Edge Magazine's Scores
- Games
For 4,029 reviews, this publication has graded:
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15% higher than the average critic
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4% same as the average critic
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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: | Bayonetta | |
|---|---|---|
| Lowest review score: | FlatOut 3: Chaos & Destruction |
Score distribution:
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Positive: 1,238 out of 4029
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Mixed: 2,358 out of 4029
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Negative: 433 out of 4029
4029
game
reviews
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- Critic Score
On retreading the levels enemy attacks become predictable puppet shows, with mad-eyed soldiers lining up to get killed exactly where they did many times before. It's the kind of repetition more commonly associated with lightgun games these days. [Christmas 2003, p.109]- Edge Magazine
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- Critic Score
The springy physics are almost perfect, giving you just enough control even as you hurtle through the air at speed. [Nov 2016, p.118]- Edge Magazine
Posted Sep 27, 2016 -
- 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
Posted Dec 1, 2022 -
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At its most intense, Exoprimal is aakin to playing an EDF game without the accompanying performance issues. [Issue#388, p.100]- Edge Magazine
Posted Aug 11, 2023 -
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Perhaps the saddest misunderstanding in Assault, though, is its pedestrian, linear structure. There's nothing wrong with it, but the multiple routes and secret branches of the earlier titles bound levels into a taut, short, player-directed adventure that was always seamless and could never be fully experienced in one sitting... Without it, Assault is a jumbled, disposable thrill. [Apr 2005, p.92]- Edge Magazine
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- 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
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This is a potent and upsetting work that leaves a deep impression, spreading and darkening like a bruise. [Dec 2015, p.120]- Edge Magazine
Posted Nov 7, 2015 -
- Critic Score
As narrative adventures go, this is like the wonky piece of pottery we find after packing up Tess's things: handsomely rendered but misshapen and disappointingly empty. [Issue#397, p.110]- Edge Magazine
Posted Apr 18, 2024 -
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Once you get past the surface, the environments are lacking in engaging activities, largely consisting of requests to hunt a certain amount of monsters with gradually diminishing returns. [Issue#361, p.108]- Edge Magazine
Posted Jul 16, 2021 -
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All the games, even the good ones, outlast their welcome. [Jan 2008, p.90]- Edge Magazine
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- Critic Score
If the game is to flourish, Rare must develop the basic structures that compel modern players to return even on the days when nobody gets kidnapped by the Kraken. Sooner or later, we all have to grow up. [June 2018, p.108]- Edge Magazine
Posted Apr 26, 2018 -
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It’s the kind of concept you suspect was conceived more by the desire to ‘leverage brand synergy’ than to create a classic videogame. [Jan 2008, p.90]- Edge Magazine
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- Critic Score
Suda is an undisciplined designer. As with his comedy, he throws every idea at his game design, hoping something will stick. He's an artistic, if idiosyncratic, thinker, so invariably some ideas do succeed, but the assault of jokes, ideas and vignettes ends up as unwieldy as it is characterful. The result is a game in which there's as much to celebrate as to berate, as much to admire as there is to admonish.- Edge Magazine
- Posted Jul 11, 2012
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- Critic Score
Occasionally gripping but frequently unfulfilling, Sniper Elite V2 comes in at a heavy price for a package that's all gore and little reward.- Edge Magazine
- Posted May 1, 2012
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- Critic Score
After some hit-and-miss experimentation, SOCOM needs refreshing, and this more aggressive approach is aiming in the right direction, even if it isn't a direct hit. [June 2011, p.93]- Edge Magazine
Posted May 8, 2011 -
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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
Posted Nov 5, 2022 -
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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
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- Edge Magazine
Posted Dec 16, 2010 -
- Critic Score
If you're still wondering whether to give it a go, we politely refer you to the title. [Issue#358, p.120]- Edge Magazine
Posted Apr 22, 2021 -
- Critic Score
Area 51 is entirely without inspiration, an exercise in slick, crowd-pleasing cookie-cutter cliché from the Jerry Bruckheimer school of entertainment manufacture. It is absolutely not bad, almost never broken, and usually a good deal of fun. [July 2005, p.92]- Edge Magazine
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- Critic Score
Once you’ve wiped away the layer of gore, you’re left with an experience that, expectedly, offers limited entertainment. [March 2005, p.85]- Edge Magazine
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A consuming, flowing and sparky fighting game that, like Rocky himself, is as defiant as it is aged. Yet it smacks of trying to draw out the dying moments of a well-flogged horse.- Edge Magazine
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- 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
Posted Dec 1, 2022 -
- Critic Score
At least building the game around a mountain ascent avoids survival horror cliché. Instead of stepping bravely into the murk you are motivated forwards by the peak's promise. [Oct 2009, p.98]- Edge Magazine
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- Critic Score
Ends up feeling like it’s been built by PC game developers obsessed with quick saves. There’s absolutely no creative latitude; it’s a case of remembering where enemies appear and getting them before they get you. [May 2005, p.86]- Edge Magazine
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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
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- Critic Score
But content is no substitute for quality, and while Sniper Elite III might have made for an engaging design document, it isn’t much of a game.- Edge Magazine
- Posted Jun 26, 2014
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- Critic Score
Naturally, it isn’t as attractive as its console cousin, though zoom down to eye level during its majestic sunsets and the shanties belted out by your crew make for a reasonable facsimile of the console game.- Edge Magazine
- Posted Dec 11, 2013
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- Critic Score
To see it submit to mobile gaming's worst tendencies, rather than make any effort to be different, to be better, is galling. It may be flashy and efficient as both a Diablo game and a mobile game, but Immortal offers little that is bold, ambitious or innovative. Instead, its structure and pacing is designed with one goal in mind: to squeeze as much cash out of every player as it can. [Issue#374, p.110]- Edge Magazine
Posted Jul 14, 2022 -
- Critic Score
There’s a satisfying Shadow Complex-meets-Smash-Bros. style romp somewhere in The Showdown Effect, but it’s buried beneath gameplay mechanics that interfere with the joys its premise suggests, and there are currently stability issues with the servers that demand some urgent attention.- Edge Magazine
- Posted Mar 15, 2013
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