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 Dreams
Lowest review score: 10 FlatOut 3: Chaos & Destruction
Score distribution:
4029 game reviews
    • 85 Metascore
    • 80 Critic Score
    Survivor manages to leave us wondering what could possibly be left for a sequel - and surprisingly eager to find out. [Issue#385, p.106]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    Those who've never understood the appeal of Kirby are unlikely to be convinced by his move into 3D. But otherwise this compact, imaginative adventure is a low-key triumph, a work of great craft and wit that, unlike its lead, doesn't bite off more than it can chew. And it only leaves you hungry for more. [Issue#370, p.110]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    Creaks may be a break from point-and-click tradition for Amanita, but we're left with a familiar smile as the credits roll, our eyes still wide with delight. [Issue#348, p.102]
    • Edge Magazine
    • 77 Metascore
    • 80 Critic Score
    Has enough in that expertly-pitched control system to keep you replaying the same courses over and over, relaxing into a groove before smashing through the score barrier on one perfect run. It's an iPhone game you'll come back to for the controls alone – and that's not something you can't say every day.
    • 80 Metascore
    • 80 Critic Score
    MotoGP may only bring a handful of new bikes and tracks, but it’s still a handsome package. [July 2006, p.82]
    • Edge Magazine
    • 72 Metascore
    • 80 Critic Score
    Without seeking to damn a fine game with faint praise, another succinct design philosophy comes to mind: it just works. [Issue#372, p.100]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    Here is the rare deckbuilder that doesn't feel like it's merely aping the giants of the genre. [Issue#424, p.106]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    Fraught, oppressive and tense, Thumper has been built to a singular vision - and one we can certainly respect, if not always enjoy. [Christmas 2016, p.117]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    This is an incredible achievement, the closest a simulator has come to entertainment; the nearest videogaming has come to the real experience of driving. Forget play. Just drive. [March 2005, p.84]
    • 83 Metascore
    • 80 Critic Score
    It's a vehicle that may win over more action fans than true-bloods, but its plagiaristic tendencies represent a shrewd way of ensuring that the series gets a firm footing outside of the 2D realm. [Nov 2010, p.84]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    Quarrel DX is the funniest and most stylish word game around, with layers of strategy that go down so deep it sometimes feels you're just scratching the surface. Even without multiplayer this is an essential purchase. With multiplayer, it could take over the world – or, at the very least, be the thinking person's Angry Birds.
    • 92 Metascore
    • 80 Critic Score
    The stuff of legend, then? Indeed. Although, perhaps fittingly, one with nothing new to say. [Apr 2010, p.88]
    • Edge Magazine
    • 80 Metascore
    • 80 Critic Score
    It's telling that, as our getaway car peels away to safety with ten seconds remaining, our first instinct is to try again. [Issue#372, p.110]
    • Edge Magazine
    • 79 Metascore
    • 80 Critic Score
    Unlike the creature at its centre, Isolation isn't structurally perfect, but it is brilliantly hostile in a way that's likely to shock many players. [Dec 2014, p.102]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    Citizen Sleeper doesn't shy away from weighty topics, and excels in managing to explore these while feeling intensely personal. [Issue#372, p.112]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    We're ready to see what the future holds for The Creative Assembly after Total War. We're also, however, delighted by the studio's seemingly indefatigable ability to bend its own rules and brew up new playstyles, as it brings one of gaming's greatest licensed adaptations to a thunderous conclusion. [Issue#370, p.114]
    • Edge Magazine
    • 76 Metascore
    • 80 Critic Score
    What is most amazing of all is that despite its litany of weird little problems, Destiny is fantastic, its combat up there with the very best, the thrilling rhythm of its battles still not fading the 30th time through, and it has no single systemic problem that is not fixable. [Dec 2014, p.106]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    Whereas a more comprehensive reimagining of how Okami would work on DS could have resulted in a less ambitious, more polished game, Okamiden succeeds in preserving both the spirit and form of its forebear, and that makes in rather special indeed. [Mar 2011, p.90]
    • Edge Magazine
    • 66 Metascore
    • 80 Critic Score
    Even if some of the fundamental stuff has been sacrificed to the creation of this huge world, Fuel still makes it across the finish line on a far-from-empty tank. [July 2009, p.97]
    • Edge Magazine
    • 90 Metascore
    • 80 Critic Score
    Most importantly, the old jokes are still funny. [Issue#372, p.116]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    Such steps forward may seem at odds with the time period, but that late-'80s setting is put to brilliant use in the story. [March 2017, p.98]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    This is the best entry in its genre since Bayonetta, and might just be the best game Ninja Theory has made to date.
    • 77 Metascore
    • 80 Critic Score
    It has all the hooks you'd associate with a streaming service binge-watch...But American Arcadia has something to say, too. [Issue#393, p.116]
    • Edge Magazine
    • 87 Metascore
    • 80 Critic Score
    Where next for Pokemon? Black and White don't suggest any answers, but they do remind us why we'd care in the first place. [Mar 2011, p.103]
    • 83 Metascore
    • 80 Critic Score
    If the thrill of the new is gone, old pleasures remain: the exhilaration of the final-minute countdown as the music increases in tempo, or the ice-cream jingle of the Tower as it advances into enemy territory. Crucially, that infectiously exuberant spirit is undimmed. More of the same? For once, that'll do nicely. [Issue#310, p.104]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    If you can push through the lukewarm welcome and remain patient, though, you'll find something vivid and exciting here. [Issue#420, p.94]
    • Edge Magazine
    • 89 Metascore
    • 80 Critic Score
    Despite these minor imperfections F-Zero GX has it where it counts. The combination of blistering speed, responsive controls and rivals with genuine personality makes this one of the most addictive games of the year. [Oct 2003, p.96]
    • 87 Metascore
    • 80 Critic Score
    Where next for Pokemon? Black and White don't suggest any answers, but they do remind us why we'd care in the first place. [Mar 2011, p.103]
    • 76 Metascore
    • 80 Critic Score
    Like "GTA" there's more to this than shock and awe. Within its linear structure there is a lot of freedom within which to act, much more so than both "Splinter Cell" and "Metal Gear Solid 2," the titles which Manhunt most closely resembles. [Jan 2004, p.96]
    • Edge Magazine
    • 87 Metascore
    • 80 Critic Score
    A colourfully written and often funny game, but one that doesn't deviate much from the fantasy rulebook, an area where a more substantial break from the past would have been welcome. [Sept 2014, p.108]
    • Edge Magazine

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