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
    • 84 Metascore
    • 60 Critic Score
    It's when the game is at its most GTA-like that it comes alive, conjuring up scenarios that take in whole city boroughs and throwing at you groups of adversaries and challenges you have to juggle on the fly… and then you get to a tediously engineered boss encounter and it all begins to get tiresome again. [Christmas 2005, p.109]
    • Edge Magazine
    • 84 Metascore
    • 70 Critic Score
    Black Box’s sequel ultimately struggles to offer any single compelling justification for its own existence. [Feb 2009, p.93]
    • 84 Metascore
    • 80 Critic Score
    Earned In Blood might not seem like a radical departure from the original but the gloriously cascading AI and open maps have effectively transformed it into a very special WWII experience. The fact that there's nothing quite like it in such a crowded genre speaks volumes. [Dec 2005, p.103]
    • Edge Magazine
    • 84 Metascore
    • 60 Critic Score
    As the more intimate title suggests, this may be as much about Croft's brand awareness in the face of unprecedented (and Uncharted) competition. [Oct 2010, p.96]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    With its pulsing, ever-changing playing fields and foppish rhythm-action audio elements, one of the main reasons to play Fractal is simply to enjoy its wonderful aesthetics.
    • 84 Metascore
    • 60 Critic Score
    Alluringly lurid, but ultimately disposable. [Dec 2009, p.92]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    It's almost shocking how seamless, engrossing and accessible Fahrenheit is. It's sad, then, that it shows weakness in the one area where it needed to be stronger than any other game: the script. [Oct 2005, p.84]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    It's certainly fun, but at times it's more than that: around the parody of leveling orbits a whole universe of bigger and better systems to lose yourself within. [Feb 2010, p.92]
    • Edge Magazine
    • 84 Metascore
    • 60 Critic Score
    Spiritfarer loses itself in so much tiresome back-and-forth, ladling on delightful incidental details in the hope that you won't notice that each character's story has become little more than an extended shopping list. [Issue#350, p.96]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    The control system deserves special mention, as it could so easily have been crude or overwhelming. Instead, it's sophisticated and sensitive, catering solidly enough for corridor-cleaning run'n'guns while allowing ambitious flights of TK fancy. [Aug 2004, p.100]
    • Edge Magazine
    • 84 Metascore
    • 90 Critic Score
    Its thesis - that a multiplicity of cultures leaves a society profoundly enriched - has never seemed more urgent and vital. [Issue#390, p.130]
    • Edge Magazine
    • 84 Metascore
    • 70 Critic Score
    An efficient and well thought out expansion. Short, tight and intense, it's a considerably different experience from Medieval proper and well worth experiencing. [June 2003, p.105]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    Vietnam is not about skill or proving your worth. It's about taking part in recreations of famous battles, crawling on your belly, loving every minute. And when it works, nothing can touch it. [Apr 2004, p.103]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    It refines the core shooting and user interface, but otherwise adds only a clutch of enjoyable yet nonessential extras, such as settlements and armour pieces. [Jan 2016, p.106]
    • Edge Magazine
    • 84 Metascore
    • 70 Critic Score
    By juxtaposing a hero who retreats in denials against an antagonist who'll go to any lengths to change the past, The Drifter offers a poignant take on trauma, and the ways it keeps gnawing at the soul the longer we refuse to process it. [Issue#414, p.123]
    • Edge Magazine
    • 84 Metascore
    • 70 Critic Score
    Ultimately, this is a Metroidvania not in any loose sense but a direct descendent of both parents. [Issue#407, p.102]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    A brainteaser that's nervy, humbling, and strangely energising. If you can handle the stress, SpellTower is magnificent.
    • 84 Metascore
    • 90 Critic Score
    In a catalogue festooned with gems, this wild heart glitters brightest of all. [Issue#338, p.96]
    • Edge Magazine
    • 84 Metascore
    • 70 Critic Score
    Fortunately, it has a reliable stream of Gilbert gags, puns, and musical numbers to fall back on, ensuring that just as the challenge eases off, the charm comfortably picks up the slack.
    • 84 Metascore
    • 70 Critic Score
    It's a whole that still offers an intricate series of diversions - some old, some new - but one that has lost some sparkle, despite its sharper, more colourful looks. Most players will get sick of Disgaea 2 long before Disgaea 2 gets sick of them. [Sept 2006, p.80]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    No other combat game has maps this lavish, or ambitiously designed. [Nov 2007, p.88]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    Warhawk's manic pace makes for an instantly gratifying experience, and its brilliantly implemented notion of flight and considered balance among combat options more than compensate for the slenderness of its offering. [Oct 2007, p.90]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    Funny and miserable, disgusting and endearing, the end result is a game that's smart enough to have things both ways, offering an often brutal critique of certain religious sacraments, while wallowing comfortably inside the rituals of one of gaming's oldest genres.
    • 84 Metascore
    • 70 Critic Score
    The steadily dwindling friend tallies on our post-run leaderboards are convincing proof that Runner’s sharpest edges remain intact.
    • 84 Metascore
    • 80 Critic Score
    Those who like their puzzlers to have a supplementary hook will find it wanting on that front, then, but you will struggle to find more ingenious challenges than these in any other game this year. [Issue#371, p.121]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    In reckoning so candidly with the conflicting emotions we've experienced over the past few years, Mediterranea Inferno achieves a purgative potency few of its peers can match. [Issue#390, p.135]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    Waking Mars is ultimately a game about ecological balance, but it's the balance of a different kind – of art, narrative, and puzzle mechanics - that makes it so very satisfying to play.
    • 84 Metascore
    • 80 Critic Score
    Beyond the obvious aesthetic appeal of the jump to HD, New Super Mario Bros U doesn't make a particularly convincing case for Nintendo's new console, and there's very little here that couldn't have been done on Wii. But if it isn't a great showpiece for the console, it may have to settle for being a very good Mario game, perhaps the finest of the plumber's side-scrolling adventures since his 16bit heyday.
    • 84 Metascore
    • 80 Critic Score
    If you take away the window dressing, the epic sounds and the preordained surprises this is a derivative, one-note and sometimes flawed game, but see it as a spectacular amusement ride and you can play and it's a distinguished achievement. [Christmas 2003, p.110]
    • Edge Magazine
    • 84 Metascore
    • 90 Critic Score
    It feels, in other words, an awful lot like classic Street Fighter, and praise doesn’t come much higher than that.

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