Edge Magazine's Scores
- Games
For 4,015 reviews, this publication has graded:
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15% higher than the average critic
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4% same as the average critic
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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: | Dreams | |
|---|---|---|
| Lowest review score: | FlatOut 3: Chaos & Destruction |
Score distribution:
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Positive: 1,234 out of 4015
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Mixed: 2,350 out of 4015
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Negative: 431 out of 4015
4015
game
reviews
- By Date
- By Critic Score
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- Critic Score
What Fireproof has done, in other words, is to literally wrap the mechanics of a point and click adventure, with its abstract puzzles and occasionally opaque logic, around these fantastical contraptions, before suffusing the experience with an air of ghostly mystery.- Edge Magazine
- Posted Sep 28, 2012
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As the studio name suggests, this is a game design team that's in love with books, and so it's amongst books that its first offering reveals its true potential.- Edge Magazine
- Posted Sep 27, 2012
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The levels here are every bit as inventive as they were in Origins and, by the time your moveset has expanded to include a hover, wall-run and punch, every bit as punishing.- Edge Magazine
- Posted Sep 26, 2012
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Sadly, the developer's good work is all but undone by its publisher's demanding IAP structure.- Edge Magazine
- Posted Sep 25, 2012
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Unaided solo players at the moment will either have to grind through normal to upgrade specials and stances to overcome the higher difficulties, or just take their chances alone. That aside, this is a smart, funny and faithful update to a game that hasn't aged well, and another feather in WayForward's retro cap.- Edge Magazine
- Posted Sep 24, 2012
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Like Spelunky before it, survival often depends on what you're carrying, and when you happen across life-prolonging shops and lucky weapon drops. But FTL is a less masterful game than Derek Yu's cave diver, throwing more chance into the mix.- Edge Magazine
- Posted Sep 21, 2012
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Smilebit, led by Masayoshi Kikuchi – who has since moved on to work on the Yakuza series, another franchise that pivots around vivid city-building – swam upstream with JSR, defying the rush to photorealism, celebrating rebellion and individuality in one of the most memorable genre mash-ups you're ever likely to come across. Its HD revival is every inch that game, serving as a reminder that originality and passion retain their lustre when all else fades, and that such treasures are worth buffing up to display again.- Edge Magazine
- Posted Sep 19, 2012
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Guild Wars 2 is a few brushstrokes short of a masterpiece, then, but ArenaNet has succeeded in trying to paint over the worst of the genre's cracks. Thanks to a rigorous programme of restoration, only sometimes do its underlying imperfections show through the glossy veneer.- Edge Magazine
- Posted Sep 19, 2012
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Borderlands 2 might not develop extensively on its forebear, but it has even greater power to hold you for hours on end, deftly weaving RPG stat development with skill-based play. It's enough to make every decision you make meaningful and fun, and lend the realisation that Gearbox knows more about the fundamentals of the shooter than almost any other developer.- Edge Magazine
- Posted Sep 18, 2012
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Whether you're serious about climbing the leaderboards or just looking to race a teetering cupcake monster around on a pushbike, Hello Games' victory lap has you covered. May the instant restarts never falter. May the boosting never cease.- Edge Magazine
- Posted Sep 17, 2012
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Ugly, punishing, and extremely satisfying, Gets To The Exit is a raw kind of fun. [Oct 2012, p.110]- Edge Magazine
Posted Sep 16, 2012 -
- Critic Score
In spite of its balance wobbles, Orcs Must Die 2 is a frenetic blast of co-op joy - the ideal 30-minute post-pint pick-me-up, be it a step-change sequel or not. [Oct 2012, p.106]- Edge Magazine
- Posted Sep 16, 2012
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The true measure of this journey isn't where you end up, it's how fast your pulse is racing when each luminous tube finally spits you out into the darkness again. [Oct 2012, p.92]- Edge Magazine
- Posted Sep 16, 2012
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And if this animalistic chaos all sounds a little too weird, consider this: strip away the surface strangeness, and you're left with a surprisingly identifiable tale of a mammal negotiating the pits and pitfalls of the concrete jungle, constantly worrying about sex and death as they try to make their way in a hyena-eat-elephant world. Well, at least until the velociraptors arrive.- Edge Magazine
- Posted Sep 14, 2012
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A puzzle game that's more puzzle than game, Huebrix is a quiet pleasure – a soothing rainy Sunday afternoon to Super Hexagon's hedonistic Saturday night.- Edge Magazine
- Posted Sep 14, 2012
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If you've been writing the series' Vita appearance off as a compromise or a contractual obligation, you're in for something of a treat. That 5 inch OLED screen is a chance to see Media Molecule's staggering achievement afresh, and to witness one of this generation's most intriguing engines of creativity at its most energetic and effective.- Edge Magazine
- Posted Sep 12, 2012
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Beyond the sharper picture quality, there's little here that couldn't have been done on DS, though it matters little in the face of such ageless design. Picross E may not do much more than the basics, then, but sometimes that's all that is needed.- Edge Magazine
- Posted Sep 11, 2012
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Super Hexagon weds zen-like design purity with the highest order of twitch-reflex athleticism. It revels in the ineffable dance of muscle memory, the act of shutting off your brain and trusting your thumbs to guide you improbably to safety.- Edge Magazine
- Posted Sep 7, 2012
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Klei's Saturday morning cartoon style visuals intersect smoothly with your ninja's slinky animation and flowing moves, and the range of visual effects (position-betraying lightning strikes, a blurred fog of war-style filter on activity beyond your sight line) folds neatly back into the game's light-and-shadow based stealth systems. The result is a slick and striking game, one with presentation worthy of the potent and flexible set of powers at its core.- Edge Magazine
- Posted Sep 7, 2012
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This is a rich, interesting design, then, but one whose capacity for long-term competitive play is questionable.- Edge Magazine
- Posted Sep 6, 2012
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Throw in a typically generous range of levels and a surprisingly engrossing hidden object game, and Snapshot becomes a recipe for a candy-coloured afternoon of elegant brainteasers.- Edge Magazine
- Posted Sep 5, 2012
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Part auto-runner, part RTS, and part puzzle game, there are enough strange ideas here to make up for a grindy campaign and awkward aiming controls. Shellrazer's an odd kind of game, perhaps, but it ultimately benefits from its own eccentricities.- Edge Magazine
- Posted Sep 4, 2012
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It's good to see Inman opting for something other than a straight sequel, but this is one space odyssey that won't last you much longer than a pleasant hour or so.- Edge Magazine
- Posted Aug 31, 2012
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Toybox deserves a wider audience. Chunky, colourful and challenging, this is a game that makes the most of its strange conceits. Occasionally those Nobel laureates are onto something, then.- Edge Magazine
- Posted Aug 29, 2012
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- Critic Score
Like the very best narratives, Thirty Flights Of Loving relies on economy more than excess, and it races you breathlessly to its conclusion rather than herding you through an awkward gauntlet of false choices and bottlenecks.- Edge Magazine
- Posted Aug 28, 2012
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Even at its best, when using the AV8R stick, Damage Inc feels clumsy, badly implemented and lacking in imagination. Mad Catz is unlikely to drive sales of its peripherals with a game in which every flight feels like work and every kill is, at best, a Pyrrhic victory in a tedious war.- Edge Magazine
- Posted Aug 28, 2012
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It remains disarmingly single-minded throughout, yet any repetition is offset by intuitive, precise controls, and satisfying audiovisual feedback.- Edge Magazine
- Posted Aug 24, 2012
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There's a sizable adventure here but the repetition of basic tasks makes it seem padded rather than epic – too many dungeons send you on fetch quests for plot devices wherein the rule of three is doggedly applied.- Edge Magazine
- Posted Aug 24, 2012
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Messy but oddly mesmeric, Bad Hotel is perhaps more successful as a curious plaything than a game, but it's no less essential for that.- Edge Magazine
- Posted Aug 22, 2012
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The guns and costumes you'll be buying make Random Heroes a little more appealing, perhaps, but they're poor compensation for a wider lack of imagination.- Edge Magazine
- Posted Aug 21, 2012
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