Edge Magazine's Scores

  • Games
For 4,041 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 Clair Obscur: Expedition 33
Lowest review score: 10 FlatOut 3: Chaos & Destruction
Score distribution:
4041 game reviews
    • 39 Metascore
    • 30 Critic Score
    Its world feels considered. There are decent performances from its cast among the graphical artefacts, and zippy pacing that respects your time and conjures a sense of playing the Schwarzenegger role that never was. But it's been released in a technical state that makes it impossible to enjoy its ideas, with core components of its action left underdeveloped. For the player, that's frustrating. For those who made it, surely, it's heartbreaking. [Issue#413, p.112]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    The Alters is unique in how it explores trust, regret, choice, self-sacrifice, labour and autonomy through its characters every bit as much as its pylon puzzles. [Issue#413, p.110]
    • Edge Magazine
    • 86 Metascore
    • 80 Critic Score
    As an open-world game, it might be too light for some, but World earns the suffix in other entertaining ways. [Issue#413, p.106]
    • Edge Magazine
    • 89 Metascore
    • 70 Critic Score
    This is a grand, unwieldy behemoth of a sequel, buckling under the weight of its features and bombast. In lacking a sense of direction, though, it sometimes delivers in unexpected ways. [Issue#413, p.102]
    • Edge Magazine
    • 73 Metascore
    • 50 Critic Score
    Beyond breaking a set challenge score for each level, the prospect feels more like an endurance challenge than a great deal of fun. Strange Scaffold thus shows once again that it has no shortage of slick ideas. With this hook, though, we need a little more to keep us on the line. [Issue#412, p.123]
    • Edge Magazine
    • 65 Metascore
    • 60 Critic Score
    When it's embracing the ridiculous, Deliver At all Costs shines like a thrashing, paint-dipped monster fish. [Issue#412, p.121]
    • Edge Magazine
    • 70 Metascore
    • 70 Critic Score
    If patience is required, though, it's equally repaid. Playing as the Sandfox remains inherently pleasing, along with the game's story and atmosphere. A little post-launch care could see it truly shine. [Issue#412, p.120]
    • Edge Magazine
    • 87 Metascore
    • 80 Critic Score
    So while Monster Train 2 can initially seem more like an expansion than a sequel, it favours potency over a reimagining of the basics, using trusted design as a basis for even more excessive combat creations. It's all about bigger, weirder kinds of damage. If, that is, you're prepared to think like a mad scientist. [Issue#412, p.118]
    • Edge Magazine
    • 66 Metascore
    • 40 Critic Score
    The Precinct may boil policing down to a numbers game, but they never add up to much. [Issue#412, p.116]
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    Above all, there's something fortifying in the game's message, however awkwardly it's delivered: keep walking; there's always a way out of the darkness. [Issue#412, p.114]
    • Edge Magazine
    • 73 Metascore
    • 80 Critic Score
    No but(t)s about it: Takahashi's most complete-feeling game since Katamari sees him operating in a mode that suits him... down to the ground. [Issue#412, p.112]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    Despite its shortcomings, then, Revenge Of The Savage Planet turns out to be a game that was worth saving. [Issue#412, p.110]
    • Edge Magazine
    • 71 Metascore
    • 40 Critic Score
    MercurySteam's worldbuilding adds clutter, not depth, obstructing a concept that's left feeling embryonic. [Issue#412, p.104]
    • Edge Magazine
    • 83 Metascore
    • 60 Critic Score
    Unfortunately, the solution it has landed on is missing some essential thing that has always made Doom work, another concept you wouldn't necessarily associate with this series: elegance. [Issue#412, p.104]
    • Edge Magazine
    • 77 Metascore
    • 90 Critic Score
    Whatever the project's origins, the result is a thrilling blend of ideas, a game that, despite its fashionable and familiar components, feels wholly unprecedented. Moreover, Nightreign firmly establishes the studio's designers as not only masters of their own domain, but now a new, hitherto undiscovered realm. [Issue#412, p.100]
    • Edge Magazine
    • 80 Metascore
    • 60 Critic Score
    There's an interesting personal story here, yet when it comes to the work itself, we can't help but feel we've gone a little too far back in time. [Issue#411, p.123]
    • Edge Magazine
    • 59 Metascore
    • 50 Critic Score
    Yet despite these conveniences, Junkster never stops feeling awkward and clumsy to pilot. [Issue#411, p.122]
    • Edge Magazine
    • 81 Metascore
    • 70 Critic Score
    Still, the bits of level you ARE meant to interact with are as high-quality as ever. [Issue#411, p.121]
    • Edge Magazine
    • tbd Metascore
    • 80 Critic Score
    What keeps you playing, though, are two aspects of Minter's games that can always be relied upon: his enthusiasm for spinning ideas in hundreds of different ways, and his essential good taste. [Issue#411, p.120]
    • Edge Magazine
    • 81 Metascore
    • 60 Critic Score
    Unlike in a game such as Limbo, the main challenge is not finding solutions to puzzles but performing them. [Issue#411, p.118]
    • Edge Magazine
    • 80 Metascore
    • 80 Critic Score
    Tempest Rising doesn't revolutionize the genre, but nor does it depend on nostalgia. And if there's a gap waiting for the Veti to arrive, it's immensely gratifying to fill it with a gratuitous quantity of tanks. [Issue#411, p.116]
    • Edge Magazine
    • 64 Metascore
    • 60 Critic Score
    At first glance, Post Trauma appears to be a meaningful iteration on a familiar formula, but in practice it's more like a cover of a favourite song on the radio. You tap your foot, but you long for the original. [Issue#411, p.114]
    • Edge Magazine
    • 79 Metascore
    • 80 Critic Score
    For all that it celebrates tight spaces, Skin Deep is anything but claustrophobic. [Issue#411, p.112]
    • Edge Magazine
    • 74 Metascore
    • 70 Critic Score
    Stick with Bloom & Rage through the hard times, though, and you might well be ready to take comfort in that lie. [Issue#411, p.110]
    • Edge Magazine
    • 80 Metascore
    • 60 Critic Score
    Fatal Fury may have to think again before taking on another fight. [Issue#411, p.108]
    • Edge Magazine
    • 66 Metascore
    • 50 Critic Score
    The early hours spent getting to know your airship suggest Forever Skies might soar. Sadly, from there, it struggles to get off the ground. [Issue#411, p.104]
    • Edge Magazine
    • 92 Metascore
    • 100 Critic Score
    If an RPG is measured by the temptation to explore elsewhere before heading to the next objective, this is as great as any. We stall for hours finding and investigating one magical environment after another. It's bliss. [Issue#411, p.100]
    • Edge Magazine
    • 80 Metascore
    • 70 Critic Score
    It may not linger in the mind for too long once it's over, but it provides at least an evening's worth of quiet magic. [Issue#410, p.123]
    • Edge Magazine
    • 69 Metascore
    • 60 Critic Score
    While Sonokuni is a flawed action experience, we're grateful for it as a showcase of music we might not well have heard otherwise, and perhaps not appreciated in the same way. [Issue#410, p.122]
    • Edge Magazine
    • 89 Metascore
    • 90 Critic Score
    When those big swings connect, just as when we manage to knock several bottles off a wall with a single shot, Despelote offers an exhilarating reminder of the narrative ground games have yet to cover. [Issue#410, p.120]
    • Edge Magazine

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