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
    • 94 Metascore
    • 80 Critic Score
    Sure, the prospect of spending 30 hours with gaming's grumpiest anti-hero and his bratty kid might not sound like fun, but by the time the pair have finally completed their exhilarating, exhausting journey, you'll be delighted you joined them. [June 2018, p.104]
    • 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
    • 94 Metascore
    • 90 Critic Score
    Visually, kinetically and intuitively, however, Modern Warfare is relentlessly exciting and an overwhelming triumph. [Christmas 2007, p.88]
    • Edge Magazine
    • 94 Metascore
    • 90 Critic Score
    Above all, this is what few pretenders manage to imitate, and ensures that even when your stated mission is to 'kill time', you feel like you're doing much more. [Issue#417, p.104]
    • Edge Magazine
    • 94 Metascore
    • 90 Critic Score
    So if Arkham Asylum was defined by its limits, Arkham City is a careful, considered exercise in stripping those limits away. Its open city lets players be a different kind of Batman to the stealthy predator of Asylum – this is the Batman of dropped smoke pellets and theatrical getaways, the Batman with an ear to the ground for the strong picking on the weak, and the Batman who floats above the city with a gothic majesty.
    • 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
    • 94 Metascore
    • 80 Critic Score
    It’s debatable whether Oblivion is a great adventure, but it’s certainly one of the broadest around and one that’s a willing canvas for a variety of approaches from its players. [May 2006, p.84]
    • Edge Magazine
    • 94 Metascore
    • 90 Critic Score
    That Infinite can handle the collision between its philosophical concerns and its dead-end thrills without seeming hopelessly crass or overly portentous testifies to its often touching script, excellent pacing and the kind of unparalleled world building that shows you all of this coexisting cohesively in a golden city in the sky. But it also demonstrates something else: BioShock’s mechanical evolution as a firstperson shooter.
    • 94 Metascore
    • 100 Critic Score
    In substance it's nothing new, merely a magnificent, beautiful monster of an FPS sequel. In concept and execution, though, Halo 3 is the future. [Nov 2007, p.80]
    • Edge Magazine
    • 94 Metascore
    • 80 Critic Score
    It’s debatable whether Oblivion is a great adventure, but it’s certainly one of the broadest around and one that’s a willing canvas for a variety of approaches from its players. [May 2006, p.84]
    • Edge Magazine
    • 94 Metascore
    • 80 Critic Score
    Chaos Theory is the game that the original Splinter Cell was meant to deliver: a tight play experience within a trusty framework, one more of enjoyment than irritation, and a game that's no longer exclusively for fans of repeated reloading. [Apr 2005, p.97]
    • 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
    • 94 Metascore
    • 90 Critic Score
    Crucially, it's everything a racing videogame should be: a relentless, unwavering and phenomenal assault on the senses.
    • 94 Metascore
    • 90 Critic Score
    A dazzling package. A singleplayer campaign crammed with set-pieces that pull the player through at breakneck speed sits alongside Spec Ops, 23 co-op missions and a MW greatest hits package, before that superlative multiplayer, which really needs no introduction. With such attractions on offer, this is a shooter that demands playing, and playing again. It is still Call Of Duty, but its execution is skilful, mostly thoughtful, and it boasts the highest of production values.
    • 94 Metascore
    • 80 Critic Score
    MGS4 is not the game it could have been; nor is it the game it would have been had the series grown with the benefit of hindsight; nor is it the game it should have been if you believed that early trailer. But it is faithful to its fans, its premise and its heart, delivering an experience that is, in so many ways, without equal.
    • 94 Metascore
    • 80 Critic Score
    From the near-pornographic money-shot that occurs during the slo-mo moments of certain vicious attack combos, to the ludicrous events that send the player travelling down a monster's throat, God of War is made from the stuff of legend, to become the stuff of legend.
    • 94 Metascore
    • 90 Critic Score
    The only real criticism that can be levelled at Knights of the Old Republic is that, particularly towards the end of the game, it all feels fairly easy, but then this is a game that's designed to be experienced rather than conquered, and lightsaber wielding Jedi aren't supposed to find things difficult. [Oct 2003, p.86]
    • Edge Magazine
    • 93 Metascore
    • 90 Critic Score
    It still possesses the series’ trademark ability to deliver Tempest-like ‘in the zone’ moments of remarkable intensity unlike any of its contemporaries, but now comes with a confidently revised dynamic, marking this as Criterion Games’ finest hour. [Oct 2004, p.100]
    • Edge Magazine
    • 93 Metascore
    • 90 Critic Score
    Super Smash Bros is a series that has often been unfairly derided as button-mashing, largely thanks to its surface sheen of cutesy characters, but it has one of the most enduringly innovative and deep systems of any fighter. [Apr 2008, p.84]
    • Edge Magazine
    • 93 Metascore
    • 90 Critic Score
    It may produce an experience which is as gruelling as it is compelling, but that’s a badge of honour the game wears with pride. [Nov 2006, p.86]
    • Edge Magazine
    • 93 Metascore
    • 90 Critic Score
    You can't argue that Naughty Dog hasn't thrown everything at this, and though its tendency towards maximalism doesn't always work, the results are frequently astonishing. This is the kind of game you get when you have unlimited budget and manpower and no one to say when - even if you wish sometimes that someone had. As a big-budget action game, then, The Last of Us Part II is almost without peer. As a sequel to that story, it is deeply, daringly, fascinatingly flawed. [Issue#347, p.88]
    • Edge Magazine
    • 93 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
    • 93 Metascore
    • 90 Critic Score
    No other GTA has felt so trim and robust while making good the promise of a living, breathing action world. [May 2009, p.86]
    • Edge Magazine
    • 93 Metascore
    • 90 Critic Score
    What the game asks of you might be fairly standard shooter stuff, but the act of playing it out with your own hands lends it a fresh magic. That's Alyx in a nutshell: this is a Half-Life game almost to a fault, the old formula polished to a 2020 shine, made new again by the way you manipulate it. The Gloves aren't the new crowbar or Gravity Gun, the defining tool of Half-Life: Alyx. Your own hands are. [Issue#344, p.102]
    • Edge Magazine
    • 93 Metascore
    • 90 Critic Score
    It's an utterly huge, ambitious game - 100 hours MIGHT do it - but it never feels anything less than lovingly handcrafted, its every component part given the same special attention. Its individual elements, the combat, the writing, would be high points in any other game, but Divinity: Original Sin II has it all. [Dec 2017, p.116]
    • 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]
    • 93 Metascore
    • 90 Critic Score
    A beautiful and brilliantly demanding game that barely contains its dense population of ideas. [Sept 2008, p.89]
    • Edge Magazine
    • 93 Metascore
    • 70 Critic Score
    Its biggest problem is its length, and that its formula can’t quite endure its sequel-dose duration. Whether or not it’s overlong in terms of play hours may be a matter of preference, but it feels slightly stretched during its final third, exposing its shallowness a little in the process. [Apr 2007, p.80]
    • Edge Magazine
    • 93 Metascore
    • 90 Critic Score
    This is Mario like you’ve never seen him before, and unlike so many of his next-gen rivals, he nips along at an effortless 60fps. If the true measure of new hardware’s worth is how stark the difference is between it and what came before, then this is the most next-gen game that 2013 has yet produced.
    • 93 Metascore
    • 90 Critic Score
    Given its lineage, it should hardly be surprising to discover that Blizzard has once again demonstrated such a keen sense of balance: with Wings Of Liberty, it offers established players a welcome return to familiar battlegrounds, while providing intrigued bystanders with their best chance yet of engaging with a bewildering, brilliant and punishing genre.

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