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 Bloodborne
Lowest review score: 10 FlatOut 3: Chaos & Destruction
Score distribution:
4029 game reviews
    • 80 Metascore
    • 80 Critic Score
    For all its inconsistencies, complexities, inadequacies and oddities, The Last Story offers an entrancing and seamless flow of interesting experiences. And surely that, in the final reckoning, is what counts.
    • 80 Metascore
    • 80 Critic Score
    Deceptively simple. [June 2015, p.123]
    • Edge Magazine
    • 80 Metascore
    • 50 Critic Score
    But for parents and adults, Undercover is a less inviting prospect, even with its satirical undertone. It’s a plastic facsimile of GTA – a game that was hardly humourless to begin with, and one that has already spawned a genre’s worth of more sophisticated rivals and clones.
    • 80 Metascore
    • 80 Critic Score
    It’s surprisingly tactical.
    • 80 Metascore
    • 60 Critic Score
    Amalur is a very easy world to drop in and out of – if only Skyrim were so willing to share us with our real lives – but it is never a place where we can truly put down roots. And all this is a shame, since Salvatore's encyclopaedic creation is something worth investing in.
    • 80 Metascore
    • 70 Critic Score
    If Indika won't be everyone's tempo, it proves you can work small miracles when you dare to shed familiar habits. [Issue#398, p.122]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    As it is, his 3DS debut is too uneven to be essential, but too charming for fans to miss.
    • 80 Metascore
    • 70 Critic Score
    Fans of the series are in the position of seeing a game that is an enhancement, rather than an exploitation, of its source material – and fans of the FPS have another good example of the genre to add to their busy schedules. [Aug 2007, p.86]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    As an open-world game, Second Son feels emaciated. There’s little to do in the way of side missions, and what is here becomes repetitive, unlikely to sustain interest beyond a single playthrough. Approach it as an action game that just happens to be set in a nonlinear environment and it makes more sense, but its not-inconsiderable achievements take effort to uncover.
    • 80 Metascore
    • 90 Critic Score
    FreeStyle's greatest achievement is that it's made the rhythm-action genre feel fresh again. [Christmas 2015, p.102]
    • Edge Magazine
    • 80 Metascore
    • 80 Critic Score
    With a defined beginning, four distinct seasonal environments and an affecting, surprising conclusion, there's no question that Proteus is a game. But if there's one concern, it's whether this is an island that's worth revisiting once you've seen all it has to offer. In a way, its lack of progression – the absence of skill trees, difficulty levels and save points – works in its favour; you won't dive back in to mop up the last few achievements, or to climb leaderboards, but simply because you want to play Proteus.
    • 80 Metascore
    • 80 Critic Score
    More broadly, Consume Me succeeds because it makes fun of Jenny without judging her; the narrative and its interactive delivery mechanisms are direct and unpatronising, criticising diet culture while demonstrating why someone could be ensnared by it. We aren't made to feel that we're being lectured or tricked into a cheap emotional response. Rather, Consume Me transcends the expected commentary on dieting and becomes a critique of self-improvement culture in general, without losing the sense of humour that makes its message digestible. [Issue#416, p.123]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    The picaresque form allows the levels to function as discreet puzzles rather than as parts of a story arc: the objective remains pure and always the same. The obstacles and methods open to you are what change, and it's in these areas that Contracts has both expanded and improved. [June 2004, p.103]
    • Edge Magazine
    • 80 Metascore
    • 80 Critic Score
    There's always something new to prod at, to see exactly how the game's rules have been twisted this time. [Issue#337, p.110]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    After eight years in development - initially under PlatinumGames - this long journey has had a happy ending. [Issue#395, p.118]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    For all its wondrous mimicry, Lies of P can't quite match the master's ambition. A remarkable feat of craftsmanship and engineering it may be, but never quite a real boy. [Issue#390, p.124]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    It would be wrong to say there’s never a dull moment in Replicant then, even if at least some of that dullness is deliberate – a way to emphasize our heroes’ struggles. But at its best, you’ll come to understand why it deserves a second chance. [Issue#358, p.104]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    Scarlet Nexus' overstuffed story might be fixated on the human brain - and when you skittle a line of Others with a train, you'll be glad of that - but in these moments it recalls where its heart is, too. [Issue#361, p.114]
    • Edge Magazine
    • 80 Metascore
    • 80 Critic Score
    Suddenly the nonsense global scoreboards of Xbox Live and PSN, designed no doubt to validate those services with the suggestion of mass involvement, are exposed as being badly hampered by their own ambition. United’s tight-knit communities are a welcoming, sensible and above all enjoyable blueprint for the way things should be. [Apr 2007, p.82]
    • Edge Magazine
    • 80 Metascore
    • 60 Critic Score
    That's the essential nature, and essential problem, of The Division's underlying structure. It's asking you to hunt gear with no tangible reward in terms of what you can do, how you do it, or what you look like doing it. [May 2016, p.108]
    • Edge Magazine
    • 80 Metascore
    • 80 Critic Score
    From its overpowered weapons and gormless AI to its pedestrian objecctives, the singleplayer game is as dumb as it is misguided – an embarrassment to the rather splendid mulitplayer game that, fortunately, represents all that's really important. [Dec 2005, p.101]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    At its worst, however, Galaxies has some big problems. The biggest is that it is remarkably fond of spawning enemies behind your ship too quickly for you to move away... It can be incredibly annoying – enough, in fact, to slightly taint the whole experience. [Feb 2008, p.92]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    A rare bit of vindication for Nintendo's oft-misused service. [Sept 2009, p.101]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    There’s a terrific immediacy to the events, too. The days are short enough to guarantee a constant hustle and bustle, and the results of the previous day’s adventuring are cunningly given after the save screen, drawing you in to the next day before you realise it. [Aug 2008, p.98]
    • Edge Magazine
    • 80 Metascore
    • 80 Critic Score
    Amped 2 is Amped with the right trigger gently pressed: it's tweaked. Balance meters take away some of the series' grace, but make it more of a game, like Tony Hawk's tilted downwards. [Christmas 2003, p.122]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    Our bond with our mechanical companion might have been even stronger when faced with a bit more hardship - by the time things really kick off, the story is nearly over. Nevertheless, Far: Lone Sails' ambiguous, strangely tranquil post-apocalypse is beautifully atmospheric, with a touching message: as long as you have hope, you are never truly alone. [July 2018, p.122]
    • Edge Magazine
    • 80 Metascore
    • 50 Critic Score
    The weapon animations remain gorgeous to the last drop, but what about the other two-thirds? [Issue#424, p.108]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    This is a game with ambitions that now outstrip the confines of an atrophying engine, but beneath the exterior lies a world rich in atmosphere - the credible and pervading horror of a landscape drawn with unusual finesse. [Mar 2010, p.95]
    • Edge Magazine
    • 80 Metascore
    • 80 Critic Score
    Like many of its predecessors, The Origami King marches to an eccentric rhythm at times, but in a challenging year, you'll struggle to find a game that strives to consistently to put a smile on your face. [Issue#349, p.88]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    There's a lot of replay value and unlockables to go with a lot of shooting; it's a welcome blast from the 16bit days. [July 2008, p.98]
    • Edge Magazine

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