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
    • 84 Metascore
    • 60 Critic Score
    Is this the most violent game of all time? Maybe. Its ragdoll physics may not match the flying limbs and broken faces of Soldier of Fortune, but its throwaway approach to life and death is genuinely shocking, leaving a bitter, metallic aftertaste. This is neither a fall nor an ascension. This is an update. [Jan 2004, p.105]
    • Edge Magazine
    • tbd Metascore
    • 60 Critic Score
    Pig & Bullet is certainly an amusing distraction, but Spiceworx's thin veneer of polish can't hide the simplistic Flash game lurking beneath.
    • 64 Metascore
    • 60 Critic Score
    While Time Hollow fills a Phoenix Wright-shaped hole in our lives, we do prefer our chaos theory a little less tidy. [Apr 2009, p.123]
    • Edge Magazine
    • 74 Metascore
    • 60 Critic Score
    The gems that this sequel is connecting - the RPG and match-three puzzler - still need one more to complete the chain: character. [Oct 2010, p.94]
    • Edge Magazine
    • 58 Metascore
    • 60 Critic Score
    Few games can capture the sense of being in the hunt so well, and by degrees few games can disappoint so much when this sense is lost to wrangling with the camera or gawkish, unpredictable controls shackling your weightlessness. [Oct 2004, p.108]
    • Edge Magazine
    • 64 Metascore
    • 60 Critic Score
    Where the game really succeeds, however, beyond providing a robust and solid, if unassuming model of explorative stealth and attack, is in fulfilling that old and oft-forgotten criterion - putting the gamer inside the movie. [Aug 2005, p.95]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    For all Raven's efforts with temporal gimmicks, this is a game which is stuck in the FPS past – but, perversely, in its gun-metal and gore, in its most archaic respects, Raven proves it can just about stand the test of time.
    • 83 Metascore
    • 60 Critic Score
    Its battle system still provides an excellent alternative to the rigid chess boards of many a strategy RPG, but one which feels compromised rather than optimised for its new setting. [Oct 2010, p.88]
    • Edge Magazine
    • 79 Metascore
    • 60 Critic Score
    It represents a sublimely efficient means by which to enjoy competitive multiplayer an on all-new platform, doing so amid a shower of sparks. [June 2005, p.94]
    • Edge Magazine
    • 64 Metascore
    • 60 Critic Score
    Comparisons with "Halo" are inevitable. Unfortunately, Fire Warrior shows how developers can steal elements from superior games, while fundamentally misunderstanding why they worked so well in the first place. [Nov 2003, p.101]
    • Edge Magazine
    • 71 Metascore
    • 60 Critic Score
    Murky, muted visuals and a lack of ground detail let the game's presentation down, but the satisfying combat and customisation - especially when you unlock the Tune menu, which lets you add custom parts to your aircraft - do their best to hold your attention despite the frequently repeating missions. [Oct 2010, p.99]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    The result is a game that, while built from familiar components, feels unique as a whole. The Farm 51 should be commended for its bold design decisions, and for attempting to create something that dispenses with videogame conventions. That it doesn't always hang together quite as well as it could is disappointing, but that doesn't make experiencing the studio's singular vision any less worthwhile. [July 2017, p.110]
    • Edge Magazine
    • 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
    • 80 Metascore
    • 60 Critic Score
    You have expectations when you see Capcom's logo as a game loads up, particularly with its flagship titles. Shoddy workmanship isn't one.
    • 81 Metascore
    • 60 Critic Score
    But far too often in Keeper, rather than anything that has any greater meaning, what you're in conflict with is just muddled, unemotive puzzle design. [Issue#417, p.114]
    • Edge Magazine
    • 84 Metascore
    • 60 Critic Score
    As the more intimate title suggests, this may be as much about Croft's brand awareness in the face of unprecedented (and Uncharted) competition. [Oct 2010, p.96]
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    Like poking a dream-plagued bear, not everything here is a sensible idea, but at least there's always a chance something interesting will happen. [Issue#408, p.104]
    • Edge Magazine
    • 73 Metascore
    • 60 Critic Score
    FromSoftware's second stab at this stuff produced Dark Souls. Deck13 still has a way to go before it really delivers on the concept it holds so dear. [July 2017, p.112]
    • Edge Magazine
    • 73 Metascore
    • 60 Critic Score
    While it's far from being one the most mechanically refined or polished apps available, Titus is nevertheless distinct amongst the clone-saturated masses, with plenty of charm to fill out its bare bones.
    • 82 Metascore
    • 60 Critic Score
    As the more intimate title suggests, this may be as much about Croft's brand awareness in the face of unprecedented (and Uncharted) competition. [Oct 2010, p.96]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    Yet even with another cliffhanger to keep you on tenterhooks until Episode Three, it wouldn’t be a surprise to see audience interest starting to wane, particularly if Telltale continues to treat us more as viewers than as players.
    • 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
    • 85 Metascore
    • 60 Critic Score
    As an experiment in making a genuine retro game, and as a tribute to a forgotten title of yore, Forget-Me-Not is brilliant. But as a 2011 release, even with rose-tinted spectacles firmly applied, it's much harder to recommend.
    • 85 Metascore
    • 60 Critic Score
    As the more intimate title suggests, this may be as much about Croft's brand awareness in the face of unprecedented (and Uncharted) competition. [Oct 2010, p.96]
    • Edge Magazine
    • 87 Metascore
    • 60 Critic Score
    Resistance 2 is every bit the product of Resistance: Fall Of Man’s mentality: it’s OK to do things by the numbers so long as those numbers are bigger than everyone else’s. [Christmas 2008, p.91]
    • Edge Magazine
    • 66 Metascore
    • 60 Critic Score
    It only takes a couple of playthroughs for events to start recurring, and that severely diminishes The Yawhg’s spell, but it can’t take away the charm with which Carrol and Sommer’s game weaves together fairy tales.
    • 77 Metascore
    • 60 Critic Score
    A detailed and intelligent fraud: a slice of cool, corporate entertainment for an audience that probably sees no contradiction within that notion. [Oct 2010, p.98]
    • Edge Magazine
    • 62 Metascore
    • 60 Critic Score
    Four years on and Republic is revealed as a more familiar and modest proposition. What promised to be revolutionary has emerged as a mere curio. A shame. [Oct 2003, p.90]
    • Edge Magazine
    • 58 Metascore
    • 60 Critic Score
    Upgrades are disappointingly basic... [Issue#417, p.121]
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    Mega Man 9 might try to fit in the ‘retro cool’ category, but really it’s just retro: and that’s much less of a safe bet than Space Invaders T-shirts and Pac-Man keyrings. [Dec 2008, p.94]
    • Edge Magazine

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