score
    Guild Wars 2 is a few brushstrokes short of a masterpiece, then, but ArenaNet has succeeded in trying to paint over the worst of the genre's cracks. Thanks to a rigorous programme of restoration, only sometimes do its underlying imperfections show through the glossy veneer.
    • 70 Metascore
    • 80 Critic Score
    Hell Yeah! may wear its warm immaturity on its sleeve, but its jokes are strong, its protagonist and antagonists likeable and its rhythms satisfying.
    • 82 Metascore
    • 80 Critic Score
    In a world of family-friendly games whose desire to appeal to all makes them feel wishy-washy, it's a welcome splash of colour. [Nov 2008, p.98]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    Supreme Commander is the polar opposite of lazy Sunday afternoon strategy: the anti-"Civilization." With a name as apt as the infinite slaughter of "Total Annihilation," it really is a supreme commander’s job. [Mar 2007, p.78]
    • Edge Magazine
    • 73 Metascore
    • 80 Critic Score
    Konami has backed a game here, then, that's far from designed just to make a quick buck. Though, tentacles crossed, we hope it does that too. [Issue#423, p.110]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    As a game, it has problems. Indoor spaces will struggle to contain more than a few players (the maximum is seven) and with no rules governing conduct, smaller players are at a natural disadvantage if competition escalates. Still, as a statement of intent it is extraordinary, and feels characteristic of what Sportsfriends sets out to achieve – a realisation that simplicity and good company are the root ingredients of enjoying games, and that far from being decisive, visual sophistication might actually be entirely irrelevant.
    • 82 Metascore
    • 80 Critic Score
    The true measure of this journey isn't where you end up, it's how fast your pulse is racing when each luminous tube finally spits you out into the darkness again. [Oct 2012, p.92]
    • 88 Metascore
    • 80 Critic Score
    Ninja Gaiden is as good as it ever was, and the visual improvements can’t be faulted. The minor redesign of some of the levels is generally irrelevant next to the meat of the game, however, and not worth the update in itself. [Aug 2007, p.90]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    Beat Saber never reaches the same transcendental moments of synaesthesia as Tetris Effect, but it does make you feel like a genuine participant in the music. [Issue#328, p.120]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    In spite of its balance wobbles, Orcs Must Die 2 is a frenetic blast of co-op joy - the ideal 30-minute post-pint pick-me-up, be it a step-change sequel or not. [Oct 2012, p.106]
    • 85 Metascore
    • 80 Critic Score
    But the puzzles themselves are nearly an unmitigated joy.
    • 87 Metascore
    • 80 Critic Score
    Spirit Tracks' aging tricks continue to carry you cack into the narcotic realms of pure ritual, until you're deep in the caverns yet again, holding the magic yellow boomerang once more, and wondering what quirky brilliance it will bring with it this time. [Christmas 2009, p.92]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    Those expecting a tale on par with Atlus’ remarkable RPG may be disappointed, then, but Persona 4 Arena’s thoughtfully designed combat system has been well worth the wait.
    • 79 Metascore
    • 80 Critic Score
    The gravitational force is strong with this one.
    • tbd Metascore
    • 80 Critic Score
    Ugly, punishing, and extremely satisfying, Gets To The Exit is a raw kind of fun. [Oct 2012, p.110]
    • Edge Magazine
    • 79 Metascore
    • 80 Critic Score
    Yes, QatQi is a roguelike with words, and by the time it dawns, this ferociously smart game will have you hooked.
    • 86 Metascore
    • 80 Critic Score
    Returnal is by turns a gloriously dynamic action game and a dark slice of psychological horror. [Issue#259, p.106]
    • Edge Magazine
    • 89 Metascore
    • 80 Critic Score
    There's no denying that Obsidian's soul was in the effort. [June 2015, p.110]
    • Edge Magazine
    • 78 Metascore
    • 80 Critic Score
    Rather than a criticism, however, the lingering feeling is a testament to the sense of wonder Abzu instills in the player, the feeling of grand adventure it manages to conjure in its short runtime, and the appeal of its enigmatic world. [Oct 2016, p.108]
    • Edge Magazine
    • 79 Metascore
    • 80 Critic Score
    If Race The Sun’s tracks remain as consistently well-paced and tiered as the raft of stages we’ve experienced to date, then it can be considered a success rather than an experiment: a confident genre hybrid worthy of your time and patience because who knows, today could be your day.
    • 84 Metascore
    • 80 Critic Score
    Consistently astonishing. [Dec 2015, p.110]
    • Edge Magazine
    • 74 Metascore
    • 80 Critic Score
    It scales to your ability and makes you feel connected to the music in a way few other games can match. [Feb 2016, p.108]
    • Edge Magazine
    • 79 Metascore
    • 80 Critic Score
    A remarkably sure-footed followup. [Issue#259, p.110]
    • Edge Magazine
    • 81 Metascore
    • 80 Critic Score
    If the progress loop is largely untouched, though, Strange Antiquities gradually reveals greater depth and detail, easing you in before piling up possible angles of research. From the start, when you examine an object you can now do so according to different senses - what does it look like, feel like, smell and sound like, and does it inexplicably send shivers down your spine? And if early customer requests only ask you to consider an object's form or constituent materials, later you'll need to pay attention to inscribed symbols, gems and more. Cross-referencing a burgeoning stack of books, notes and maps, you begin to absorb ancient words and ideas. It's fascinating. At times, Bad Viking gives itself an impossible needle to thread with so many nuanced elements in play. A few descriptions feel like misdirection, sending us to the hint system. More often, though, the game maintains its spell. The instinct to organise and label every last item is as compelling as the elegant interface and the story drawing towards a fateful conclusion. It would be strange to refuse the invitation. [Issue#416, p.122]
    • Edge Magazine
    • 89 Metascore
    • 80 Critic Score
    Advance Wars 2 isn't really Advance Wars 2, it's Advance Wars 1.5. Still a superb game, it's only close to perfect for those who've never experienced perfection before. [Sept 2003]
    • Edge Magazine
    • 77 Metascore
    • 80 Critic Score
    Enemies hit like trucks - and not just the ones that ARE trucks. [Dec 2015, p.114]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    Even if its technical handicaps are clear, what it achieves with the palette at its disposal is astounding. Instincts' lower resolution textures, sporadic pop-up, cruder characters and jagged shadows are all clearly defined beneath its baking sun, but the composition of the overall canvas offers a masterful distraction. [Nov 2005, p.100]
    • 82 Metascore
    • 80 Critic Score
    Nuclear Throne's hook is disarmingly simple but blisteringly effective. In short, it gets a move on. [Feb 2016, p.112]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    While most shooters handle the genre's design tradition like fragile cargo, careful to ensure that its arrangement of pieces doesn't fall into disarray, Prey cranks it like a Rubik's cube, cocking its world delightfully askew. [Sept 2006, p.76]
    • Edge Magazine
    • 73 Metascore
    • 80 Critic Score
    A staggering display of imagination, design and performance. [June 2015, p.116]
    • Edge Magazine
    • 80 Metascore
    • 80 Critic Score
    More broadly, Consume Me succeeds because it makes fun of Jenny without judging her; the narrative and its interactive delivery mechanisms are direct and unpatronising, criticising diet culture while demonstrating why someone could be ensnared by it. We aren't made to feel that we're being lectured or tricked into a cheap emotional response. Rather, Consume Me transcends the expected commentary on dieting and becomes a critique of self-improvement culture in general, without losing the sense of humour that makes its message digestible. [Issue#416, p.123]
    • Edge Magazine
    • 67 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
    • 81 Metascore
    • 80 Critic Score
    If all this wasn't enough, there's also an affecting story going on. [Oct 2016, p.114]
    • Edge Magazine
    • 70 Metascore
    • 80 Critic Score
    Smilebit, led by Masayoshi Kikuchi – who has since moved on to work on the Yakuza series, another franchise that pivots around vivid city-building – swam upstream with JSR, defying the rush to photorealism, celebrating rebellion and individuality in one of the most memorable genre mash-ups you're ever likely to come across. Its HD revival is every inch that game, serving as a reminder that originality and passion retain their lustre when all else fades, and that such treasures are worth buffing up to display again.
    • 86 Metascore
    • 80 Critic Score
    Even completing a stage in the relatively tame classic Mini Cooper S will leave you feeling bothered and fatigued. [Feb 2016, p.114]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    The Sexy Brutale's world is a delightful place in which to immerse yourself...This assured adventure will draw you into its world, and keep you there. [June 2017, p.100]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    Eden has composed a beguiling, intoxicating hymn to the open road, and every car lover will want to join its chorus. [Oct 2006, p.82]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    If you take away the window dressing, the epic sounds and the preordained surprises this is a derivative, one-note and sometimes flawed game, but see it as a spectacular amusement ride and you can play and it's a distinguished achievement. [Christmas 2003, p.110]
    • Edge Magazine
    • 67 Metascore
    • 80 Critic Score
    This is a potent and upsetting work that leaves a deep impression, spreading and darkening like a bruise. [Dec 2015, p.120]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    It’s a thoroughly successful evolution of the twitch shooter, broadening its scope both upwards and outwards as well as expanding its toolset.
    • 71 Metascore
    • 80 Critic Score
    A delight. [Oct 2016, p.118]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    Missions are wonderfully compact and briskly-paced, sweeping you though a substantial campaign with style to match. [Feb 2016, p.119]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    No other combat game has maps this lavish, or ambitiously designed. [Nov 2007, p.88]
    • Edge Magazine
    • 81 Metascore
    • 80 Critic Score
    Collaborative play transforms the challenge. [June 2015, p.122]
    • Edge Magazine
    • 89 Metascore
    • 80 Critic Score
    Indeed, perhaps Pokopia's finest accomplishment is that it caters equally to all kinds of player: those who love to build freely, and those who crave more direction. If you're the kind of Pokemon obsessive who plays every entry and spinoff, you'll find plenty here to delight. And if you're an older or lapsed fan, or Pokemon has passed you by completely? Well, ditto. [Issue#423, p.118]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    Race Driver 3 understands that a processional win from pole is less fulfilling than a hard-fought, championship-saving fifth place from the back of the grid. And though it can’t exactly engineer those situations, it does everything in its power to make them more likely and leave them unpunished. [Mar 2006, p.87]
    • Edge Magazine
    • 94 Metascore
    • 80 Critic Score
    But for all the excellence on show, there's no shaking the sense that this is a game that does everything that was asked of it, but nothing more. [Christmas 2006, p.72]
    • Edge Magazine
    • 80 Metascore
    • 80 Critic Score
    Deceptively simple. [June 2015, p.123]
    • 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
    • 87 Metascore
    • 80 Critic Score
    It's disappointing that basic irritants are still evident in the singleplayer game. But it's the online version - which takes the hunter/hunted metaphor to chilling extremes - which ends up being one of the most nerve-racking gaming experiences of all time. [Apr 2004, p.98]
    • Edge Magazine
    • 88 Metascore
    • 80 Critic Score
    There are small gripes – having to use an undo button rather than pick tiles back off the grid irks in 'standard' scenarios, for instance – but they slowly melt away in the face of such eclectic gameplay. Seating arrangements have rarely felt so intelligent, knowing, or inventive.
    • 77 Metascore
    • 80 Critic Score
    In short, the system - mostly magically - works. [Issue#407, p.94]
    • Edge Magazine
    • 77 Metascore
    • 80 Critic Score
    "Killzone 2" has the technology and spectacle; FEAR 2 has class, direction and a most mischievous sense of humour – and technology and spectacle. [Mar 2009, p.84]
    • 82 Metascore
    • 80 Critic Score
    This dazzling, determinedly populist experience was not made according to the standards other games are made by, and when judged – or even just described – by those standards, it might seem slender to the point of frailty. [Christmas 2005, p.101]
    • Edge Magazine
    • 90 Metascore
    • 80 Critic Score
    Masterfully done, and certainly set to become an instant Wii and PC cult hit. [Dec 2008, p.98]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    The perfect candidate for the 100th WiiWare game, LostWinds is on the verge of outgrowing the service it almost single-handedly redeems. [Dec 2009, p.101]
    • 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
    • 80 Metascore
    • 80 Critic Score
    Whatever you conclude about the bigger picture, this is special stuff. The claustrophobic buzz of flies, the distant muezzin drone, the desperation as you crouch uncertain in the dust whilst your men call frantically for orders will lodge in your mind long after you've walked away from the game. [July 2004, p.98]
    • Edge Magazine
    • 77 Metascore
    • 80 Critic Score
    Open about the toys you can play with in the final stages of research, strategy in Supreme Commander 2 is pure – worked out before the battle begins and maintained as a line under your tactical moves.
    • 83 Metascore
    • 80 Critic Score
    The game is sumptuously constructed - its spindly and grotesque sense of caricature is a delight and the lively score is maddeningly hummable. [Apr 2010, p.97]
    • Edge Magazine
    • 80 Metascore
    • 80 Critic Score
    Bold and distinctive. [March 2014, p.102]
    • Edge Magazine
    • 91 Metascore
    • 80 Critic Score
    Instantly familiar, and instantly entertaining, Nintendo could hardly have picked a better title for its wi-fi debut. [Christmas 2005, 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
    • 85 Metascore
    • 80 Critic Score
    For the more casual - OK, more sane - player, however, Destiny 2 is almost a triumph. It is a game much better at explaining itself, that wants to be enjoyed and understood, and is happy to reward players for simply being there. [Dec 2017, p.102]
    • 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
    • 79 Metascore
    • 80 Critic Score
    Below Zero excels when it commits to its free-flowing open-world sensibilities. [Issue#360, p.114]
    • Edge Magazine
    • 88 Metascore
    • 80 Critic Score
    It’s all here: the hoi polloi, the ambience, the weather, the police pressure, and the emergent scenarios that can make you feel special or wretched. It feels familiar, but remains primed for fresh exploration and mischief, reapplying a formula that still feels superior to its imitators’ approaches. [Christmas 2005, p.107]
    • Edge Magazine

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