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
    • 53 Metascore
    • 60 Critic Score
    The subtlety of these exchanges suggests that a strategy game of some greatness exists beneath the cumbersome framework, and we trust Stardock, a developer of proven diligence and passion, to continue refining it. [Nov 2010, p.93]
    • Edge Magazine
    • 53 Metascore
    • 40 Critic Score
    Bodycount's lack of consistent game design, flitting between arcadey action and a sub-par story-driven campaign, ultimately causes the game to misfire. The lesser parts of Bodycount's gameplay ultimately shout the loudest, drowning out its charms and distracting from the flourishes of inspired ideas.
    • 53 Metascore
    • 40 Critic Score
    Where B-Boy crucially disappoints is in the execution of its gameplay. The turn-based nature of its stages is interminably frustrating. [Oct 2006, p.94]
    • Edge Magazine
    • 52 Metascore
    • 20 Critic Score
    Describing the game at all is simply to tick off a litany of annoyances punctuated by one minor triumph, namely that the Transformers themselves look pretty good. [Sept 2007, p.90]
    • Edge Magazine
    • 52 Metascore
    • 40 Critic Score
    It's a long, repetitive grind that fails to reward your efforts. [Sept 2012, p.100]
    • 52 Metascore
    • 50 Critic Score
    Yes, you really do feel in chargeof steering, but when the amount of speed put into a tight bend is dictated by the game, not the player, that feeling only delivers so much. [Christmas 2010, p.98]
    • Edge Magazine
    • 52 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
    • 52 Metascore
    • 40 Critic Score
    This may not suffer the indignity of being delisted, but it's highly unlikely anyone will remember it in a decade's time. [Issue#395, p.122]
    • Edge Magazine
    • 52 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
    • 52 Metascore
    • 30 Critic Score
    The dialogue is belief-defyingly bad, the characters who deliver it lazy, one-dimensional caricatures. [Oct 2006, p.94]
    • Edge Magazine
    • 52 Metascore
    • 20 Critic Score
    An unrewarding trudge that doesn’t have any ideas beyond the most primitive. [Feb 2008, p.97]
    • Edge Magazine
    • 52 Metascore
    • 20 Critic Score
    Sure, the production values are high and the narrative is updated with humour, but this is barely a game... it's all smoke and mirrors. You may win every battle, but underneath you know you're no hero. [June 2004, p.110]
    • Edge Magazine
    • 52 Metascore
    • 30 Critic Score
    Slant Six Games cut its teeth on handheld SOCOM games, but no tactical subtlety has filtered down to this title. Operation Raccoon City is a gory duck shoot in a series that's already produced the definitive action game, and letting you experience its gore-soaked trudge with friends is its only genuine appeal.
    • 52 Metascore
    • 40 Critic Score
    This is very much Inafune by numbers, a Mega Man game in all but name, and not a particularly good one. [Issue#296, p.118]
    • Edge Magazine
    • 52 Metascore
    • 40 Critic Score
    The overall impression is of a game that's both bravely and badly designed, and weighted towards the latter. [July 2006, p.84]
    • Edge Magazine
    • 52 Metascore
    • 30 Critic Score
    Had The Official Game provided a consistent overall challenge, it would have been bearable, if unexciting. But it hasn’t, and it isn’t. [July 2006, p.88]
    • Edge Magazine
    • 52 Metascore
    • 50 Critic Score
    That it largely fails to deliver does not quite snuff out its allure – not, at least, for devotees of the fiction. For those yet to be tempted by Martin's work, however, the blunderous combat, mangled dialoguing and profoundly unlovely looks will make it seem, as a Westerosi idiom goes, a mummer's farce.
    • 52 Metascore
    • 40 Critic Score
    The reality, inevitably, is that you want Fallout 76 to play like a Fallout game, and on those terms it fails to satisfy. After all, how could you not want that from it? [Jan 2019, p.110]
    • Edge Magazine
    • 52 Metascore
    • 30 Critic Score
    Had The Official Game provided a consistent overall challenge, it would have been bearable, if unexciting. But it hasn’t, and it isn’t. [July 2006, p.88]
    • Edge Magazine
    • 52 Metascore
    • 30 Critic Score
    Had The Official Game provided a consistent overall challenge, it would have been bearable, if unexciting. But it hasn’t, and it isn’t. [July 2006, p.88]
    • Edge Magazine
    • 52 Metascore
    • 70 Critic Score
    NeverDead's heart is in the right place: committed to entertaining you, no matter the cost - even if it means losing your head a few too many times along the way. [March 2012, p.120]
    • 52 Metascore
    • 50 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
    • 51 Metascore
    • 50 Critic Score
    Sadly, encounters with enemy AI - particularly in combat - are by far the weakest link in an otherwise enjoyable effort. [Apr 2005, p.98]
    • Edge Magazine
    • 51 Metascore
    • 30 Critic Score
    This nonsensical sequel in Capcom's mediocre survival horror spin-off fails in practically every sense, from fine detail to basic tenets. A catastrophe. [Sept 2003]
    • Edge Magazine
    • 51 Metascore
    • 40 Critic Score
    For all its wit and swagger, Truckers is inescapably safety-conscious, rewarding the maintenance of a planned route and steady trajectory while more arresting notions - spontaneous risk, for example - fall from the back like poorly fastened cases of moonshine. [Sept 2005, p.99]
    • Edge Magazine
    • 51 Metascore
    • 70 Critic Score
    HTTC’s easy relationship with the subject matter results in some of the finest political animals you’ll see and, what is perhaps even more remarkable, a videogame that is genuinely funny. [Sept 2008, p.97]
    • Edge Magazine
    • 51 Metascore
    • 40 Critic Score
    Yes, Beat Down revives the warped charisma of Capcom's beat'em up heyday, but that's the only area where it actually triumphs. [Oct 2005, p.90]
    • Edge Magazine
    • 51 Metascore
    • 30 Critic Score
    Inspired moments, such as the vehicles' mulitple weapons systems, are forced from the mind by the relentless slogs across the levels... In the end, you're likely to discover that the real battle is to continue playing. [May 2004, p.100]
    • Edge Magazine
    • 51 Metascore
    • 30 Critic Score
    By even the lowest expectations Superman Returns is a staggering shortfall. [Jan 2007, p.86]
    • Edge Magazine
    • 51 Metascore
    • 30 Critic Score
    We’ve a right to enjoy this kind of brainless, murderous throwback, but we’ve also a right to expect it to be made to the standards of videogames of five years ago, never mind those of today. [July 2005, p.91]
    • Edge Magazine

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