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 Bloodborne
Lowest review score: 10 FlatOut 3: Chaos & Destruction
Score distribution:
4029 game reviews
    • 64 Metascore
    • 50 Critic Score
    It's an amusingly quirky notion, but it wears thin as you empty bullets into pile after pile of stationary stationery. [Issue#413, p.114]
    • Edge Magazine
    • 64 Metascore
    • 50 Critic Score
    The convincing sense of speed is dulled by a lack of weight to the handling, while collisions betray some erratic physics: you can easily be shunted into a respawn by other racers, yet left relatively unscathed by a head-on smash into trees.
    • 64 Metascore
    • 50 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.
    • 64 Metascore
    • 60 Critic Score
    For a game that trades a competitive level of complexity for more instant action-based appeal, it needs to be slicker in its presentation and explanations. [Jan 2007, p.80]
    • Edge Magazine
    • 64 Metascore
    • 70 Critic Score
    For players who have dismissed the mech genre in general and Armored Core in particular as requiring too much effort for too little reward, For Answer could offer a compelling reason to dabble. [Jan 2009, p.94]
    • Edge Magazine
    • 64 Metascore
    • 60 Critic Score
    No one thing ruins Cavorite, but its pile of minor faults eventually overshadow its charisma. The levels can be ingenious, and Dr Cavor's quirky animations and great gimmick feel fresh, but the experience soon devolves into attrition rather than a challenge.
    • 64 Metascore
    • 40 Critic Score
    Alien worlds scarcely come more mundane than this. [Issue#424, p.102]
    • Edge Magazine
    • 64 Metascore
    • 70 Critic Score
    The Baconing is undoubtedly a solid, entertaining addition to the series, but over-saturation has made this once brash and energetic adventure feel slightly predictable.
    • 64 Metascore
    • 50 Critic Score
    There's definitely a kind of magic to discover here, but Sea of Solitude too often breaks its own spell. [Issue#335, p.116]
    • Edge Magazine
    • 64 Metascore
    • 60 Critic Score
    Where the game really succeeds, however, beyond providing a robust and solid, if unassuming model of explorative stealth and attack, is in fulfilling that old and oft-forgotten criterion - putting the gamer inside the movie. [Aug 2005, p.95]
    • Edge Magazine
    • 64 Metascore
    • 70 Critic Score
    Carve is briefly thrilling, but complete the final tournament and you're left treading water. [Mar 2004, p.102]
    • 64 Metascore
    • 60 Critic Score
    Adrift is at its best when you're simply taking in the view and absorbing the gravity of your situation. [Tested with Oculus Rift; June 2016, p.104]
    • Edge Magazine
    • 64 Metascore
    • 60 Critic Score
    Away from its story missions, Forspoken feels short of ideas, and even the narrative runs out of steam. [Issue#382, p.102]
    • Edge Magazine
    • 64 Metascore
    • 60 Critic Score
    At first glance, Post Trauma appears to be a meaningful iteration on a familiar formula, but in practice it's more like a cover of a favourite song on the radio. You tap your foot, but you long for the original. [Issue#411, p.114]
    • Edge Magazine
    • 64 Metascore
    • 40 Critic Score
    If the idea was to get you into Fury's angry mindset, then job done - though in truth you more often feel like one of her lesser-known cousins, Boredom or Irritation. [Issue#328, p.112]
    • 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
    • 64 Metascore
    • 50 Critic Score
    Techland has played fast and loose with a genre that need refining in to truly let pulses soar. The result is a game that's daft, sloppy fun begging for an injection of refinement. [Feb 2011, p.97]
    • Edge Magazine
    • 64 Metascore
    • 50 Critic Score
    Omega 6 has value as a curio and as part of Imamura's legacy, but only mildly as entertainment. [Issue#409, p.121]
    • Edge Magazine
    • 63 Metascore
    • 60 Critic Score
    The Terror Twins don't get the platform they deserve, but they put on quite a show with what they're given. [Issue#336, p.106]
    • Edge Magazine
    • 63 Metascore
    • 60 Critic Score
    An impressively comprehensive, reasonably captivating though ultimately flawed experience. [June 2005, p.95]
    • Edge Magazine
    • 63 Metascore
    • 60 Critic Score
    For the majority of Tintin's adventure you'll be happy to kill time hopping and skipping across its gorgeous stages, but unlike the contours of Hergé's timeless stories, there's no hidden treasure to be found beneath its dazzling veneer.
    • 63 Metascore
    • 50 Critic Score
    There's an involving, and sinister story to pursue on that front, but as with the City the Kid yearns for, 198X never gets there. [Issue#335, p.120]
    • Edge Magazine
    • 63 Metascore
    • 40 Critic Score
    A soulless videogame that stands as a grave indictment of how stale a series can become if it loses its spark of creativity and imagination. [March 2005, p.93]
    • Edge Magazine
    • 63 Metascore
    • 50 Critic Score
    "Quotation Forthcoming"
    • Edge Magazine
    • 63 Metascore
    • 50 Critic Score
    It seems Buena Vista has gone from making lacklustre titles out of much-loved franchises to making a reasonable game from the coldest of franchises. [Mar 2007, p.82]
    • Edge Magazine
    • 63 Metascore
    • 60 Critic Score
    The voice acting, dialogue and narrative itself are all weak, thereby demanding that the underlying systems do all the heavy lifting in terms of player engagement - something they sustain, but only to a certain point. [Aug 2010, p.97]
    • Edge Magazine
    • 63 Metascore
    • 60 Critic Score
    But there's no denying that this feels like straightforward filler, granting rewards without ever feeling rewarding. Much like the brainwashed metahumans the game asks us to put down, we expect the highs of this reluctant forever game are already behind it. [Issue#395, p.104]
    • Edge Magazine
    • 63 Metascore
    • 60 Critic Score
    In the great crapshoot of Namco thirdperson action games, it’s a better than average throw. [Nov 2006, p.92]
    • Edge Magazine
    • 63 Metascore
    • 50 Critic Score
    Getting monkey into position, and camera into position behind him, in time to make your desperate dash for a whirling mechanism has everything to do with the old-school frustrations of instant-death gaming and nothing to do with the effortless application of skill that the first game delivered so appealingly. [Feb 2006, p.91]
    • 63 Metascore
    • 50 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

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