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
    • 72 Metascore
    • 70 Critic Score
    Salt and Sacrifice shrewdly builds upon its forerunner's groundwork - offering enough depth to enthral the most ardent admirers of the Soulslike genre, while its robust 2D platformer fundamentals make it much more approachable than many of its peers. [Issue#372, p.108]
    • Edge Magazine
    • 88 Metascore
    • 70 Critic Score
    As you might expect, such breadth comes at the cost of a little finesse. [Issue#372, p.104]
    • Edge Magazine
    • 72 Metascore
    • 80 Critic Score
    Without seeking to damn a fine game with faint praise, another succinct design philosophy comes to mind: it just works. [Issue#372, p.100]
    • Edge Magazine
    • 71 Metascore
    • 60 Critic Score
    It's more sopping than soppy, then - despite and abundance of salt water, a game we had pegged as a surefire tearjerker never really comes close to making us well up. [Issue#371, p.122]
    • Edge Magazine
    • 84 Metascore
    • 80 Critic Score
    Those who like their puzzlers to have a supplementary hook will find it wanting on that front, then, but you will struggle to find more ingenious challenges than these in any other game this year. [Issue#371, p.121]
    • Edge Magazine
    • tbd Metascore
    • 70 Critic Score
    While Schneider may have moved onto 3D physics-based destruction in more recent years, there's something to be said for the enduring appeal of a 2D twin-stick shooter - and Devastator is a good one. [Issue#371, p.120]
    • Edge Magazine
    • 66 Metascore
    • 60 Critic Score
    Here's hoping we have bigger and deeper globe-trotting adventures with them in the future (provided we live to see it). [Issue#371, p.118]
    • Edge Magazine
    • 68 Metascore
    • 50 Critic Score
    Every one of its features you will find in better games elsewhere - with a strong emphasis on the plural, since Rune Factory 5 tries to cram in so many different genres. [Issue#371, p.116]
    • Edge Magazine
    • 39 Metascore
    • 30 Critic Score
    We struggle through, resisting the urge to trigger the final heist early. [Issue#371, p.114]
    • Edge Magazine
    • 78 Metascore
    • 50 Critic Score
    For all Tina's spirited efforts as dungeon master, every aspect of the Borderlands experience is showing its age. The next instalment needs more than dismal puns and wonky guns if it's to avoid being the butt of the joke. [Issue#371, p.112]
    • Edge Magazine
    • 82 Metascore
    • 70 Critic Score
    For all its minor shortcomings, if one of the main design goals of The Skywalker Saga was to make you fall in love with Star Wars again, on that particular front it is an unequivocal triumph. [Issue#371, p.110]
    • Edge Magazine
    • 72 Metascore
    • 60 Critic Score
    Regrets? Team Ninja may have a few. It's chartered course doesn't seem particularly well planned, nor its steps along the byway especially careful - and it certainly bites off more than it can chew. Yet while this curious, distinctive spin-off may not be close to the finest hour for its developer nor this storied series, its' makers can stand tall knowing that, to paraphrase Ol' Blue Eyes, they did it their way. [Issue#371, p.108]
    • Edge Magazine
    • 75 Metascore
    • 70 Critic Score
    For the duration of its story, it grips like a grasping, otherworldly arm. [Issue#371, p.104]
    • Edge Magazine
    • 76 Metascore
    • 70 Critic Score
    This means it's possible for a smaller team to craft a game of joyously intersecting rules. [Issue#371, p.100]
    • Edge Magazine
    • 71 Metascore
    • 60 Critic Score
    The process of mastering it? Let's just say it's not quite our tempo. [Issue#370, p.123]
    • Edge Magazine
    • 73 Metascore
    • 70 Critic Score
    A few dramatic sequences do land. [Issue#370, p.121]
    • Edge Magazine
    • 38 Metascore
    • 30 Critic Score
    Don't let the vibrant colours of this scene fool you: this is the world as seen in Combat Breaker, a brief period in which time slows down. As son as the meter runs out, it's back to the game's usual dusty dullness. [Issue#370, p.119]
    • Edge Magazine
    • 81 Metascore
    • 70 Critic Score
    No classic, then, but Smilegate has delivered a big, silly, characterful romp that's best experienced with friends. [Issue#370, p.118]
    • Edge Magazine
    • 89 Metascore
    • 70 Critic Score
    The sense of having travelled somewhere that games have never taken us before. [Issue#370, p.116]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    We're ready to see what the future holds for The Creative Assembly after Total War. We're also, however, delighted by the studio's seemingly indefatigable ability to bend its own rules and brew up new playstyles, as it brings one of gaming's greatest licensed adaptations to a thunderous conclusion. [Issue#370, p.114]
    • Edge Magazine
    • 65 Metascore
    • 40 Critic Score
    This miserable wallow in the psyche of a traumatised young woman isn't so much horrifying, then, as simply unpleasant. [Issue#370, p.112]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    Those who've never understood the appeal of Kirby are unlikely to be convinced by his move into 3D. But otherwise this compact, imaginative adventure is a low-key triumph, a work of great craft and wit that, unlike its lead, doesn't bite off more than it can chew. And it only leaves you hungry for more. [Issue#370, p.110]
    • Edge Magazine
    • 86 Metascore
    • 70 Critic Score
    This is a good expansion, a solid foundation for the next year of updates, and a lousy place for newcomers to start. [Issue#370, p.108]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    The characters, however, are what make it sing. [Issue#370, p.106]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    When Tunic gestures towards Zelda games of old, something it does with all the subtlety of an air traffic controller, it's indicating an attempt to chip away the intervening decades and get back to the feeling of playing those games for the first time, when they still held what seemed like bottomless mystery. [Issue#370, p.104]
    • Edge Magazine
    • 87 Metascore
    • 90 Critic Score
    Beyond its technical excellence, then, Gran Turismo 7 feels deeply, idiosyncratically personal in ways firstparty games rarely do. [Issue#370, p.100]
    • Edge Magazine
    • 96 Metascore
    • 100 Critic Score
    Not for the first time, a Miyazaki game has arrived and the landscape appears transformed. As you play, there is a sense of plates shifting beneath you, of the T&Cs of game development being hastily rewritten. We haven’t felt this way since “Breath of the Wild.” Here, as there, an open world means freedom and fresh air. [Issue#370, p.96]
    • Edge Magazine
    • tbd Metascore
    • 70 Critic Score
    Taking these works in hand isn't merely entertaining, it really does bring us closer to them - a clever touch. [Issue#369, p.123]
    • Edge Magazine
    • 82 Metascore
    • 70 Critic Score
    Playing Not For Broadcast for the first time is akin to having a waking nightmare. [Issue#369, p.121]
    • Edge Magazine
    • 72 Metascore
    • 70 Critic Score
    The result is like the game's own inventory puzzles: disparate notions combining to create ingenious and often surprising new forms. [Issue#369, p.119]
    • Edge Magazine

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