Edge Magazine's Scores

  • Games
For 4,015 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 Dreams
Lowest review score: 10 FlatOut 3: Chaos & Destruction
Score distribution:
4015 game reviews
    • 78 Metascore
    • 60 Critic Score
    But if it feels rather like a rough draft (moreso, even, than the original Assassin's Creed), then we'll be fascinated to see if this VR incarnation gets any fraction of the iterative treatment long enjoyed by its predecessors. [Issue#393, p.112]
    • Edge Magazine
    • tbd Metascore
    • 50 Critic Score
    The Anacrusis simply feels like "Left 4 Dead" - its formula almost unchanged in 15 years - in a sequinned disco jumpsuit. [Issue#393, p.110]
    • Edge Magazine
    • 72 Metascore
    • 50 Critic Score
    As gorgeous as it is, though, even a pair of 3D glasses wouldn't make the action any more entertaining to sit through. [Issue#393, p.106]
    • Edge Magazine
    • 49 Metascore
    • 40 Critic Score
    It's a pity, since there is the kernel of an engaging hack-and-slash here, but its best ideas are squandered, and eventually bludgeoned into submission by the relentless monotony of the action. With a campaign that barely stretches beyond six hours and minimal replay value here, there's only one person being robbed here, and it's not the Sheriff. [Issue#393, p.114]
    • Edge Magazine
    • 66 Metascore
    • 70 Critic Score
    There's enough here to compel us to move the app to a prominent position on our home screen for easy access - close to the bottom, of course. [Issue#392, p.123]
    • 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
    • 70 Critic Score
    Sure, at times it's a little messy, but isn't that just part of the business of being human? Would that we could all create havoc with such irresistible style. [Issue#392, p.121]
    • Edge Magazine
    • 74 Metascore
    • 60 Critic Score
    You can't just mine your inspirations; ideally, you should build on them. [Issue#392, p.120]
    • Edge Magazine
    • 80 Metascore
    • 80 Critic Score
    And in a genre preoccupied with conquest, it's hopeful concluding note of independence - the Legion's actions in Russia are tied to the formation of the First Czechoslovak Republic - makes for a welcome epilogue indeed. [Issue#392, p.118]
    • Edge Magazine
    • 74 Metascore
    • 60 Critic Score
    Indeed, Tactica is very much a Persona 5 game, with all that entails: conceptually sound, visually stylish, lovingly assembled - and needlessly drawn out. [Issue#392, p.116]
    • Edge Magazine
    • 78 Metascore
    • 70 Critic Score
    Yes, it's a little too familiar in places. [Issue#392, p.114]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    That central combination of philosophical debate and logical reasoning remains as robust as it did nine years ago. [Issue#392, p.112]
    • Edge Magazine
    • 83 Metascore
    • 90 Critic Score
    Perhaps, though, the reason A Highland Song stays in the memory is because of those bumps and scraps rather than in spite of them. [Issue#392, p.110]
    • Edge Magazine
    • 71 Metascore
    • 70 Critic Score
    The effect is simple but potent: this feels like a real place, and you feel like a real person. [Issue#392, p.108]
    • Edge Magazine
    • 58 Metascore
    • 50 Critic Score
    Without immediate course correction, Activision is likely to discover that even the most loyal playerbase can smell when it's being cheated. [Issue#392, p.104]
    • Edge Magazine
    • 89 Metascore
    • 90 Critic Score
    For all the nonlinearity of its telling, the strangeness of its details, at its heart this is a relatively conventional save-the-world narrative. Which is no bad thing, necessarily, in a game that elsewhere tends towards obscurity and excess. But it's those latter qualities we're here for, ultimately - and Alan Wake 2 delivers over and over. [Issue#392, p.100]
    • Edge Magazine
    • 47 Metascore
    • 40 Critic Score
    There is, at least, a pleasing weight to impacts as you thump enemies into walls or slam them into the floor. Good job, too, since there's precious little else to enjoy here. [Issue#391, p.123]
    • Edge Magazine
    • 80 Metascore
    • 80 Critic Score
    Jonasson is evidently confident that his game has enough to keep you coming back regardless. He's right to be. [Issue#391, p.122]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    This pulpy provocation has more than enough ideas to take root in your own monkey brain. [Issue#391, p.121]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    If its unpredictability is a double-edged sword, though, we can imagine ourselves returning to this as we would a beloved horror novel or film, albeit one whose macabre myths are capable of wrongfooting us even on the umpteenth revisit. [Issue#391, p.120]
    • Edge Magazine
    • 78 Metascore
    • 60 Critic Score
    Style can be substance, but it's fuel that burns quickly. [Issue#391, p.119]
    • Edge Magazine
    • 73 Metascore
    • 60 Critic Score
    Given all the admirable character work and tactical substance on display, it's a shame that individualism isn't spread more evenly. [Issue#391, p.118]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    Like the early Tomb Raiders, this is a game in which you truly get to know your environment, connecting with it physically and emotionally: a puzzle to be solved, yes, and a story to be unearthed, but also a space to respect and to feel humbled by. [Issue#391, p.116]
    • Edge Magazine
    • 81 Metascore
    • 80 Critic Score
    This isn't a game about saving the world, but rather achieving some peace within it. [Issue#391, p.114]
    • Edge Magazine
    • 82 Metascore
    • 90 Critic Score
    In an era of flagging service games, it is refreshing to se an old favourite so thoroughly rejuvenated. Blizzard, take note: this is how it's done. [Issue#391, p.112]
    • Edge Magazine
    • 83 Metascore
    • 70 Critic Score
    Thanks to the feel, the car collection and the online toolset, FM achieves a victory by a fine margin. [Issue#391, p.110]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    For a story centered on revolutionaries, Mirage is oddly conservative, mired in the middle ground between honouring tradition and embracing innovation. Ubisoft has seldom felt closer to delivering on the power fantasy promised by Patrice Desilets in 2007; equally, it has never felt farther away from its contemporaries. [Issue#391, p.108]
    • Edge Magazine
    • 70 Metascore
    • 60 Critic Score
    There is, at least, plenty to build on with the inevitable sequel, retaining all of this instalment's finer points and knocking the obvious dents out of its armour - a Lords of the Fallen 2.5, perhaps. [Issue#391, p.102]
    • Edge Magazine
    • 92 Metascore
    • 90 Critic Score
    This is the most unforgettable side-scroller Nintendo has put out in three decades. [Issue#391, p.98]
    • Edge Magazine
    • 90 Metascore
    • 80 Critic Score
    Whether this is the best Spider-Man GAME will likely be debated at length, but in so vividly capturing the intensity of the superhero experience, it is unquestionably the best Spider-Man simulator. [Issue#391, p.106]
    • Edge Magazine

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