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
    • 55 Metascore
    • 60 Critic Score
    The whole production’s chintzy Hollywood feel is just right, and there’s plenty to keep its target audience entertained. [Jan 2009, p.90]
    • Edge Magazine
    • 55 Metascore
    • 50 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
    • 55 Metascore
    • 50 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
    • 55 Metascore
    • 60 Critic Score
    It's an enjoyably twisted and often satisfying piece of fantasy, then, even though the reality of its more generic aspects poses a serious threat to its achievements. [JPN Import; Oct 2006, p.92]
    • Edge Magazine
    • 55 Metascore
    • 30 Critic Score
    We'd much rather play the awful unicorn levels in [Trials] Fusion's Awesome Level Max DLC, which probably ranks among the most damning things we've ever said about a game. [Issue#296, p.123]
    • Edge Magazine
    • 55 Metascore
    • 60 Critic Score
    Fable Heroes' appeal is all Fable, rather than its elaborations on the well-worn, side-scrolling brawler. Played in a group, there's a knockabout charm in vying to emerge the victor, but unlike those gold coins there's not quite enough longterm value beneath the outer sheen.
    • 55 Metascore
    • 40 Critic Score
    Feels cheeky to be criticising a scrolling beat 'em up for being too shallow, but TMNT is possibly one of the most tedious ever. Repetition is only acceptable when you're repeating something gratifying. [Jan 2004, p.109]
    • Edge Magazine
    • 55 Metascore
    • 50 Critic Score
    Polish and beauty is the essence of ULALA, and while this conversion is superb, it's simply not made for the small screen. It's large, loud and beautiful, and that's how it should be. [Oct 2003, p.103]
    • 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
    • 55 Metascore
    • 50 Critic Score
    The pacing, thanks to a combination of necessary haste and the weakness of your divided squad members, feels more akin to a corridor shooter; there's a constant sensation of feeling harried and hemmed in. [Oct 2004, p.107]
    • Edge Magazine
    • 55 Metascore
    • 50 Critic Score
    Away from the restrictions enforced by the licence the game improves. Free Roam gives you unlimited access to the excellently designed LA streets and rooftops, while Stunt Mode also takes greater advantage of the exquisite physics engine. But why are there no added incentives such as stunt scoring or accumulators? A missed opportunity. [Oct 2003, p.101]
    • Edge Magazine
    • 55 Metascore
    • 40 Critic Score
    The Great Escape is saved by a few good set-pieces and the licence, but it's hard not to feel hard done by. Those willing to endure yet another stealth game could find their morale ebbing away by the end of this. [Sept 2003]
    • Edge Magazine
    • 55 Metascore
    • 30 Critic Score
    Lost feels truncated to the extreme, a grand tutorial to island living violently cut off when the credits roll after four hours. [Apr 2008, p.93]
    • Edge Magazine
    • 55 Metascore
    • 40 Critic Score
    After a few hours its lack of variation, poor technical accomplishments and above all its deadening mission repetition make for a hulking disappointment. [Aug 2008, p.96]
    • Edge Magazine
    • 55 Metascore
    • 30 Critic Score
    At World’s End would shame Jack Sparrow himself: it’s boring, nondescript and significantly lacking in adventure. [July 2007, p.91]
    • Edge Magazine
    • 55 Metascore
    • 40 Critic Score
    For most players there's just not enough here to hold any prolonged interest. [Mar 2008, p.100]
    • Edge Magazine
    • 55 Metascore
    • 40 Critic Score
    With the exceptions of deplorably bad cutscenes and haphazard signposting, there are few significant flaws here that a steadier gestation couldn’t have resolved. [Aug 2006, p.90]
    • Edge Magazine
    • 55 Metascore
    • 40 Critic Score
    An over-complicated take on a classic recipe.
    • 54 Metascore
    • 30 Critic Score
    The game also fails as a high-profile PS4 launch title in terms of what it’s putting onscreen. The particle effects serve their purpose, but everything from the vapid story sequences to the hackneyed goblin foes feels blandly feeble. A chapter setting entitled The Barren Wastes? Yes, you think, no need to ram it home.
    • 54 Metascore
    • 40 Critic Score
    Even at its best, Heroes Reborn: Gemini can't hope to be one of those games that breaks out of licensed-game purgatory. [March 2016, p.116]
    • Edge Magazine
    • 54 Metascore
    • 70 Critic Score
    It doesn't willfully withhold information, but it takes some time to acclimatise to what you're supposed to do. [December 2016, p.118]
    • Edge Magazine
    • 54 Metascore
    • 40 Critic Score
    While the more conventional controls make for a more satisfying experience, they also expose the painful ordinariness of the game. [May 2010, p.102]
    • Edge Magazine
    • 54 Metascore
    • 70 Critic Score
    It looks great, and the boosting system means that, as a time-trial game, it's fantastic. If your progress wasn't so easily sabotaged by a thoughtless collision, it would be a fantastic racer, too. [June 2004, p.104]
    • Edge Magazine
    • 54 Metascore
    • 70 Critic Score
    Beneath the drab visuals, then, Taito's unlikely classic remains a game of skill and wit, as well as proof that no-frills fun can still be found in the strangest of places.
    • 54 Metascore
    • 40 Critic Score
    As a script, Flower, Sun And Rain is, for at least two thirds, hugely witty and effortlessly mad, eliciting enough regular laughs to cover for the game's otherwise painfully tedious forms of interaction. [JPN Import; Dec 2008, p.96]
    • Edge Magazine
    • 54 Metascore
    • 40 Critic Score
    Infinity is extremely limited, both in terms of what little content it offers and your ability to access it. [Aug 2014, p.119]
    • 54 Metascore
    • 60 Critic Score
    As a proof of concept, Reality Fighters is convincing, but it's sub-par as a high-priced fighting game, trailing the competition and offering novelty in place of substance.
    • 54 Metascore
    • 40 Critic Score
    An undercooked dish. [Issue#368, p.123]
    • Edge Magazine
    • 54 Metascore
    • 30 Critic Score
    Die-hard roleplaying game fans might have shrugged off its technical flaws and turgid combat if only the story had a pay-off. But instead of a tragic hero, Jason’s a dud. [Feb 2009, p.86]
    • Edge Magazine
    • 54 Metascore
    • 30 Critic Score
    The left to right weaving that gave Secret Rings old-fashioned zip has been jettisoned for narrow paths, funneling you from one fight to the next. Add on-rails cart rides and regular pauses to hand rings over to local villagers and this becomes Sonic's most static adventure yet. [May 2009, p.97]
    • Edge Magazine

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