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
    • 59 Metascore
    • 50 Critic Score
    "Will leave you wanting more at every turn," says Witch Strandings' Steam blurb; that's accurate, but not quite in the way intended. [Issue#375, p.121]
    • Edge Magazine
    • 55 Metascore
    • 50 Critic Score
    Your main objective is the bane of the modern FPS: follow a little blue arrow while shooting things, with the odd escort or protect responsibility thrown in to make you turn around occasionally. It's average justice dished out to the licence, but nothing more. [Christmas 2003, p.121]
    • Edge Magazine
    • 79 Metascore
    • 50 Critic Score
    Gun
    Why roam freely (when the game lets you, which is by no means always) when all that's out there to find is an empty trek between jarring episodes of production-line gaming? [Christmas 2005, p.105]
    • Edge Magazine
    • 57 Metascore
    • 50 Critic Score
    For an apparent passion project, this is a curiously listless affair. [Issue#375, p.122]
    • Edge Magazine
    • 60 Metascore
    • 50 Critic Score
    Ultimately, the momentum needed to truly get Generation Of Chaos in motion is an enormous commitment, and it's a game that just - only just, by the skin of those teeth that need to be pulled - manages to offer enough of a reward to make the investment worthwhile. [June 2006, p.96]
    • Edge Magazine
    • 72 Metascore
    • 50 Critic Score
    Rain’s core ideas remain frustratingly underdeveloped throughout, and it comes off more like a watercolour sketch than the oil painting that was promised.
    • 67 Metascore
    • 50 Critic Score
    This sense of unevenness doesn't stop with the characters, and spreads to the design of the combat spaces. [Issue#400, p.118]
    • Edge Magazine
    • 68 Metascore
    • 50 Critic Score
    A curiosity worth looking at. [Sept 2009, p.100]
    • Edge Magazine
    • 38 Metascore
    • 50 Critic Score
    Despite the aforementioned illusion of choice, there is really only one pre-determined way to conquer a given mission, each stealthy ability in reality a functional button-press to move the game along. [Apr 2007, p.87]
    • Edge Magazine
    • 74 Metascore
    • 50 Critic Score
    We emerge from Awakening's eight or so hours feeling as though we've spent much longer underground. [Issue#405, p.106]
    • Edge Magazine
    • 51 Metascore
    • 50 Critic Score
    The game’s sluggishness is all-pervasive, from Williams’ lethargic climb to the pauses between moving from third- to firstperson when you duck underwater... Death By Degrees progresses at such a sedate pace it’s almost relaxing. [March 2005, p.89]
    • Edge Magazine
    • 62 Metascore
    • 50 Critic Score
    Where there was charm and artistry in the old designs, choosing to detail those basic representations rather than reimagining them makes the look of the new game too generic by far. [Feb 2008, p.95]
    • Edge Magazine
    • 56 Metascore
    • 50 Critic Score
    Your main objective is the bane of the modern FPS: follow a little blue arrow while shooting things, with the odd escort or protect responsibility thrown in to make you turn around occasionally. It's average justice dished out to the licence, but nothing more. [Christmas 2003, p.121]
    • Edge Magazine
    • 55 Metascore
    • 50 Critic Score
    The concept may be a worthwhile shot in the dark, but its choppy execution is straight to video.
    • 66 Metascore
    • 50 Critic Score
    There's an abundance of character here, sure, but what Bleeding Edge needs most is a personality - preferably its own. [Issue#346, p.104]
    • Edge Magazine
    • 68 Metascore
    • 50 Critic Score
    The result is not a bad game, but Steelrising's beautiful and imaginative shell is wrapped around a workmanlike interior. [Issue#377, p.110]
    • Edge Magazine
    • 57 Metascore
    • 50 Critic Score
    The artwork goes some way to redeeming The Other Brothers; for all the detail to be found in the backgrounds and sprites, everything moves fluidly, but ultimately this is still a platforming game on the wrong platform.
    • 72 Metascore
    • 50 Critic Score
    The game requires very little of what its title suggests. (…) If you make a leap of deduction, the game won't proceed until your character, through exhaustive dialogue choices and object examinations, has caught up. [Feb 2011, p.98]
    • Edge Magazine
    • 70 Metascore
    • 50 Critic Score
    The game's major flaw, however, is its brevity. [July 2010, p.105]
    • Edge Magazine
    • 67 Metascore
    • 50 Critic Score
    Suda has a punk attitude to amking games, so at this point we decide to adopt a punk attitude to playing them. We put down the controller, and walk away. [March 2019, p.114]
    • Edge Magazine
    • 64 Metascore
    • 50 Critic Score
    At worst, it feels like a hollow exercise in brand extension, a game where the brand itself is utilised to provide a recognisable veneer, and nothing more. It’s an amiable but unremarkable card-battling title, a robust but unspectacular game. [Feb 2006, p.93]
    • Edge Magazine
    • 67 Metascore
    • 50 Critic Score
    In isolation, it's a little thin. [Issue#400, p.122]
    • Edge Magazine
    • 59 Metascore
    • 50 Critic Score
    With the exception of the three bosses, there are no escalations or climaxes, no set-pieces, ambushes, chokepoints or challenges that involve anything more than the eradication of a roomful of enemies by way of laboured strafes and hops. [Sept 2005, p.98]
    • Edge Magazine
    • 57 Metascore
    • 50 Critic Score
    Your main objective is the bane of the modern FPS: follow a little blue arrow while shooting things, with the odd escort or protect responsibility thrown in to make you turn around occasionally. It's average justice dished out to the licence, but nothing more. [Christmas 2003, p.121]
    • Edge Magazine
    • 82 Metascore
    • 50 Critic Score
    SSX
    
In looking outside itself for inspiration, SSX has found a worthy infrastructure to establish an online community and culture. But this same approach has found the brand veering away from some of the fun and fireworks of yesteryear, leaving its more seductive silly side out in the cold.
    • 72 Metascore
    • 50 Critic Score
    It never quite feels natural, and you'll quickly find yourself pining for another recent Housemarque release, Nex Machina. [Issue#311, p.120]
    • Edge Magazine
    • 65 Metascore
    • 50 Critic Score
    There's no fluidity or smoothness to combos and combat, so matches are garbled and verge even closer to feeling arbitrary than fight games usually threaten to do. Limited entertainment. [June 2003, p.106]
    • Edge Magazine
    • 76 Metascore
    • 50 Critic Score
    There's a certain amount of wit and flair evident throughout Hoodlum Havoc's cut-scenes, and there are certainly some very slick production values. The problem is that, in terms of raw enjoyment, the game is somehow underwhelming. [May 2003, p.104]
    • Edge Magazine
    • 80 Metascore
    • 50 Critic Score
    It’s too fantastical, its violence occurring anywhere and everywhere to ever-decreasing effect. [Apr 2008, p.88]
    • Edge Magazine
    • 65 Metascore
    • 50 Critic Score
    Without a clear motivating engine to drive your actions, it can feel like you're constantly playing just the top layer - that strategy wrapper of base-building, resource management and upgrade trees you might expect in an XCOM or Total War - without ever getting to play the actual game bit buried underneath. [March 2019, p.118]
    • Edge Magazine

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