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
    • 67 Metascore
    • 50 Critic Score
    The sad fact is that this combat mostly fails to ignite interest, and combined with its cruel difficulty spikes, occasional glitches and a severe differential in graphical quality between 360 and PS3 versions (the latter losing out), Turok's strong contextualisation and smattering of brave ideas get buried. [Mar 2008, p.92]
    • Edge Magazine
    • 59 Metascore
    • 50 Critic Score
    A nice core bit of gameplay tarted up with unnecessary pretensions and stretched too thin, even over its short playtime. It feels like a minigame from a bigger title – specifically, those minigames from God of War and Dead Space 2 in which you guide a plummeting hero through falling debris. What it doesn’t feel like is a full a game – let alone the artsy indie hero Sony would like it to be.
    • 76 Metascore
    • 50 Critic Score
    A reminder of both what you adore and abhor in a series that's had its simple joys diluted by flash-in-the-plan iterations and ideas.
    • 80 Metascore
    • 50 Critic Score
    The weapon animations remain gorgeous to the last drop, but what about the other two-thirds? [Issue#424, p.108]
    • Edge Magazine
    • 77 Metascore
    • 50 Critic Score
    Did a purse-holder at Activision one day grapple fruitlessly with the last game's control system and scrawl in their subsequent notes "Make the next one so that I can play it"? Speculation aside, someone sure messed-up Spider-Man. [Dec 2005, p.108]
    • Edge Magazine
    • 60 Metascore
    • 50 Critic Score
    The resounding impression is of a game that has not emerged from early access because it was finished, but simply because its developer needed it to. Wolcen's early success may suggest that was a wise decision. We do not expect it to last for long. [Issue#344, p.122]
    • Edge Magazine
    • 63 Metascore
    • 50 Critic Score
    "Quotation Forthcoming"
    • Edge Magazine
    • 85 Metascore
    • 50 Critic Score
    Remarkably compelling. But there's only so much joy to be found in repetition, particularly when dogfighting interludes are so mannered. Ultimately, it's difficult to recall what all the fuss was ever about. [May 2003, p.100]
    • Edge Magazine
    • 77 Metascore
    • 50 Critic Score
    Tomodachi Life proves beguiling and boring in equal measure. [Issue#424, p.110]
    • Edge Magazine
    • 72 Metascore
    • 50 Critic Score
    As gorgeous as it is, though, even a pair of 3D glasses wouldn't make the action any more entertaining to sit through. [Issue#393, p.106]
    • Edge Magazine
    • 58 Metascore
    • 50 Critic Score
    Platforming only ever threatens to be acceptable, lacking both the freedom and finesse that further development time might have granted, while the lightcycle sections - well, there might not be any way of saving them. [Jan 2011, p.96]
    • Edge Magazine
    • 78 Metascore
    • 50 Critic Score
    With all the colour and oddness Date Everything musters, it can't overcome the fact that it treats its characters like objects. [Issue#413, p.122]
    • Edge Magazine
    • 70 Metascore
    • 50 Critic Score
    This is a far more systemically diverse game than Heavy Rain, and its story is certainly more believably told through Holmes, Dafoe and a fine supporting cast. Yet this is a game almost entirely bereft of tension, one in which failure goes largely unpunished and is almost always inconsequential. There is emotion here, but it’s felt passively, as spectator instead of player.
    • 68 Metascore
    • 50 Critic Score
    In its wake, Dosa Divas can often only muster the kind of anti-capitalist polemic we've heard many times before. [Issue#424, p.112]
    • Edge Magazine
    • tbd Metascore
    • 50 Critic Score
    The Anacrusis simply feels like "Left 4 Dead" - its formula almost unchanged in 15 years - in a sequinned disco jumpsuit. [Issue#393, p.110]
    • Edge Magazine
    • 59 Metascore
    • 50 Critic Score
    What we're left with is an update that is out of date, a reimagining without enough imagination. To be this simplistic, the game needed a masterful melee system and a range of inspiring enemies; it tries, but it doesn't fully deliver on either count. [Jan 2011, p.98]
    • Edge Magazine
    • 62 Metascore
    • 50 Critic Score
    It’s all personality and no muscle, a prime victim for getting sand kicked in its face by the numerous RPG beefcakes currently swaggering around on PS2. [July 2006, p.92]
    • Edge Magazine
    • 71 Metascore
    • 50 Critic Score
    While it's initially exciting to explore Wheel World with just a pair of wheels and an agenda of your own making, that summer-afternoon aimlessness soon begins to go flat. [Issue#414, p.112]
    • Edge Magazine
    • 48 Metascore
    • 50 Critic Score
    Sadly, encounters with enemy AI - particularly in combat - are by far the weakest link in an otherwise enjoyable effort. [Apr 2005, p.98]
    • Edge Magazine
    • 62 Metascore
    • 50 Critic Score
    What we're left with is an update that is out of date, a reimagining without enough imagination. To be this simplistic, the game needed a masterful melee system and a range of inspiring enemies; it tries, but it doesn't fully deliver on either count. [Jan 2011, p.98]
    • Edge Magazine
    • 77 Metascore
    • 50 Critic Score
    Housemarque has certainly put in the effort, but the twin-stick shooter might simply be more rewarding when you're skidding over the smooth-scrolling surface of one of Super Stardust's wraparound arenas than stumbling through darkened alleyways with a tangle of undead shambling after you. [Jan 2011, p.100]
    • Edge Magazine
    • 64 Metascore
    • 50 Critic Score
    Ultimately, there's a good Pac-Man game buried beneath the hours of Shadow Labyrinth's trend-chasing mediocrity. [Issue#414, p.116]
    • Edge Magazine
    • 66 Metascore
    • 50 Critic Score
    You've seen most of what it has to offer before you've even unlocked all of the sculpting tools. [Issue#424, p.118]
    • Edge Magazine
    • 73 Metascore
    • 50 Critic Score
    But while it might be unreasonable to expect EVERY VR title to advance the medium, surely it's not too much to ask that a game develops an idea or two beyond its own first hour? [Issue#393, p.118]
    • Edge Magazine
    • 82 Metascore
    • 50 Critic Score
    It’s a game that, for all the intricacy of its systems and the charm of its painterly world, feels oddly empty.
    • 80 Metascore
    • 50 Critic Score
    But for parents and adults, Undercover is a less inviting prospect, even with its satirical undertone. It’s a plastic facsimile of GTA – a game that was hardly humourless to begin with, and one that has already spawned a genre’s worth of more sophisticated rivals and clones.
    • 72 Metascore
    • 50 Critic Score
    Call Of Juarez has mined its source material well, collecting a wealth of imagery that it then squanders on lacklustre and dysfunctional gameplay. [Aug 2007, p.93]
    • Edge Magazine
    • 58 Metascore
    • 50 Critic Score
    At first glance, this appears to be a game with a clear and confident vision, but playing it for a period of time reveals how much it's split between underdeveloped mechanics. [Issue#420, p.100]
    • Edge Magazine
    • 60 Metascore
    • 50 Critic Score
    Beating the near-infallible AI to the line is a challenge best described as punitive, and periodically maddeningly unbalanced. [Mar 2008, p.103]
    • Edge Magazine
    • 71 Metascore
    • 50 Critic Score
    What a shame. Days Gone is ripe with potential, but it's always in those moments before something actually happens: when you hear the rumbling of thunder heralding an impending downpour, or a distant engine letting you know tourble's on the way. But when it all kicks off, the spell is broken. This is "State of Decay" without the stakes, "The Last of Us" without Naughty Dog's storytelling chops, and the most generic, overlong open-world game around. [Issue#333, p.106]
    • Edge Magazine

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