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
    • 62 Metascore
    • 40 Critic Score
    If Fuse had been made by a lesser known studio, it would simply be forgettable, but set against the expectations of a new game from the house of Rachet & Clank and Resistance, it’s a crushing disappointment.
    • 62 Metascore
    • 60 Critic Score
    There's something to be said for a game that lets you elope with the final boss, but otherwise Moon Hunters' light wanes a little more quickly than we'd expected. [May 2016, p.123]
    • Edge Magazine
    • 62 Metascore
    • 50 Critic Score
    Due to a heavier emphasis on all-out action, however, the gratifying bullet-cam pay-off becomes tiresome even sooner than it did in V2.
    • 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    What we're left with is an update that is out of date, a reimagining without enough imagination.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
    • 62 Metascore
    • 40 Critic Score
    Given that its bland combat is little enhanced by the ability to create cover, you suspect that the promises made for the technology have simply dug its own grave. [Dec 2008, p.90]
    • Edge Magazine
    • 62 Metascore
    • 50 Critic Score
    A cynical, if predictable approach to monetisation also sours the experience.
    • 62 Metascore
    • 50 Critic Score
    In this game of strong beginnings and - at last - a comprehensive ending, the journey between the two needs more spring in its step. [Issue#360, p.118]
    • Edge Magazine
    • 62 Metascore
    • 70 Critic Score
    It’s a game about picking dialogue options that are metaphorically represented as potential moves on the board, but it’s that which goes unsaid that makes its semi-improvised conversations so intriguing.
    • 62 Metascore
    • 30 Critic Score
    While we’ll accept that Deadpool the character is an acquired taste, this is an indisputably poor game, one whose knowing winks and quips come off not as metacommentary but as tacit apologia for its litany of specific failings.
    • 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
    • 62 Metascore
    • 50 Critic Score
    With the exception of fleeting moments, the game's milquetoast mechanics don't cut it - watching a superspy and being one are very different things. [Christmas 2010, p.88]
    • Edge Magazine
    • 62 Metascore
    • 60 Critic Score
    Those who can overlook the rudimentary visuals, convoluted interface and overly forced dialogue may lose themselves in the vast mathematical playpen. [Aug 2010, p.95]
    • 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
    • 61 Metascore
    • 40 Critic Score
    A mediocre game a genre stocked with the highest quality. [Sept 2010, p.99]
    • Edge Magazine
    • 61 Metascore
    • 70 Critic Score
    Global Storm feels like the true heir to the Conflict: Desert Storm games in more than just surname, and remains a worthy war effort, despite there being other games that may do it grander or deeper. [Nov 2005, p.102]
    • Edge Magazine
    • 61 Metascore
    • 50 Critic Score
    Too many of its dishes are mere remixes of the same simple techniques. Too many of its taut time trials founder because of some quirk of the Remote. [June 2007, p.93]
    • Edge Magazine
    • 61 Metascore
    • 30 Critic Score
    Barring a couple of all-too-short sections near the beginning, Will: Follow The Light is a bewildering and arduous journey. [Issue#424, p.116]
    • Edge Magazine
    • 61 Metascore
    • 40 Critic Score
    We could have coped with technical issues, curious UI choices and unsophisticated mission design had Saints Row given us even half as many memorable moments as previous entries "The Third" and "IV". We could even forgive a Portal joke that would have felt old hat a decade ago. But this whole enterprise feels misbegotten, even before the story goes wildly off the rails, belatedly introducing a new threat, before wrapping up with an ending that almost feels algorithmically generated. [Issue#376, p.100]
    • Edge Magazine
    • 61 Metascore
    • 60 Critic Score
    Ninety-Nine Nights deserves a better score... That's a strange ways to put it, but it comes from the fact that its most grating flaws occur at such a fundamental level that it's a mystery they were ever tolerated at all. [JPN Import; June 2006, p.89]
    • Edge Magazine
    • 61 Metascore
    • 60 Critic Score
    As an example of unabashed, often exuberant Britsoft that pulls out the SRPG's staples and rebinds it in approachable ease, Future Tactics is remarkable, deserving of cult status. [Aug 2004, p.99]
    • Edge Magazine
    • 61 Metascore
    • 40 Critic Score
    Shadow Ops feels like a game put together by a team bored by the clichés of the genre and the special forces material it was given to work with. This quickly communicates itself to the player. [Aug 2004, p.102]
    • Edge Magazine
    • 61 Metascore
    • 40 Critic Score
    This month alone, we have far better alternatives. [Issue#359, p.123]
    • Edge Magazine
    • 61 Metascore
    • 40 Critic Score
    There’s a nugget of brilliance at the heart of Micro Machines that’s too simple and solid to crush, it’s true, but the laughable track editor, fussy interface and baffling load times certainly don’t justify this release. [Aug 2006, p.93]
    • Edge Magazine
    • 61 Metascore
    • 70 Critic Score
    It never hits Neversoft's golden-age standard, but it comes much closer than such a daft premise would lead you to suspect. [Dec 2010, p.95]
    • Edge Magazine
    • 61 Metascore
    • 60 Critic Score
    It's simple, enjoyable, and in wisely steering clear of trying anything grand or complex, is an enjoyable if self-contained success. [May 2010, p.97]
    • Edge Magazine
    • 61 Metascore
    • 40 Critic Score
    A stunt-filled shooter in the vein (but not the league) of Stranglehold, it's a game that takes control away, reverts to how things used to be done, and judders between debilitating combat and haywire presentation. [May 2009, p.92]
    • Edge Magazine
    • 61 Metascore
    • 50 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
    • 61 Metascore
    • 40 Critic Score
    Occasionally, the glow of sheer ambition nudges polish-related problems away from the light, allowing a few glorious moments to gaze upon what EYE could've been. But un-met ambition isn't enough.
    • 61 Metascore
    • 30 Critic Score
    So much of Aqua, though, feels merely like the crude payoff to a tank rush, your fire moving from one stubborn target to the next until victory is declared. [Aug 2010, p.99]
    • Edge Magazine
    • 61 Metascore
    • 30 Critic Score
    Sorrows is a hollow experience, misinterpreting the original as a sheer numbers game rather than one of constant risk and reward. It's an issue made more glaring by an unsatisfying combat system, paying lip service to counters, juggles and combo strikes even though endlessly repeating the same moves is just as effective. [Feb 2006, p.88]
    • Edge Magazine

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