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
    • 78 Metascore
    • 70 Critic Score
    The sense of immersion is about as unparalleled as you can get without an Oculus Rift strapped to your head. But the campaign feels overlong and stretch marks begin to appear towards the end of the roughly 20-hour adventure. This game could have benefited from some strategic dismemberment of its own, performed by a shrewd editor who knows how to sever redundant limbs.
    • 78 Metascore
    • 60 Critic Score
    It's like watching penguins in an Attenborough documentary turning from ungainly waddlers into torpedoes. [Issue#397, p.114]
    • Edge Magazine
    • 78 Metascore
    • 80 Critic Score
    The conservative setting and lack of an engaging storyline may do little to excite RTS veterans but, in its ruleset, Ruse expands upon the genre in a way that goes beyond gimmick. [Oct 2010, p.95]
    • Edge Magazine
    • 78 Metascore
    • 60 Critic Score
    If the narrative wrapper hardly registers while you're playing, the incidental dialogue can be quite witty. [Issue#377, p.121]
    • Edge Magazine
    • 78 Metascore
    • 70 Critic Score
    Compared to its Wii counterpart - as generic a movie-licensed collect 'em up as you'll see - the DS version is swollen with ideas. [Apr 2010, p.98]
    • Edge Magazine
    • 78 Metascore
    • 60 Critic Score
    Eastshade may not be the game it could be, but it paints a picture many others could learn from. [Issue#330, p.122]
    • Edge Magazine
    • 78 Metascore
    • 60 Critic Score
    It now feels in need of a shake up to make it bounce back instead of producing yet another diminished return. [Jan 2007, p.75]
    • Edge Magazine
    • 78 Metascore
    • 80 Critic Score
    Rather than a criticism, however, the lingering feeling is a testament to the sense of wonder Abzu instills in the player, the feeling of grand adventure it manages to conjure in its short runtime, and the appeal of its enigmatic world. [Oct 2016, p.108]
    • Edge Magazine
    • 78 Metascore
    • 80 Critic Score
    This welcome focus on spectacle – and the highly recognisable cast – makes Injustice more accessible than most modern fighting games, but there’s plenty to appeal to seasoned players.
    • 78 Metascore
    • 80 Critic Score
    What at first feels more like a Benny Hill chase reveals itself to be another fine reinvention of this classic. [Nov 2016, p.112]
    • Edge Magazine
    • 78 Metascore
    • 90 Critic Score
    Unforgettable. [Oct 2015, p.108]
    • Edge Magazine
    • 78 Metascore
    • 80 Critic Score
    The presentation is as characterful as you would expect from London Studio, it's welcoming to newcomers to the EyeToy, or even to gaming in general, and the navigation system has been much improved, responding snappily to your commands.
    • 78 Metascore
    • 70 Critic Score
    Shadowkeep delivers on our expectations, giving us more of the things about Destiny we like, while reminding us that nostalgia ain't what it used to be. [Issue#139, p.106]
    • Edge Magazine
    • 78 Metascore
    • 50 Critic Score
    With all the colour and oddness Date Everything musters, it can't overcome the fact that it treats its characters like objects. [Issue#413, p.122]
    • Edge Magazine
    • 78 Metascore
    • 60 Critic Score
    Without the brutal challenge, it's a game that will take mere hours to finish and even fewer to forget. [May 2010, p.101]
    • Edge Magazine
    • 78 Metascore
    • 60 Critic Score
    The plot lacks the slight unpleasantness that tinted Wright's best cases. There are still killers, but their motivations are more straightforward. [Mar 2010, p.98]
    • Edge Magazine
    • 78 Metascore
    • 70 Critic Score
    Pac-Man Vs could hardly have barer bones. No options, no game modes and no high-score tables are included here, and as a consequence there's nothing here to dilute the strength of the original idea or the subtle excellence of its execution. [Feb 2004, p.103]
    • Edge Magazine
    • 78 Metascore
    • 60 Critic Score
    If it's judged only on its atmosphere, weapons, and the amount of killing it portrays from behind the wheel, this expansion hits the bullseye. If Techland can fill in all the bits missing in between, its next project could be something special indeed. [April 2016, p.114]
    • Edge Magazine
    • 78 Metascore
    • 60 Critic Score
    Think of it like fast-forwarding through an action movie past all the poorly written dialogue to get to the good bits. [Issue#367, p.112]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    Titan Quest’s hyper-realism is, at least when above ground, dazzlingly picturesque, with lighting so natural you expect there to be an elemental resistance for sunburn. [Aug 2006, p.84]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    An enthralling title on its own terms, and, given the bombastic direction of its Clancy-game brethren, probably the closest fans will get to true tactics for some time.
    • 77 Metascore
    • 40 Critic Score
    It's the Excitebots themselves that disappoint most, so drearily conceived that they make the predecessor's humble trucks look like flaming DeLoreans. [July 2009, p.100]
    • Edge Magazine
    • 77 Metascore
    • 90 Critic Score
    Whatever the project's origins, the result is a thrilling blend of ideas, a game that, despite its fashionable and familiar components, feels wholly unprecedented. Moreover, Nightreign firmly establishes the studio's designers as not only masters of their own domain, but now a new, hitherto undiscovered realm. [Issue#412, p.100]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    Could Nintendo have made similar cuts, sliced out singleplayer, and left us with the perfect party game? The shadow of missed opportunity occasionally looms over Nintendo Land, but as with any good theme park, there are moments where you'll yell, scream and laugh yourself silly. Just add friends.
    • 77 Metascore
    • 70 Critic Score
    A level design and stylistic triumph but often a frustrating puzzler for the wrong reasons, They Need To Be Fed 2 is a good iOS game. But it could become a great game if it mimicked its hero and jumped to other platforms.
    • 77 Metascore
    • 70 Critic Score
    Its magpie picking of influences leaves it with too little personality of its own, and comparisons with its sources are often unflattering. Still, it boasts scale, action and variety that make it a welcome addition to PS3's multiplayer roster.
    • 77 Metascore
    • 80 Critic Score
    Its flaws are downplayed in the context of its range, its humour, its oddities, and its alternately psychopathic and pandering NPCs. It's as unusual as it is conventional. [Nov 2008, p.99]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    Whereas our appetite for entertainment is such that we happily consume similar amusements again and again, we have to ask if we really need to learn these lessons twice. [Sept 2007, p.97]
    • Edge Magazine
    • 77 Metascore
    • 50 Critic Score
    Nimble Quest is cute and compelling, but it’s also a cynical complication of a classic design.
    • 77 Metascore
    • 60 Critic Score
    Above all, there's something fortifying in the game's message, however awkwardly it's delivered: keep walking; there's always a way out of the darkness. [Issue#412, p.114]
    • Edge Magazine

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