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
    • 77 Metascore
    • 60 Critic Score
    Working out how the game works and how to best profit from your stocks takes an hour’s play, and from then on, it’s no longer about thinking creatively, just economising ruthlessly. Satisfying perhaps, but hardly demanding. [Christmas 2006, p.88]
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    While Genesis may already be fading from our memory, those looking for nothing more than 15 hours or so of punchy, demon-slaying action will no doubt have an appropriate response. It matters not. [Issue#342, p.110]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    The framework is here for a truly great game, then, but it's the need to lengthen - and, for some players, monetise - the campaign that stops ShortRound's debut from living up to its obvious potential.
    • 77 Metascore
    • 70 Critic Score
    As smooth and exhilarating a ride as it ever was… MotoGP 3 remains a strong, solid outing for those who enjoy a thoroughly analogue play experience as well as fans of motorbike racing. [Oct 2005, p.98]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    If the worst part of war is the waiting, 11-11's writing is often strongest when it's lingering on the mirth, grief and boredom of soldiers before and after the bloodshed. [Jan 2019, p.116]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    What was once a pleasing console compromise now seems overly restrictive post-"Knights of the Old Republic." Despite hints of moral choices and a dusting of side-quests, it soon boils down to a straight slog, mashing the 'A' button as you wander through prettily rendered - if largely linear - dungeons. [Feb 2004, p.100]
    • 77 Metascore
    • 80 Critic Score
    Here's to more games that dare to shoot for the stars - and to those that, like Genesis Noir, set their sights even higher. [Issue#357, p.112]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    For all its incongruousness, it prompts a set-piece so joyous and liberating that it's hard to mind. [Issue#322, p.116]
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    This cosy, likeable platformer gives 3DS players a superior alternative to Arzest's insipid New Island. [March 2017, p.105]
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    The handling hasn't evolved and a year on, with the masking novelty of the game's tuning aspects worn off, it's disappointingly limited and remote. And despite the increased choice and plot introduction the whole exercise can often feel soulless. [Christmas 2004, p.60]
    • Edge Magazine
    • 77 Metascore
    • 50 Critic Score
    The pace slows to exasperating levels as your nimble hunter trots around awkwardly solving a range of challenges. [Issue#353, p.114]
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    It’s a product of a time when hardened roleplayers were better noted for their patience – and its difficult to see many players tackling the adventure in its entirety. The walking speed for example, especially in the overworld, proves irritating in its sluggishness. [Feb 2007, p.83]
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    The game suffers from a slow start, the first six chapters indistinct and repetitive. [July 2008, p.92]
    • Edge Magazine
    • 77 Metascore
    • 90 Critic Score
    A fairytale comeback. Extravagance was one of the signatures of the graphic adventure: extravagance to bring them in, and a cracking story well told to keep them. Both tenets of the Broken Sword series remain intact here, and that's all the devoted fans could have wanted. [Christmas 2003, p.94]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    As a place, Los Angeles simply isn't as much fun as Liberty or Vice. Too much of this silicon LA exists simply because the designers wanted to show that it could be done rather than because it serves any gameplay purpose. [Christmas 2003, p.107]
    • Edge Magazine
    • 77 Metascore
    • 90 Critic Score
    This is a game of rare thematic consistency and mechanical brilliance. [Issue#347, p.102]
    • Edge Magazine
    • 77 Metascore
    • 80 Critic Score
    Faraday's enthralling quest is up there with the best games Devolver has published to date. [Issue#356, p.105]
    • Edge Magazine
    • 77 Metascore
    • 80 Critic Score
    What is for sure is that over its six-hour span we're engrossed in Still Wakes The Deep far more often than not. [Issue#399, p.100]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    Suddenly, your herd is let off the leash. As you witness a train rattling along a nearby track, it's hard to resist the urge to race it. [Issue#415, p.100]
    • Edge Magazine
    • 77 Metascore
    • 50 Critic Score
    Housemarque has certainly put in the effort, but the twin-stick shooter might simply be more rewarding when you're skidding over the smooth-scrolling surface of one of Super Stardust's wraparound arenas than stumbling through darkened alleyways with a tangle of undead shambling after you. [Jan 2011, p.100]
    • Edge Magazine
    • 77 Metascore
    • 50 Critic Score
    Did a purse-holder at Activision one day grapple fruitlessly with the last game's control system and scrawl in their subsequent notes "Make the next one so that I can play it"? Speculation aside, someone sure messed-up Spider-Man. [Dec 2005, p.108]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    What it does have is bundles of charm, a gorgeous art style, and enough bite-sized chunks to last many a journey. [July 2010, p.104]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    The lack of instruction here is telling: Lucky Frame wants people to discover the joy of making music for themselves, and this stylish and entertaining curio represents a fine place to do so.
    • 77 Metascore
    • 80 Critic Score
    Criterion's ability to make the technology and design of games seem harmonious is a significant strength in an industry where few can pull it off... Black is a fiery example of what can result. [Mar 2006, p.82]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    The chemistry of control, animation, AI and environmental damage systems is absolutely spot on, both in finding Hard Boiled’s groove and providing coherent, rhythmic and unpredictable action. [Nov 2007, p.91]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    While a game that tries to be something for everyone will always fail to be everything to someone, Riders Republic has that certain something that makes it hard to stop. [Issue#366, p.110]
    • Edge Magazine
    • 77 Metascore
    • 80 Critic Score
    Enemies hit like trucks - and not just the ones that ARE trucks. [Dec 2015, p.114]
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    It's the misjudged reuse of ideas like this that makes the game feel like a classic '80s rock song being played by the band's contemporary line-up.
    • 77 Metascore
    • 70 Critic Score
    Assuming its most patience-testing proclivities don't put you off, there's a good chance it'll capture your heart. [Issue#351, p.104]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    The game's first half in particular demonstrates real clarity of vision. [Issue#380, p.123]
    • Edge Magazine

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