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
    • 75 Metascore
    • 70 Critic Score
    As an RTS, Black & White 2 is less deep, but just as flexible and responsive – and when creatures, miracles, wonders and large armies are all in play it’s arguably the greatest show in gaming. [Nov 2005, p.94]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    It delivers on its promise of realising pursuit scenarios in a fast-paced and energetic manner – it's a pleasing experience, but not exceptional. [Dec 2005, p.102]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    The single-player campaign is fast-paced if rather unforgiving on occasion, and the online community is refreshingly vibrant given the game's steep learning curve. Recollection's only real problems exist in the form of a handful of irritating crash bugs and server disconnects, along with an unwelcome over-eagerness to drive you towards in-app purchases as you seek to bolster your sickly starter deck.
    • 75 Metascore
    • 60 Critic Score
    If the Crew's ultimate fate is to be a kind of racing game variety pack, the role seems to suit it. [Issue#390, p.126]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    With a room of onlookers, it's certain to provoke some of the most raucous laughter you'll hear playing a videogame this year. [Issue#392, p.122]
    • Edge Magazine
    • 75 Metascore
    • 80 Critic Score
    This is a game for those who grew up in Hyrule but spent more time in Lordran in recent years. Some finicky platforming also frustrates, but then Link didn’t get an auto-jump until Ocarina Of Time.
    • 75 Metascore
    • 80 Critic Score
    It can be too obtuse at times, but the rewards are quite unlike anything else in games: the music peaks, a laser beam rockets off into the sky, and you turn, heading off after that distant synth, in search of your next project deeper in the neon unknown.
    • 75 Metascore
    • 60 Critic Score
    Playful touches abound. [Issue#379, p.120]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    For the duration of its story, it grips like a grasping, otherworldly arm. [Issue#371, p.104]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    This is a vision of immense craft and feeling. Should there be more behind the curtain? [Issue#410, p.110]
    • Edge Magazine
    • 75 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.
    • 75 Metascore
    • 60 Critic Score
    Sin Episodes promised us one part of an epic, but we’re in danger of getting a generic formula over several iterations, ageing technologically each time. [July 2006, p.85]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    It's doubtful you'll endlessly return past the few hours necessary to beat the game, but for now it remains both a welcome introduction to a new system and its own unique and rewarding experience.
    • 75 Metascore
    • 60 Critic Score
    It's in Mafia II's second act that it takes a real dive, and familiarity plunges into cliché. When the writers run out of literary coal, there's little to keep you on the rails, and nowhere to take a time-out. It descends into a festival of stereotypes and expletives, laying waste to the hints of narrative depth proffered earlier and offending beyond justification as it ticks the down-and-dirty genre boxes.
    • 75 Metascore
    • 50 Critic Score
    Namco’s design process seems so addled by the multiform calls for improvement – the aforementioned mission design, multiplayer modes (which remain entirely offline), storylines and sheer content volume all trailing expectations – that it’s momentarily lost its focus. [July 2006, p.88]
    • Edge Magazine
    • 75 Metascore
    • 80 Critic Score
    A finale that blends Lovecraft and Spielberg seals the deal. [Issue#346, p.106]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    Right now, there's enough here to capture the imagination for a handful of playthroughs, but for The Wandering Village to go the distance, Onbu may have to shoulder additional burdens. [Issue#414, p.118]
    • Edge Magazine
    • 75 Metascore
    • 50 Critic Score
    While it lasts, it’s one of the better platformers available on XBLA, and the inability to die and general ease of progression make it ideal for very young gamers. [Mar 2009, p.92]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    Raskulls is many things – racer, puzzler, platformer – but it struggles to be all these things at once, or to do them equally well. Beneath the charming, brightly coloured exterior, there's a fascinating twist on the block-based puzzler at Halfbrick's game's heart – but you might just miss it when blasting through at high speed.
    • 75 Metascore
    • 70 Critic Score
    It's a vivid, rapid, entertaining strategy game, shot through with strikingly smart design decisions... It's problems are, inevitably, of balance. Developer EA Phenomic has accepted an impossible task - weighing all possible combinations of 200 units against one another. [May 2009, p.96]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    Despite the charm, and despite the sophistication, there’s no disguising that Elebits is a slightly thin idea. Although the locations get grander and the destruction more alluring, there’s little evolution in the task at hand. [Feb 2007, p.76]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    After a clumsy opening, The Evil Within hits its stride towards the end and the fist act and the tension rarely lets up. [Christmas 2014, p.114]
    • Edge Magazine
    • 75 Metascore
    • 50 Critic Score
    The Full Metal Furies experience is as patchy in the hands as its attempts at humour. [Apr 2018, p.118]
    • Edge Magazine
    • 75 Metascore
    • 50 Critic Score
    As with Sony’s other long-awaited exclusives, Lair and Heavenly Sword, Folklore pulls its punches, and the romance of its vision ultimately all but vanishes in a puff of fairy dust. [Dec 2007, p.88]
    • Edge Magazine
    • 75 Metascore
    • 80 Critic Score
    The game’s depth is matched by a generous breadth of modes and options.
    • 75 Metascore
    • 70 Critic Score
    The levels can sometimes feel artificial and depopulated, the game neither recreating sprawling, unrelenting conflict, nor managing to suggest a greater world through the controlled cinema of more linear shooters. [Mar 2008, p.94]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    Likeable despite its flaws. [March 2015, p.106]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    Real strategic thinking is less useful than exploiting the single-mindedness of the enemy AI. That rings true of many SRPGs, but can leave a cheap aftertaste to an otherwise decisive victory. [Sept 2004, p.102]
    • Edge Magazine
    • 75 Metascore
    • 80 Critic Score
    Mercury exhibits a perfect hierarchy of challenge and reward... The pain becomes the pleasure because, in spite of the extraordinary degree of trial and error (practically requiring a degree in the subject), there’s never any moment that feels broken or exploitative. [June 2005, p.91]
    • 75 Metascore
    • 70 Critic Score
    In short, it’s a game with its spirit, its satisfaction and its structure intact. [Jan 2005, p.88]
    • Edge Magazine

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