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 Bayonetta
Lowest review score: 10 FlatOut 3: Chaos & Destruction
Score distribution:
4029 game reviews
    • 88 Metascore
    • 70 Critic Score
    As you might expect, such breadth comes at the cost of a little finesse. [Issue#372, p.104]
    • Edge Magazine
    • 76 Metascore
    • 70 Critic Score
    It's undeniably a one-trick pony, then, but it's a good trick, performed with flair and polish. Those inclined to correct grammatical howlers in friends' Facebook missives will find this a far less confrontational way of sating their inner pedant.
    • 78 Metascore
    • 70 Critic Score
    While Snowblind never truly escapes the feeling of being a well-dressed, derivative run’n’gun shooter, it never fails to get the running and gunning right, and in that respect, at least, it’s a sound success. [March 2005, p.86]
    • Edge Magazine
    • 85 Metascore
    • 70 Critic Score
    The biggest narrative crime comes right at the close, where what feels like the approach to the conclusion turns out to be, in fact, the end - a sour taste that's hardly helped by the naked sequel set-up that follows. [May 2018, p.122]
    • Edge Magazine
    • 81 Metascore
    • 70 Critic Score
    It feels more like a yearly update than a sequel, a new campaign with old multiplayer. The game isn't distinct from its predecessors in any important way, and fatigue sets in quicker than before. [Jan 2011, p.94]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    Rematch, especially with friends, is an immediate, exhilarating caricature of football. Its pared-down mechanics inject joy back into a sport that's been hollowed out, both in real life through surrender to capital and geopolitics, and as simulation, in the gears of service-game profit-making machines. [Issue#413, p.118]
    • Edge Magazine
    • 74 Metascore
    • 70 Critic Score
    We hate its impotence, its utter lack of a scare beyond an aversion to getting shot. And with its market-led features and Skinner-box mechanics, we hate that a series that began as a lesson in horror – of the B-movie kind, admittedly – now feels so afraid of the competition.
    • 72 Metascore
    • 70 Critic Score
    If Rock of Ages eventually runs out of variety, it never runs out of charm. The game has a magnificent sense of momentum throughout, tugging you downhill towards the enemy's gates and upwards through the strata of Western culture. It is an oddball offering in every sense.
    • 72 Metascore
    • 70 Critic Score
    Salt and Sacrifice shrewdly builds upon its forerunner's groundwork - offering enough depth to enthral the most ardent admirers of the Soulslike genre, while its robust 2D platformer fundamentals make it much more approachable than many of its peers. [Issue#372, p.108]
    • Edge Magazine
    • 65 Metascore
    • 70 Critic Score
    Opoona has enough character that, combined with its innovative combat and leisurely pace through an interesting world, it is comfortably its own experience. [June 2008, p.93]
    • Edge Magazine
    • 90 Metascore
    • 70 Critic Score
    Masterful controls aside, Corruption sees Retro lost for a while, like Samus, down some mystifying and convoluted dead-end of its own making, populating a universe that should have stayed desolate and dead. [Nov 2007, p.84]
    • Edge Magazine
    • 82 Metascore
    • 70 Critic Score
    Fast, engrossing and perfectly attuned to the needs of a handheld, Lunar Knights addresses the previous games’ failings without feeling like a retreat, providing refinement without too much dilution. [Apr 2007, p.86]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    The most satisfying stages give you a generous toolset with which to experiment, but one too many involves painstaking repositioning of a few items.
    • 79 Metascore
    • 70 Critic Score
    While you won't necessarily win without some loyal subjects from your friends list, there's a deceptive amount of fun you can have while trying. [Oct 2009, p.94]
    • Edge Magazine
    • 91 Metascore
    • 70 Critic Score
    At the halfway mark, Chains is so tremendous, striking an almost perfect beat of difficulty spikes, weapon upgrades and stupendous visual reveals, that you have to question its endurance. And, sadly, it flounders right on cue. [Apr 2008, p.92]
    • Edge Magazine
    • 78 Metascore
    • 70 Critic Score
    Yes, the ideas are simple and well-worn, but they're treated with care and elegance, with a shimmer of luxury sprinkled across the top. [Issue#414, p.110]
    • Edge Magazine
    • 66 Metascore
    • 70 Critic Score
    The revelatory finale will leave you winded, but also heartened by Krillbite’s assertion that firstperson horror needn’t be confined by crumbling walls and straitjackets.
    • 66 Metascore
    • 70 Critic Score
    A fine introduction to the pleasures of multiplayer VR, but ultimately there's not quite enough substance here to keep you coming back after your first few tours of duty. [Christmas 2016, p.119]
    • Edge Magazine
    • 85 Metascore
    • 70 Critic Score
    As a reinvention it's a resounding success, and there are no pretenders to its comprehensiveness [May 2004, p.107]
    • Edge Magazine
    • 72 Metascore
    • 70 Critic Score
    The result is restless and, in the context of Clank’s overalls story, incoherent. But it’s also vibrantly diverse. [Sept 2008, p.95]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    The solution to the game's own internal puzzle, then, is to slot something else into the gap, to connect those disparate edges. [Issue#372, p.114]
    • Edge Magazine
    • 76 Metascore
    • 70 Critic Score
    Uprising may not break any new ground in a genre that is arguably an endangered species, but it does a good job of breathing life into the dying breed. It's a reminder that an artist's eye, when met by a designer's understanding of modern tastes, can revitalise a struggling brand and make the old feel new again.
    • 86 Metascore
    • 70 Critic Score
    This game has not so much been created to advance the beloved series but to prepare the ground for its next generation. As sequels go, think more civil disturbance than raising hell. [Issue #386, p.104]
    • Edge Magazine
    • 74 Metascore
    • 70 Critic Score
    The compact nature of the game's arc means its narrative rhythm feels a little off and things clatter to an end well before you expect - or want - them to. [Christmas 2016, p.120]
    • Edge Magazine
    • 71 Metascore
    • 70 Critic Score
    For all its successes, the fact remains that even after significant delays, what's been delivered is far from finished. [Dec 2014, p.110]
    • Edge Magazine
    • 74 Metascore
    • 70 Critic Score
    It only betrays itself completely once – in a dismally conventional boss battle around halfway through – though at times Spartan threatens to become routine, it never does, thanks to its strong character, handsome looks and sheer, irrepressible verve. [Nov 2005, p.96]
    • Edge Magazine
    • 73 Metascore
    • 70 Critic Score
    Maddening moments are far enough between to be only a minor blemish on an otherwise fantastic portable action game. [Jan 2005, p.90]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    Boss fights aside, Ubosoft's consideration for its subject matter throughout is striking. [Sept 2014, p.104]
    • Edge Magazine
    • 89 Metascore
    • 70 Critic Score
    The sense of having travelled somewhere that games have never taken us before. [Issue#370, p.116]
    • Edge Magazine
    • 86 Metascore
    • 70 Critic Score
    It's a shame that Forza's much-vaunted AI tech proves an ill fit for open-world racing. [Dec 2014, p.112]
    • Edge Magazine

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