Edge Magazine's Scores
- Games
For 4,029 reviews, this publication has graded:
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15% higher than the average critic
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4% same as the average critic
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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: | Bloodborne | |
|---|---|---|
| Lowest review score: | FlatOut 3: Chaos & Destruction |
Score distribution:
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Positive: 1,238 out of 4029
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Mixed: 2,358 out of 4029
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Negative: 433 out of 4029
4029
game
reviews
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- Critic Score
Persevere, however, and you’ll find the kind of charmingly intelligent design that makes us hope Ambient can eventually realise some of its grander ambitions.- Edge Magazine
- Posted Mar 13, 2013
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- Critic Score
The inclusion of a food journal, detailing the ingredients you've used and those that haven't yet been found, will be manna for completists in another sparky, generous and amusing offering from Adult Swim.- Edge Magazine
- Posted Oct 27, 2011
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- Critic Score
It's a victory for style over substance, in which style smashes substance's head into a million pieces. [May 2016, p.116]- Edge Magazine
Posted May 1, 2016 -
- Critic Score
Not bad for the unlikely sequel to a game hardly anyone played. [Sept 2010, p.96]- Edge Magazine
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- Critic Score
Ruby/Sapphire is probably the most intricate and detailed console RPG available. Staring into it will make many players woozy. [Sept 2003]- Edge Magazine
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- Critic Score
Fundamentally, it's hard to bear a grudge against a game with such generosity of spirit and pleasant delivery. But having tangled with mythical sea beasts and alternate Londons, isn't it time for Layton to solve the greatest mystery of all: where does he go next.- Edge Magazine
- Posted Nov 2, 2012
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- Critic Score
It’s ostensibly an action game, but much more slowly paced than that term would suggest. It’s not quite an RPG either, although there’s levelling and grinding involved. And while its world isn’t open – each area is segmented into numbered zones – it’s a sandbox game in every other respect. Guild quests offer a skeletal structure, but there’s no pressure to stick to it.- Edge Magazine
- Posted Mar 19, 2013
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- Critic Score
The final third of the game abandons grubby criminality for altogether more lurid, excessive and enjoyably silly climes, testifying to the fact that Saints Row is at its best when it rejects the expectations of the series and the strictures of the GTA format.- Edge Magazine
- Posted Jan 2, 2012
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- Critic Score
With Delta, Super Stardust has found a pulse. Perhaps all that's missing now is the soul to go with it.- Edge Magazine
- Posted Mar 5, 2012
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- Critic Score
So, yes, their irreverent take on the medium may have a few technical shortcomings, but you’ll usually be grinning far too much to care.- Edge Magazine
- Posted Mar 4, 2014
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- Critic Score
Granted, this is hardly the most drastic of sequels, but it didn’t need to be: instead, it stands as an indicator that, even as the DSi heads ever deeper into the online space, on some level at least, it’s still business as usual.- Edge Magazine
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- Critic Score
MotoHeroz is a cuddly toy you hug to your face, only to realise a second too late it's in fact a surly porcupine.- Edge Magazine
- Posted Sep 15, 2011
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- Critic Score
Sokobond introduces complexity via level furniture that breaks bonds or lets you adjust the position of bonded atoms, but even the basic chambers provide ingenious challenges. Forget chemistry: it takes alchemy to produce a puzzle game as refined and smart as this.- Edge Magazine
- Posted Nov 3, 2013
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- Critic Score
Tiny Tower's ongoing tick-tock of cash and happy bitizens is a fantastic toy.- Edge Magazine
- Posted Jul 19, 2011
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- Critic Score
In action the game is undeniably pretty, as long as you can stomach the monstrous camera. But beyond ther anime-inspired visuals, the action turgidly limps along without ever really engaging or entertaining. [May 2003, p.94]- Edge Magazine
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- Critic Score
A sequel with a suitably Darwinian focus on simple refinement. [Nov 2008, p.100]- Edge Magazine
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- Critic Score
For the first time, Bungie has successfully remedied two of the most frequent criticisms of Destiny: that there isn't enough to do, and that its endgame is overly focused on raiding. [December 2018, p.102]- Edge Magazine
Posted Oct 11, 2018 -
- Critic Score
Who's quibbling about the originality of any given bone when there are so many of them just waiting to be broken, and in so many stylish ways? [Issue#404, p.121]- Edge Magazine
Posted Oct 31, 2024 -
- Critic Score
This dazzling, determinedly populist experience was not made according to the standards other games are made by, and when judged – or even just described – by those standards, it might seem slender to the point of frailty. [Christmas 2005, p.101]- Edge Magazine
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- Critic Score
Some may argue over what the series should have become, but what’s important is that it has made that tough decision for itself, and established a rock solid foundation for inevitable, now justified successors. [May 2006, p.86]- Edge Magazine
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- Critic Score
The game's underlying sense of humour and its obvious affection for giant robots save it from feeling ordinary. [Sept 2011, p.110]- Edge Magazine
Posted Aug 13, 2011 -
- Critic Score
The true measure of this journey isn't where you end up, it's how fast your pulse is racing when each luminous tube finally spits you out into the darkness again. [Oct 2012, p.92]- Edge Magazine
- Posted Sep 16, 2012
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- Critic Score
Antichamber is many things – a remarkable technical achievement, a smart subversion of its genre, a game that plays you as much as you play it – but you're more likely to respect it than enjoy it.- Edge Magazine
- Posted Feb 1, 2013
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- Critic Score
As a package, it's generous and deep, but Sumo has fallen victim to its own success. While enjoyable in their own right, boats and planes simply can't match the moreish handling of the karts.- Edge Magazine
- Posted Nov 19, 2012
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- Critic Score
There’s scope to build everything from a two-hour co-op dungeon crawl to a 100-hour purple-prosed epic. It’s that breadth that makes NN2 as much of an essential purchase as genre fans could ask for. [Christmas 2006, p.88]- Edge Magazine
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- Critic Score
This dazzling, determinedly populist experience was not made according to the standards other games are made by, and when judged – or even just described – by those standards, it might seem slender to the point of frailty. [Christmas 2005, p.101]- Edge Magazine
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- Critic Score
The action creeps up slowly, starting out like a gorgeous-looking but fairly standard shoot 'em up. However, by the middle of level two, it's pummelling you with a relentless parade of conceptual set pieces so audacious and inventive you'll laugh with delight as you gape in horror. [Sept 2004, p.94]- Edge Magazine
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- 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
Posted May 17, 2026 -
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In Sky, knowledge can be a powerful thing, an asset that makes you more useful to those who seem lost, as you lead them toward the light. [Issue#336, p.116]- Edge Magazine
Posted Aug 15, 2019 -
- Critic Score
Even for those players who are too young to perceive the winds of nostalgia blowing through Eastward, this is a game that shows the endurance of the Super Nintendo-era RPG template as a vessel for storytelling across decades - and that is a magic of its own, too. [Issue#364, p.118]- Edge Magazine
Posted Oct 9, 2021