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 LittleBigPlanet
Lowest review score: 10 FlatOut 3: Chaos & Destruction
Score distribution:
4029 game reviews
    • 74 Metascore
    • 60 Critic Score
    When the curtain drops on Binary Domain, you're left with the sense that, while accomplished, this game is largely a rote exercise in genre. It adequately, but not outstandingly, mimics the nuts and bolts of the western cover shooter, while bringing little new of worth to the table.
    • 62 Metascore
    • 60 Critic Score
    Whereas Super Meat Boy accounted for its punishing difficulty by creating micro levels, most of which could be traversed successfully in just a minute or two, Wakfu frequently commits the cardinal sin of using extended sections of grind to raise the stakes during its seismic and vaguely arbitrary difficulty spikes.
    • 85 Metascore
    • 60 Critic Score
    It's not taxing or provocative, it will leave you neither upset nor elated; it simply wants to give you a good time. Sometimes that's enough. [June 2016, p.114]
    • Edge Magazine
    • 64 Metascore
    • 60 Critic Score
    But the lack of crispness in the controls undermines everything else here, and too often does the same to the player.
    • 72 Metascore
    • 60 Critic Score
    The Red Star is more of a red dwarf next to some of the more sharp-witted and unabashed action titles that have landed on PS2 in recent years, but one that's still capable of shininig. [May 2007, p.95]
    • Edge Magazine
    • 62 Metascore
    • 60 Critic Score
    Its most striking ideas don't fulfil their promise, and its successes are etched by pervasive minor flaws. The towering, terrifying city, and the lens through which it is shot, drag you onwards through the game's lesser parts, but you sense that the real crime in this whole bloody escapade is that it doesn't live up to its dark flashes of imagination.
    • 71 Metascore
    • 60 Critic Score
    With just one area to mess about with – and doubtless more to come – it currently feels more seed than flower. [Feb 2008, p.95]
    • Edge Magazine
    • 70 Metascore
    • 60 Critic Score
    In the end, it falls beneath our expectations as often as it stretches beyond them. [Issue#349, p.96]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    There's a real earnestness to Ever Oasis's tale, as Ishii and team meditate on our relationship with nature and the value of coming together to build a better, more hopeful world. It's unfortunate that the actual substance of the game doesn't trouble itself to embody that reaching ambition, content to stay resting comfortably at the wellspring of other, better games' ideas. [Sept 2017, p.114]
    • Edge Magazine
    • 56 Metascore
    • 60 Critic Score
    There's something here: a glimmer of promise, the kind of idea that surely shone bright in the game's original conception. But the realities of development have resulted in a game that, like a misjudged Translocator leading only to a dead drop, falls well short of the imagined outcome. [Issue#385, p.102]
    • Edge Magazine
    • 83 Metascore
    • 60 Critic Score
    Once fluent in Hulk’s explosive vocabulary of lamppost-javelins, boulder-bowling balls and tank football, it becomes apparent how much there is to praise in this game. It’s hard to think of a superhero title that has come so close in delivering the spirit of the hero’s super-ness. [Sept 2005, p.95]
    • Edge Magazine
    • tbd Metascore
    • 60 Critic Score
    More consistent is the creeping sense of dread throughout, an atmosphere that's built on Robot Invader's preference for slow realisation over jump scares. [Tested with Oculus Rift; June 2016, p.118]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    As much as Carrion's moment-to-moment feel might benefit from the uniquely wobbly shape it gives you, the game as a whole wears its own amorphousness a little less elegantly. [Issue#349, p.98]
    • Edge Magazine
    • 66 Metascore
    • 60 Critic Score
    Despite its name's implications, this is a better game when you're following Lucky's nose, rather than his tail. [Tested with Oculus Rift; June 2016, p.119]
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    Need For Speed seems like it would benefit from choosing a priority to stick to: be either a rowdy pursuit rampage or a lustrous street racer unbothered by traffic or law enforcement, as mixing both can leave it feeling much less than the sum of its generously many parts. [Christmas 2006, p.89]
    • Edge Magazine
    • 79 Metascore
    • 60 Critic Score
    Lego Harry Potter is a more focused experience than, say, Lego Indiana Jones 2, but proves ungainly in its own way. [Aug 2010, p.100]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    Look at it one way, and it's a choking journey with unprecedented attention to unease and psychological horror, a game framed with unparalleled sophistication. From another angle, it's just a clunky PSone throwback, with all the design wit of a dodo. [Aug 2004, p.92]
    • Edge Magazine
    • 82 Metascore
    • 60 Critic Score
    The final third of the game abandons grubby criminality for altogether more lurid, excessive and enjoyably silly climes, testifying to the fact that Saints Row is at its best when it rejects the expectations of the series and the strictures of the GTA format.
    • 79 Metascore
    • 60 Critic Score
    If The Unfinished Swan didn't do such a marvellous job of tantalising players with its patiently evolving visual signature, it would be easier to sense the messy whiteboard of ideas churning beneath the surface. It's not that the game feels unfinished, just ungainly.
    • 84 Metascore
    • 60 Critic Score
    Salt & Sanctuary can be brilliant, but it's held back by undersized visual design, both in UI and open play, making playing it from distance a pain. [June 2016, p.122]
    • Edge Magazine
    • 72 Metascore
    • 60 Critic Score
    Though the stage design is carefully plotted to the last pixel, there’s little room for deviation – and none for the ultimate three-star prize. As such, it’s a case of brute-forcing the solution over dozens of repeated attempts, a process that feels less engaging here than in some of its peers.
    • 59 Metascore
    • 60 Critic Score
    The core racing is pleasingly intact for 16bit nostalgists, but that doesn't make Micro Machines a no-brainer for the new-school, season-based multiplayer model. [Sept 2017, p.119]
    • Edge Magazine
    • 79 Metascore
    • 60 Critic Score
    Smart Remote-pointer-based controls and Mason's nimble pace around the snowy locales ensure Shattered Memories is not a disagreeable six hours, but it is very rarely scary or spooky. [Feb 2010, p.93]
    • Edge Magazine
    • 63 Metascore
    • 60 Critic Score
    Sadly, the developer's good work is all but undone by its publisher's demanding IAP structure.
    • 88 Metascore
    • 60 Critic Score
    Elements such as marching onto an island, or talking to a governor, seem flat and underdeveloped. Islands are sparse and awkward experiences, while their governors are often illogical and nonsensical in their responses. [Jan 2005, p.88]
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    The title is just painfully apt: never has a free-roaming structure brought so little to improve the quality of a game's world. The mooted open-ended environments of Tony Hawk's American Wasteland feel like a fallacy, a bleak repackaging for hocking the game to a jaded audience. [Dec 2005, p.107]
    • Edge Magazine
    • 80 Metascore
    • 60 Critic Score
    Spider-Man 2 presents players with a city ripe for action and exploration, but once you swing down out of the clouds and take a closer look at the grubby streets and roads strewn with vehicles, you'll find little to pique your interest. [Sept 2004, p.100]
    • Edge Magazine
    • 58 Metascore
    • 60 Critic Score
    A curious game about exploiting systems and psychology. The discussions surrounding it deal in politics and morality, because it’s a game about Rohrer’s response to a controversial real-world issue. Yet The Castle Doctrine’s notoriety ends up feeling like another fakeout – a disconnected conceptual commit gate at the entrance of an often-frustrating sandbox puzzler.
    • 79 Metascore
    • 60 Critic Score
    In its current form, Payday 2 is a slog, and it’s no fault of the game itself but all the bloat that surrounds it.
    • 55 Metascore
    • 60 Critic Score
    Fable Heroes' appeal is all Fable, rather than its elaborations on the well-worn, side-scrolling brawler. Played in a group, there's a knockabout charm in vying to emerge the victor, but unlike those gold coins there's not quite enough longterm value beneath the outer sheen.

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