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
    • 83 Metascore
    • 80 Critic Score
    The series' daily challenges return, and the team's flair for simple, yet interesting, map design remains undiminished. Refinement's never quite as exciting as reinvention, of course, but with so little to fix, Rodeo's clearly spent its development time rather wisely.
    • 83 Metascore
    • 80 Critic Score
    Irrespective of talent, taste, spare time or even online connectivity, it has something for anyone with even a tingle in their trigger finger. [Jan 2008, p.78]
    • Edge Magazine
    • 83 Metascore
    • 90 Critic Score
    The game's unflinching depiction of wartime suffering is particularly unsettling in a medium that commonly focuses on pyrotechnics and headshots. [Jan 2014, p.118]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    Movement is smooth and fast, recalling the fluidity of seminal arena shooters such as Quake 3 and Unreal Tournament 2004. [May 2016, p.122]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    This isn't just the most satisfying detective game since Obra Dinn, but one that has a similar transportive quality, the world unfolding like a flower's petals as you steadily cultivate your knowledge of it through the wonderfully weird plants that flourish within. [Issue#369, p.118]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    It's another shining example of a European developer handling Japanese IP with care, remixing and refreshing the genres Japan's native developers often struggle to enhance and honour.
    • 83 Metascore
    • 80 Critic Score
    Sensibly expanded and gently refined, this is textbook sequel-making. [Issue#333, p.123]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    For a game that covers everything from drift events to time trials and eliminators, not to mention bumper-to-bumper tuning options, a top-tier physics model and authentic handling, Shift has enough precision and purpose to give anyone pause. [Nov 2009, p.98]
    • Edge Magazine
    • 83 Metascore
    • 60 Critic Score
    The fifth in the Colin McRae series is still a fine game if - and here's the major caveat - you didn't play last year's update. Those who did will get more fun out of playing spot the difference. [Nov 2004, p.107]
    • Edge Magazine
    • 83 Metascore
    • 90 Critic Score
    For a game with a premise as simple as kill the aliens before they kill you, Ziggurat's stylishly retro visuals, gleeful arcade precision and deeply interlocking mechanics trigger a chain reaction that kicks off like some interstellar combustion. Not the sound of a world ending. But the sort of bang that would make Richard Dawkins lean back, fold his arms and grin like a chimp.
    • 83 Metascore
    • 70 Critic Score
    Delta is compelling because of the quality of its source material, but it does feel disposable - a curio more in the vein of a talented bootleg modification than the kind of reenvisioning that would truly justify its existence. [Issue#415, p.92]
    • Edge Magazine
    • 83 Metascore
    • 90 Critic Score
    While certainly being Treasure's most fragmented game, there’s a sense that the lack of narrative, character and even proper framework makes this its most raw, pure and delightful. [June 2008, p.95]
    • Edge Magazine
    • 83 Metascore
    • 60 Critic Score
    There’s a lot of charm to Fetch, and this is as charmingly produced as anything on iOS, but there’s little adventure or arcade substance beneath its surface.
    • 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
    • 83 Metascore
    • 50 Critic Score
    FFXIII takes brave risks with the series’ foundations, but they ultimately create trembling fractures throughout the entire edifice, that robust battle system unable to support the weight of an entire world. Final Fantasy games are always an investment. This time, the returns are questionable.
    • 83 Metascore
    • 60 Critic Score
    Sadly, the early learning curve is far too shallow, while creative freedom is often illusory, with a single solution to many stages. Rovio does eventually loosen the reins, but the combination of rickety vehicles and unforgiving level design only heightens the frustration.
    • 83 Metascore
    • 80 Critic Score
    As forgettable as the story mode is, this is a game that should be judged by the pleasure it can bring to a room full of gamers eager for furious arena combat and a splendid variety of team games. And judged by those criteria, it has few peers. [Apr 2005, p.94]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    This is a game that lives well within your comfort zone no matter how many bullets are flying, and how many enemies are kiting along behind you. It's a game about games, in other words – and a very good one, at that.
    • 83 Metascore
    • 70 Critic Score
    The game is full of charm, from the easily-distinguishable block types and hero in dressing gown, to the sequences that detail the game’s story and a delicate hint mode. [July 2007, p.93]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    Two Point remains a gifted student of the old school, and we're eager to see where its career takes it next. [Issue#376, p.110]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    Beautifully detailed with impressive lighting, accurately modelled protagonists and a terrific sense of speed. A refreshing and captivating direction for the series. [Christmas 2003, p.115]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    A simple idea, near perfectly realised. [Issue#365, p.121]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    When it comes to multiplayer options, Bleach kills 99 per cent of known beat ‘em up stars – even the excellent Jump Superstars – dead. [JPN Import; Apr 2006, p.94]
    • Edge Magazine
    • 83 Metascore
    • 90 Critic Score
    This is a remarkably assured game for such a young studio, the work of a small team that knows exactly what it wants to do and executes it almost without error.
    • 83 Metascore
    • 80 Critic Score
    But with Tetsuya Mizuguchi's often bland musical experimentation replaced with some of electronica's finest moments, Electronic Symphony breathes new life into a series that had previously appeared stagnant.
    • 83 Metascore
    • 70 Critic Score
    Ubisoft has taken a flawed game of boundless promise, destroyed some (but not all) of its appeal, fixed some (but not enough) of its problems, and jeopardised the whole endeavour by making the same mistake twice and rushing it to market before it was steady on its feet. Prince of Persia is strong and supple enough to survive this with many of its immense virtues intact. But it deserved so much better. [Christmas 2004, p.80]
    • Edge Magazine
    • 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
    A personal and affecting play experience. [Mar 2008, p.103]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    For all its high points - and they're well worth celebrating - Stray feels small but imperfectly formed. [Issue#375, p.102]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    Compared to so many free-roaming games to date, it so rarely stumbles. It’s the very skeleton of the genre, those bones strengthened to the point where they alone can stand as a game, rather than serving as hangers for threadbare ideas to be dangled from. [Mar 2007, p.76]
    • Edge Magazine

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