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
    • 70 Metascore
    • 40 Critic Score
    In the areas money can't buy, it stumbles; its driving model, AI, and repetitive mission structure all cry out for more elegant design, and combine to leave Wildlands in the strange position of looking expensive but feeling cheap. Its blithely misjudged tone and directionless structure suggests design on autopilot, and empty bigness is no longer enough to carry an open-world game on its own. The game's premise may come straight from Trump's paranoid playbook, but its hollow extravagance is arguably the more damaging point of comparison. [May 2017, p.106]
    • Edge Magazine
    • 70 Metascore
    • 70 Critic Score
    Thief is far from the disaster that many feared it would be, and fans who take the time to customise their settings ahead of their first playthrough will find a rewarding world here to pick clean. Nevertheless, it’s still difficult to shake the feeling that, for all his dexterity, Garrett has stumbled in his attempt to gain access to a new generation.
    • 70 Metascore
    • 60 Critic Score
    While there is scope for each skirmish to play out differently, it's simpler to respond in kind to cheap deaths by lobbing pre-emptive grenades into scripted entry points - and in doings so, you're not so much numbed to the shock of Killzone's war as anaesthetised. [Christmas 2004, p.84]
    • Edge Magazine
    • 70 Metascore
    • 70 Critic Score
    Rarely has something so uneven and intermittently frustrating stolen our hearts this brazenly. [Sept 2015, p.116]
    • Edge Magazine
    • 70 Metascore
    • 50 Critic Score
    For a while, Arca's Path promises to be a new kind of VR game, but in the end its problems are all too familiar. [Jan 2019, p.121]
    • Edge Magazine
    • 70 Metascore
    • 60 Critic Score
    Magrunnner’s story is confidently told, and it’s a welcome point of divergence in a game that’s too in thrall to the title that popularised this genre. The Mag Glove’s no less capable of sustaining a game than the Portal Gun – it’s quite possibly better suited to experimental, player-authored solutions. But it needs its own game, not just to be inserted into the framework of another.
    • 70 Metascore
    • 30 Critic Score
    It resembles nothing more than a Skinner box, eventually rewarding your endless hours of button pressing with a short, amusing skit or a familiar face from the Star Wars universe. While some will no doubt be snared by its insidious little feedback loops, we can only reiterate Ackbar’s grave warning: it’s a trap.
    • 70 Metascore
    • 60 Critic Score
    The arguments and the heartbreaks are worth it, it suggests, to have the chance to see things from another perspective - and in doing so, to have your horizons expanded. When it's all over, the world seems a little bigger. [Issue#357, p.114]
    • Edge Magazine
    • 70 Metascore
    • 60 Critic Score
    As the platformer has been slowly bent into a sort of adventure game, it's a pleasant shock to be taken back to a time when missing that jump really did mean you had to start again. Collecting things is kept to a minimum and your quest is tightly packed and varied. [Apr 2004, p.109]
    • Edge Magazine
    • 70 Metascore
    • 70 Critic Score
    It’s on Live, though, that Ten Hammers truly explodes into life, the absolute requirement for tactics creating jumpy matches that outgun anything so far on Xbox or its baby brother. [Apr 2006, p.92]
    • Edge Magazine
    • 70 Metascore
    • 60 Critic Score
    For too much of your playtime, then, the game's charms seem like nothing more than a distant fantasy. [Issue#409, p.120]
    • Edge Magazine
    • 70 Metascore
    • 50 Critic Score
    This is a far more systemically diverse game than Heavy Rain, and its story is certainly more believably told through Holmes, Dafoe and a fine supporting cast. Yet this is a game almost entirely bereft of tension, one in which failure goes largely unpunished and is almost always inconsequential. There is emotion here, but it’s felt passively, as spectator instead of player.
    • 70 Metascore
    • 50 Critic Score
    In 2025, Resistance's aim is well off-target. [Issue #408, p.112]
    • Edge Magazine
    • 70 Metascore
    • 40 Critic Score
    You get the impression the only person who cares about Kain's legacy any more is the writer. The turgid battling lets an average game down. [Jan 2004, p.107]
    • Edge Magazine
    • 70 Metascore
    • 50 Critic Score
    The game's visual and combative energy spark the urge to see where it goes next. If only there was something to do when you get there.
    • 70 Metascore
    • 50 Critic Score
    An apparently new and improved game engine is anything but, with regular framerate drops on PS4, bizarrely stilted animations, and sound effects cutting out entirely during action sequences further deadening the impact of already sloppily edited fight scenes. [Nov 2016, p.121]
    • Edge Magazine
    • 70 Metascore
    • 70 Critic Score
    Hits more than it misses. [Sept 2010, p.95]
    • Edge Magazine
    • 70 Metascore
    • 50 Critic Score
    The game's major flaw, however, is its brevity. [July 2010, p.105]
    • Edge Magazine
    • 70 Metascore
    • 60 Critic Score
    The game’s seven levels may not boast the artistry and meticulousness of its forebears’, but they boast action that at least equals them. [Oct 2008, p.102]
    • Edge Magazine
    • 70 Metascore
    • 60 Critic Score
    The simple Remote application – flicks to activate instant takedowns – is one of many wise steps taken away from the convoluted mechanics weighing down other current-gen entries. [Mar 2009, p.93]
    • Edge Magazine
    • 70 Metascore
    • 60 Critic Score
    The game is as interested in making you laugh as making you think. [Issue#384, p.104]
    • Edge Magazine
    • 70 Metascore
    • 80 Critic Score
    It’s difficult to shake the sensation that Killer 7 is an important production, as paving for future creative leeway if nothing else. But its likely love/hate status is testament to just how adamant it has attempted to be in its flair for extraordinary presentation. [Aug 2005, p.84]
    • Edge Magazine
    • 70 Metascore
    • 40 Critic Score
    It's rare to play a Nintendo game that feels so fundamentally misguided. [Issue#361, p.118]
    • Edge Magazine
    • 70 Metascore
    • 70 Critic Score
    In just a fraction of the time it would take another game, The Gunk manages to instil the full sense of exploring an unknown planet to its core. [Issue#367, p.110]
    • Edge Magazine
    • 70 Metascore
    • 70 Critic Score
    There's less room for creativity than you might think. [Issue#383, p.118]
    • Edge Magazine
    • 70 Metascore
    • 50 Critic Score
    Vampyr is a set of ideas that cohere on paper but not in practice, coupled with a dreary setting that becomes less atmospheric the longer you spend with it. [Issue#322, p.114]
    • Edge Magazine
    • 70 Metascore
    • 60 Critic Score
    With just those three levels, though, Rage feels a little slight - more a toy than a full game, even if there's plenty of room to perfect your scores.
    • 70 Metascore
    • 60 Critic Score
    It's a shame the drama doesn't punch at the same weight (as the visuals). [June 2010, p.105]
    • Edge Magazine
    • 70 Metascore
    • 80 Critic Score
    If Below is a game about the single-minded pursuit of a shape, about making your descent at all cots, it is also a test of your ability to find time for appreciation or understanding along the way. [March 2019, p.104]
    • Edge Magazine
    • 70 Metascore
    • 50 Critic Score
    Its faults are many, but they're magnified by the obvious comparison: this isn't an alternative to COD, but a game in thrall to it. [Apr 2011, p.84]
    • Edge Magazine

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