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
    • 81 Metascore
    • 80 Critic Score
    This lightness of touch, combined with instant restarts and a Trials-style checkpoint system, makes for an extremely moreish racer. [June 2016, p.123]
    • Edge Magazine
    • 84 Metascore
    • 60 Critic Score
    Salt & Sanctuary can be brilliant, but it's held back by undersized visual design, both in UI and open play, making playing it from distance a pain. [June 2016, p.122]
    • Edge Magazine
    • 68 Metascore
    • 70 Critic Score
    Whether you're flipping a fried egg or turning a dial, this is tactile and satisfying, if slight, entertainment. [Tested with Vive; June 2016, p.121]
    • Edge Magazine
    • tbd Metascore
    • 40 Critic Score
    A dismally paced and hugely frustrating expansion of a fine core mechanic, and a badly missed opportunity. [Tested with Vive; June 2016, p.120]
    • Edge Magazine
    • 66 Metascore
    • 60 Critic Score
    Despite its name's implications, this is a better game when you're following Lucky's nose, rather than his tail. [Tested with Oculus Rift; June 2016, p.119]
    • Edge Magazine
    • tbd Metascore
    • 60 Critic Score
    More consistent is the creeping sense of dread throughout, an atmosphere that's built on Robot Invader's preference for slow realisation over jump scares. [Tested with Oculus Rift; June 2016, p.118]
    • Edge Magazine
    • 84 Metascore
    • 90 Critic Score
    Even without the luminous pixel art to continue, there's always an impetus to investigate further. [June 2016, p.116]
    • Edge Magazine
    • 85 Metascore
    • 60 Critic Score
    It's not taxing or provocative, it will leave you neither upset nor elated; it simply wants to give you a good time. Sometimes that's enough. [June 2016, p.114]
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    That initial feeling of being a tangible part of the inside of a videogame will forever be fantastic, even if much of the rest of the experience feels like it's been done before. [Tested with Oculus Rift; June 2016, p.112]
    • Edge Magazine
    • 69 Metascore
    • 50 Critic Score
    It's a great deal of fun for the first 20 minutes, but once you've mastered your ships and applied your favourite skull decals, there's little to keep you hooked. [Tested with Oculus Rift; June 2016, p.110]
    • Edge Magazine
    • 69 Metascore
    • 70 Critic Score
    Despite the familiarity of the characters and the story, this is strange, exotic territory, and quite like anything else. [June 2016, p.108]
    • Edge Magazine
    • 64 Metascore
    • 60 Critic Score
    Adrift is at its best when you're simply taking in the view and absorbing the gravity of your situation. [Tested with Oculus Rift; June 2016, p.104]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    While it doesn't always gel in a way that feels genuinely new, there are enough successful unfamiliar concepts here to make Quantum Break feel like a step forward for Remedy. [June 2016, p.100]
    • Edge Magazine
    • 93 Metascore
    • 90 Critic Score
    This is still a game with a formula, then, but it has never been better, and there are few areas where it could be improved. [July 2016, p.104]
    • 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
    • 83 Metascore
    • 80 Critic Score
    Movement is smooth and fast, recalling the fluidity of seminal arena shooters such as Quake 3 and Unreal Tournament 2004. [May 2016, p.122]
    • 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
    • 81 Metascore
    • 70 Critic Score
    GW2 offers an alternative, lighthearted take on a genre that can often feel po-faced. [May 2016, p.118]
    • Edge Magazine
    • 82 Metascore
    • 70 Critic Score
    It's a victory for style over substance, in which style smashes substance's head into a million pieces. [May 2016, p.116]
    • Edge Magazine
    • 75 Metascore
    • 80 Critic Score
    The faults are present at the glamorous, high-stakes launch party and, as a result, Hitman is once again prevented from defining the genre. [May 2016, p.112]
    • Edge Magazine
    • 80 Metascore
    • 60 Critic Score
    That's the essential nature, and essential problem, of The Division's underlying structure. It's asking you to hunt gear with no tangible reward in terms of what you can do, how you do it, or what you look like doing it. [May 2016, p.108]
    • Edge Magazine
    • 89 Metascore
    • 90 Critic Score
    We can't wait to see what he comes up with next. [May 2016, p.104]
    • Edge Magazine
    • 76 Metascore
    • 70 Critic Score
    Fundamentally a curiously lovable game - one of long, lonely roads, of painstaking parking manoeuvres, and slapstick write-offs when simple turns are misjudged. There's nothing else quite like SCS's brand of cargo-hauling action. [April 2016, p.119]
    • Edge Magazine
    • 81 Metascore
    • 80 Critic Score
    A captivating follow-up. [April 2016, p.117]
    • Edge Magazine
    • 74 Metascore
    • 60 Critic Score
    What could've been a new high-water mark for horror is weighed down by a litany of clanging missteps, but while the game's many problems conspire to tarnish its innovations, the latter are so far ahead of other games' tricks that they dazzle nonetheless. [April 2016, p.115]
    • Edge Magazine
    • 78 Metascore
    • 60 Critic Score
    If it's judged only on its atmosphere, weapons, and the amount of killing it portrays from behind the wheel, this expansion hits the bullseye. If Techland can fill in all the bits missing in between, its next project could be something special indeed. [April 2016, p.114]
    • Edge Magazine
    • 64 Metascore
    • 60 Critic Score
    For all its faults, there's every chance The Town of Light could end up getting under your[ skin]. [April 2016, p.112]
    • Edge Magazine
    • tbd Metascore
    • 50 Critic Score
    Had Climax been able to condense the best parts of all three games - China's pared-down and accessible design, India's looks, Russia's two-character dynamic - into one, we might've had a valuable offshoot, but ultimately this is another Assassin's Creed that succumbs to inconsistency and bloat. [April 2016, p.110]
    • Edge Magazine
    • 78 Metascore
    • 70 Critic Score
    Like its enigmatic protagonist, Unravel is never anything less than charming, even during moments when it doesn't quite hold together. [April 2016, p.108]
    • 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

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