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 Bayonetta
Lowest review score: 10 FlatOut 3: Chaos & Destruction
Score distribution:
4029 game reviews
    • 79 Metascore
    • 60 Critic Score
    A game that never quite finds a level of consistency to fully engage you. [June 2018, p.114]
    • Edge Magazine
    • 73 Metascore
    • 60 Critic Score
    For better and worse, they conjure fond reminiscences of the originals and the developer that made them. [Issue#394, p.102]
    • Edge Magazine
    • 70 Metascore
    • 60 Critic Score
    Go Mecha Ball can be as frustrating as it is exhilarating. [Issue#394, p.104]
    • Edge Magazine
    • 70 Metascore
    • 60 Critic Score
    With only the graphical layer receiving much attention it lacks the necessary breadth and depth to elevate itself far beyond the status of nostalgic curio. [Jan 2009, p.97]
    • 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
    • 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
    • 79 Metascore
    • 60 Critic Score
    A game of canny, and often quite annoying, design. [June 2018, p.120]
    • Edge Magazine
    • 80 Metascore
    • 60 Critic Score
    The hope and expectation generated by a successful launch dissipates all too quickly, leaving these lovers floating aimlessly among the stars, a spaceship without a rudder. [Nov 2015, p.123]
    • Edge Magazine
    • 71 Metascore
    • 60 Critic Score
    Its lead's epiphanies - or 'bolts of brilliance' - are his most underwhelming moments. [June 2018, p.122]
    • Edge Magazine
    • 58 Metascore
    • 60 Critic Score
    Despite a fair few moments of awe, the governing and familiar impression here is of compromise. The vivid aesthetic and precise audio of the console versions have respectively been mellowed and overplayed, the design beaten into handheld shape and accordingly bruised. [Apr 2006, p.93]
    • Edge Magazine
    • 47 Metascore
    • 60 Critic Score
    Comparisons with "Halo" are inevitable. Unfortunately, Fire Warrior shows how developers can steal elements from superior games, while fundamentally misunderstanding why they worked so well in the first place. [Nov 2003, p.101]
    • Edge Magazine
    • 73 Metascore
    • 60 Critic Score
    Underneath these niggles and inconsistencies lies the kernel of a solid and interesting game that could blossom if pursued in a future release. [June 2008, p.96]
    • Edge Magazine
    • 61 Metascore
    • 60 Critic Score
    The variety of the controls is overdone, making the game complex and confusing, and there's no customisable multiplayer. Nonetheless, this is a welcoming, capable and entertaining take on what gaming used to mean. [Aug 2004, p.106]
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    The result is competent and complex, but not convincing enough to raise any significant emotion other than impatience. It feels like a clockwork approximation of football, lacking the grace, variety and scope of FIFA.
    • 83 Metascore
    • 60 Critic Score
    Treyarch has taken just enough from COD4 to make World At War a broad success, but it remains firmly in its shadow. [Christmas 2008, p.90]
    • Edge Magazine
    • 67 Metascore
    • 60 Critic Score
    You can call it feature creep or over-ambition, but it's the surfeit of content that almost buries the game's achievements. [June 2010, p.100]
    • Edge Magazine
    • 73 Metascore
    • 60 Critic Score
    To appreciate the game's dilemma, look no further than its multiplayer modes, which have so little room for manoeuvre that they needn't have existed at all. [May 2007, p.94]
    • Edge Magazine
    • 87 Metascore
    • 60 Critic Score
    It's entertaining, but if SOCOM II is the pinnacle of Sony's online achievement - and it is - then Microsoft has convincingly won the online battle. At least for this round. [Mar 2004, p.100]
    • 68 Metascore
    • 60 Critic Score
    This is a game whose best moments are diluted by a torrent of filler, whose beauty is obscured by its technical shortcomings, and whose obvious potential is squandered by a lack of polish. That weird orange sky is, alas, the least of its problems. [Christmas 2016, p.110]
    • Edge Magazine
    • 72 Metascore
    • 60 Critic Score
    We can't help wondering if a narrowing of scope, instead of crowbarred-in construction mechanics or a baffling option to interact with NPCs that function like in-world AI chatbots, may have given this fiction real room to breathe. For now, there are too many winds blowing in different directions. [Issue#418, p.108]
    • 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
    • 75 Metascore
    • 60 Critic Score
    A game with energy and personality in abundance, but it fizzles out too easily [Issue#358, p.114]
    • Edge Magazine
    • 72 Metascore
    • 60 Critic Score
    There's enough vim and vinegar to Sunday Gold's central gimmick that we wouldn't mind playing a sequel. [Issue#377, p.118]
    • 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
    • 88 Metascore
    • 60 Critic Score
    As a series, Civilization is being quietly surpassed. [Christmas 2016, p.114]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    Pikuniku's got legs, even if it lacks the stamina to fully get over the finish line. [March 2019, p.122]
    • Edge Magazine
    • 67 Metascore
    • 60 Critic Score
    Shadowrun has too many cooks: it’s a heady broth initially, and the possibilities might seem unmatched, but ultimately it turns out to be limited fun. [Aug 2007, p.88]
    • Edge Magazine
    • 66 Metascore
    • 60 Critic Score
    Like its titular star, the game tends to transform, flipping from triumphant to frustrating, and back again.
    • 67 Metascore
    • 60 Critic Score
    Look at it one way, and it's a choking journey with unprecedented attention to unease and psychological horror, a game framed with unparalleled sophistication. From another angle, it's just a clunky PSone throwback, with all the design wit of a dodo. [Aug 2004, p.92]
    • Edge Magazine
    • 55 Metascore
    • 60 Critic Score
    The whole production’s chintzy Hollywood feel is just right, and there’s plenty to keep its target audience entertained. [Jan 2009, p.90]
    • Edge Magazine

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