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
    • 76 Metascore
    • 60 Critic Score
    Outerlight will patch out the inconsistencies and interface issues, and the community around it will settle. The final delight: this game will get better. The last frustration: we're being made to wait. [Sept 2006, p.83]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    One thing is certain: Concrete Genie's identity crisis proves its creators still have some maturing left to do. [Issue#340, p.106]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    A bold, thoughtful experiment in accessibility, the fighting game's biggest, most enduring problem. [May 2016, p.120]
    • Edge Magazine
    • 71 Metascore
    • 60 Critic Score
    Popcap’s latest digital narcotic is a particularly potent concoction, building on a game we’ve all idly wasted quiet working hours on with an adorable aquatic theme and a ticking clock to make it extra moreish. Be prepared to spend, however, if you don’t want the hit to wear off quickly.
    • 75 Metascore
    • 60 Critic Score
    Reus is a god game, but not one that makes you feel particularly omnipotent. That’s partly because all the divine heavy lifting and occasional smiting is performed indirectly, by a set of elemental colossi, but also because Reus’ complex simulation can be rather daunting. God is in the details, it’s true, but he didn’t have to think quite so hard about them.
    • 76 Metascore
    • 60 Critic Score
    For its fights alone Knights In The Knightmare is a worthy effort, another semi-successful attempt to find the sweet spot for stylus-driven roleplay. [July 2009, p.101]
    • Edge Magazine
    • 73 Metascore
    • 60 Critic Score
    The player is required to reap their principle enjoyment from the narrative and the cinematic rather than the interactive. The traditional flow of play has been turned on its head: cut-scenes are the new king, gameplay elements little more than lines to link the drama. [Apr 2005, p.104]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    Despite its shortcomings, then, Revenge Of The Savage Planet turns out to be a game that was worth saving. [Issue#412, p.110]
    • Edge Magazine
    • 62 Metascore
    • 60 Critic Score
    There's something to be said for a game that lets you elope with the final boss, but otherwise Moon Hunters' light wanes a little more quickly than we'd expected. [May 2016, p.123]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    Gearbox has made a game that is stable and complete, if hugely unrefined in places, with an under-exploited but sound core of tactical squad combat. [Nov 2008, p.93]
    • Edge Magazine
    • 67 Metascore
    • 60 Critic Score
    It's a bloated, often incoherent game, but the most frustrating thing about Resident Evil 6 is that (Chris's focus on cover shooting aside) it's not an unimaginative one. It might feel padded at times, but Capcom always has something new to show you after the filler, such as a fresh campaign, another repellent boss form, a surprising enemy type, a co-op vehicle section, or an odd location to explore.
    • 56 Metascore
    • 60 Critic Score
    It shows that this most predictable of genres is still capable of throwing out interesting surprises. [Mar 2010, p.97]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    The ingredients might sound tasty in isolation, but the recipe isn't quite right, leaving us with a dish best described as an attractive hotchpotch. [Issue#356, p.100]
    • Edge Magazine
    • 71 Metascore
    • 60 Critic Score
    There's no doubting that Circadia's ingenious, of course: at heart it's a clever idea expressed with stylish economy. In the teasing out of that idea, however, it arguably turns into a game where it's the designer, and not the player, who's truly having most of the fun.
    • 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
    • 73 Metascore
    • 60 Critic Score
    It's not bad at all, but it's not different. It might add to Skyrim, but it doesn't enrich it in doing so.
    • 68 Metascore
    • 60 Critic Score
    Viking’s shortfalls just seem so peculiar when compared to the surging competency of its strengths. [May 2008, p.90]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    The seeds of a decent survival game are here. [April 2016, p.102]
    • Edge Magazine
    • 61 Metascore
    • 60 Critic Score
    Evoland’s short length means the conceit never tires, and it does provide a rather brilliant excuse for the game beneath being rather unoriginal. Sadly, Evoland’s barebones take on turn-based battles leads to some other unnecessary padding – but this is still a pleasant walk down memory lane.
    • 65 Metascore
    • 60 Critic Score
    This is a cosy, likable affair. [Issue#356, p.104]
    • Edge Magazine
    • 84 Metascore
    • 60 Critic Score
    Jak 3 too often feels like you're merely going through the motions. As the series' conclusion, then, it's a mild disappointment. [Christmas 2004, p.89]
    • 78 Metascore
    • 60 Critic Score
    The fact that Arkedo has made such a simple gimmick work as well as it does over a longer distance is a testament to the developer’s skills at providing cheerfully mindless variety. [Feb 2009, p.95]
    • Edge Magazine
    • 74 Metascore
    • 60 Critic Score
    Surviving isn't supposed to be easy, of course. But there's a line between challenging players and screwing them over, and The Flame In The Flood regularly crosses it. [April 2016, p.106]
    • 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
    • 70 Metascore
    • 60 Critic Score
    We're very happy with the ending we land on, but it's hard to imagine anyone choosing to stick around. [Issue#364, p.121]
    • Edge Magazine
    • 69 Metascore
    • 60 Critic Score
    There are neat touches: you've got infinite ammo, brilliantly, and inhaling gas leaves you with a temporary cough that ruins your aim … but it needs a few more tactics to make it more than the sum of its admittedly solid parts. [Christmas 2003, p.116]
    • Edge Magazine
    • 70 Metascore
    • 60 Critic Score
    Drill Spirits is a well-rounded introduction to the series, but falls far short of its greatest successes. [Feb 2005, p.82]
    • Edge Magazine
    • 65 Metascore
    • 60 Critic Score
    When it's embracing the ridiculous, Deliver At all Costs shines like a thrashing, paint-dipped monster fish. [Issue#412, p.121]
    • Edge Magazine
    • 81 Metascore
    • 60 Critic Score
    While Rockstar made its millions capturing the grotesque allure of fantasy crime, every character in this me-too endeavor is simply grotesque. It has a taste for hot coffee, but only knows how to serve it straight. [Oct 2006, p.88]
    • Edge Magazine
    • 53 Metascore
    • 60 Critic Score
    There's an overall level of polish to Inversion that shows a developer improving its skillset. Though the game never fully stretches its ambitious premise beyond the confines of the cover shooter genre, it's a game with the noblest of intentions: to provide wall-to-wall, or, rather, floor-to-ceiling, entertainment.

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