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
- By Date
- By Critic Score
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- Critic Score
The representation of the xenomorphs is the game’s most damaging failure. They’re just not dangerous enough, reduced by a first mission deluge into a swarm of targets bearing the shape of a familiar, once-horrific symbol of death. But they have none of that pop icon’s grace or deadliness.- Edge Magazine
- Posted Mar 24, 2013
- Read full review
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- Critic Score
Fundamentally, combat feels feeble and insubstantial - partly out of aesthetic failure to convey power, but mostly out of a design choice to limit the effectivness of your weaponry (see 'Gun Damn'). [Mar 2008, p.95]- Edge Magazine
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- Critic Score
Constantine’s narrative is compelling enough, and some excellent puzzles save it from the ignominy of being yet another average third-person movie tie-in, but only just... Yes it’s uncomplicated, but still an engaging realisation of the source material. [Apr 2005, p.99]- Edge Magazine
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- Critic Score
While that means Soulstorm works - accidentally or otherwise - as a metaphor for the struggle of the working classes, all that toil rarely makes for a particularly engaging game. [Issue#359, p.112]- Edge Magazine
Posted May 20, 2021 -
- Critic Score
Why take such efforts to unearth them in a remaster that goes above and beyond in so many ways, only to leave basic flaws intact? A puzzle for future generations of podcasters, perhaps. [Issue#359, p.114]- Edge Magazine
Posted May 20, 2021 -
- Critic Score
If Headhunter’s controls were as coherent as its looks, it could’ve made for one of the greatest action-adventure games of recent times. Instead, we’re left with a clunky shooting gallery that is, in parts, a likeable gunfighting game. [Oct 2004, p.109]- Edge Magazine
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- Critic Score
By the time we reached the end of Outlast 2 we felt drained for all the wrong reasons. In leaving the confines of its predecessor's psychiatric hospital setting for the wilds of southern Arizona, Red Barrels' horror series has somehow become more linear and less pliable. And now, in the long shadow cast by Capcom's excellent Resident Evil VII, Red Barrels' macabre tricks are made to appear somewhat less dazzling. [June 2017, p.102]- Edge Magazine
Posted Apr 27, 2017 -
- Critic Score
Even when driven in full race trim, every vehicle feels ponderous and with overly soft suspension often resulting in an unnecessarily laborious control method. It's not a bad game, by any means, but the enjoyment provided is limited. [Oct 2003, p.101]- Edge Magazine
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- Critic Score
This actual action is not rendered with nearly half the imagination or proficiency as the premise offers – and six hours of Remote-induced carpal tunnel syndrome and grim boss-battling overstay their welcome. [Mar 2009, p.91]- Edge Magazine
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- Critic Score
A hastily assembled three-in-one anachronism which proves just one thing: that terrifying and terrible are not mutually exclusive. [Apr 2010, p.93]- Edge Magazine
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- Critic Score
Why take such efforts to unearth them in a remaster that goes above and beyond in so many ways, only to leave basic flaws intact? A puzzle for future generations of podcasters, perhaps. [Issue#359, p.114]- Edge Magazine
Posted May 20, 2021 -
- Critic Score
Without the challenge and cruelty that can make a classic, the results here are likeable, confident, and nowhere near essential. [Mar 2007, p.86]- Edge Magazine
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- Critic Score
The game's visual and combative energy spark the urge to see where it goes next. If only there was something to do when you get there.- Edge Magazine
- Posted Jun 17, 2011
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- Critic Score
The Assembly is yet another example of mundane game design attempting to hid behind the novelty of VR. The mileage in this strategy is running out. [Oct 2016, p.122]- Edge Magazine
Posted Sep 26, 2016 -
- Critic Score
There's scant variety as Nutmeg runs through the same handful of sequences repeatedly, and little tactical leeway within your deck. The beautiful game is thus made less so as the rose tint softens its essential texture. [Issue#423, p.121]- Edge Magazine
Posted Apr 16, 2026 -
- Critic Score
Feels like a proof of concept for a much more substantial, and refined, counterpart. [Apr 2015, p.120]- Edge Magazine
Posted Mar 30, 2015 -
- Critic Score
Defeat in Nowhere Prophet can be creeping, as your resources drain away, or sudden, as you fall victim to an unexpected combination of cards. Either way, it feels like playing against an opponent who overturns the table when they win, leaving you to gather up the spilled cards. It'll be another couple of hours before you have a deck that feels unique, before you escape the mire of enemies and text events you've seen a dozen times. It's enough to make you a sore loser. [Issue#336, p.118]- Edge Magazine
Posted Aug 15, 2019 -
- Critic Score
Strip out the poor parkour and clunky melee and all you’re left with is a shooter, and a workmanlike one at that.- Edge Magazine
- Posted Jan 10, 2014
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- Critic Score
While moments of genuine beauty exist, they occur in the context of a game that otherwise simply cannot compete with its contemporaries when it comes to visual presentation - a symptom, perhaps, of the seven-year development cycle. [Feb 2015, p.104]- Edge Magazine
Posted Feb 7, 2015 -
- Edge Magazine
Posted Mar 30, 2015 -
- Critic Score
The real art of Shuten Order isn't in the puzzle pieces, then, but the finished picture. A shame constructing isn't a more well-rounded journey. [Issue#415, p.98]- Edge Magazine
Posted Sep 4, 2025 -
- Critic Score
Most baffling of all is the way each match concludes. [Issue#360, p.112]- Edge Magazine
Posted Jun 17, 2021 -
- Critic Score
The early hours spent getting to know your airship suggest Forever Skies might soar. Sadly, from there, it struggles to get off the ground. [Issue#411, p.104]- Edge Magazine
Posted May 15, 2025 -
- Critic Score
Rather than expanding on what came before, too often it punishes the committed player, their weapons rendered obsolete, their best gear reset, their flair for teamwork hamstrung by aggressive mobs. [Feb 2015, p.118]- Edge Magazine
Posted Feb 7, 2015 -
- Critic Score
While it lasts, it’s one of the better platformers available on XBLA, and the inability to die and general ease of progression make it ideal for very young gamers. [Mar 2009, p.92]- Edge Magazine
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- Critic Score
Structurally, the game is a waking nightmare. The hub world is vast and unnecessarily confusing, and it is possible to become trapped in levels if you can't figure out where to go next. [Mar 2004, p.108]- Edge Magazine
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- Critic Score
As diverting as it can be, this is a slim offering, a paucity of customisation options, game modes and progress markers providing no higher-level hook. [Issue#415, p.106]- Edge Magazine
Posted Sep 4, 2025 -
- 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 core idea of Eat Them is sound, and when it works it's undeniable fun; there's a definite pleasure in starting with a pristine, ordered city and methodically reducing it to rubble. [Feb 2011, p.102]- Edge Magazine
Posted Jan 24, 2011 -
- Critic Score
Namco’s design process seems so addled by the multiform calls for improvement – the aforementioned mission design, multiplayer modes (which remain entirely offline), storylines and sheer content volume all trailing expectations – that it’s momentarily lost its focus. [July 2006, p.88]- Edge Magazine