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
    It's delightful stuff in full flow, and while there's not much to it - just ten levels are available at launch , each lasting only a few minutes - there's significant replay value in committing level and spawn layouts to memory. [Issue#341, p.122]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    This clever, funny, hallucinatory head trip may leave you frazzled, but Tholen's wonderfully singular vision will be burned into your brain for a long time. [Issue#331, p.120]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    Stacking's best qualities are its eccentricity and ingenuity. The puzzles lack the tortured bite of Double Fine's early work, but in broadening the narrative-led puzzle game's scope and carefully choosing which elements of tradition to keep and which to discard, Stacking is a bold and charming reinvention.
    • 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
    • 50 Critic Score
    It's perhaps because the title benefits from such a high production spend … that the average design and execution becomes more pronounced. [Mar 2004, p.101]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    It's a game from which you'll find yourself needing to consciously unclench, its rhythm of tension and release proving borderline irresistible. [Issue#352, p.118]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    The open levels are fantastic and are complemented by a great storyline with dialogue that's immediately engaging, yet Tribes can feel slightly primitive and the indoor missions are a letdown.
    • 83 Metascore
    • 70 Critic Score
    If you've found yourself thinking Pokemon has been showing its age of late, Pokemon Legends: Arceus proves, like members of its playbase, it's more than capable of maturing, too. [Issue#369, p.114]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    Blood Money feels only slightly closer to the series’ ideal of a gameworld that’s both complex and cogent, and is more accessible and entertaining with it. [July 2006, p.80]
    • Edge Magazine
    • 83 Metascore
    • 60 Critic Score
    Guitar Hero has one of the most intuitive and subtle control systems of any game, but here it becomes increasingly subservient to making the game – yes – rock hard, and for the average player will often descend into button-mashing. [Christmas 2007, p.98]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    Ultimately, Alan Wake is every bit as compulsive and satisfying as the fiction on which it riffs, but it also runs the risk of being equally forgettable. It’s a game that delivers the requisite number of twists, turns and thrills, but the only real revelations take place on those scattered manuscript pages.
    • 83 Metascore
    • 80 Critic Score
    The mission finale is climactic; a frantic last stand awaiting your dropship, enemies pulled in droves towards the beacon, palpable relief if you and your buddies dive through the boarding hatch before your saviour jets from the landing pad. [Issue#396, p.110]
    • Edge Magazine
    • 83 Metascore
    • 90 Critic Score
    TR-49 is may things simultaneously, to the extent that it can be overwhelming, causing the brain and heart to race - a remarkable feat for something so apparently simple. [Issue#420, p.103]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    The killing is enjoyable, but we'd have happily done much more of it. [Issue#333, p.122]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    Between the extra sparks of mechanical invention and visual humour, Mortal Kombat 1 offers perhaps NetherRealm's most persuasive argument yet to take the plunge. [Issue#390, p.128]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    Cairn, then, is an awe-inspiring journey and a careful character study that captures the thrill and torment of climbing. Yet its flaws are central to that core act. While assist modes and optional visual aids help, the complexities behind the intuitive surface can grind together with unpredictable results. In creating such intricate systems, the developers gave themselves a mountain to climb, and almost reach the peak. [Issue#421, p.100]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    It's a testament to the strength of the core concept, then, that The Plucky Squire remains as entertaining as it does. [Issue#403, p.108]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    One of the smartest dumb games since Super Time Force. [Christmas 2015, p.121]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    In truth, when it does attempt to tug firmly on the heartstrings, Neva is never as effective as we might have feared. But the images it leaves behind are indelible. [Issue#404, p.114]
    • Edge Magazine
    • 83 Metascore
    • 90 Critic Score
    Perhaps, though, the reason A Highland Song stays in the memory is because of those bumps and scraps rather than in spite of them. [Issue#392, p.110]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    Midnight Suns deviates from the XCOM format in many ways, the biggest of which is eschewing dice rolls in favour of a deck of cards. [Issue#380, p.100]
    • Edge Magazine
    • 83 Metascore
    • 90 Critic Score
    As vivid and memorable an evocation of a place as any hyper-detailed triple-A fantasy universe. [Issue#377, p.106]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    There’s more to be got out of this new kind of play than Nintendo has found this time around, and some of it could be better implemented. But, for now, it offers an experience that can’t be matched. [July 2005, p.89]
    • 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
    It occasionally uses those worn tools to achieve something profound. [Issue#421, p.120]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    Ms Splosion Man might have done little to fix the 
first game's flaws, but it confidently follows up on its raucous appeal.
    • 83 Metascore
    • 70 Critic Score
    Fair, competitive and, above all, relevant. [Nov 2012, p.100]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    This is a game you'll complete, chuckle at and show off. [Sept 2010, p.98]
    • Edge Magazine
    • 83 Metascore
    • 60 Critic Score
    The game's fusion of rhythm-action and RPG never quite fits as neatly as you'd hope. [Nov 2014, p.115]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    Boktai re-invigorates almost every aspect of the tired dungeon-and-items formula. The light-sensor technology works flawlessly and opens up a host of possibilities for future games. A beautiful game in almost every respect. [Oct 2003, p.92]
    • Edge Magazine

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