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
    • 91 Metascore
    • 80 Critic Score
    Here is a game not only made over decades but one that feels made to be consumed over an equivalent timeframe. To play Caves of Qud is to be aware that you have just one life to give it - and that you might well come up wanting. [Issue#407, p.104]
    • Edge Magazine
    • 84 Metascore
    • 70 Critic Score
    Ultimately, this is a Metroidvania not in any loose sense but a direct descendent of both parents. [Issue#407, p.102]
    • Edge Magazine
    • 79 Metascore
    • 80 Critic Score
    Our so-called "Guardian of the Peace" concludes their journey with a body count nudging six figures. [Issue#407, p.100]
    • Edge Magazine
    • 74 Metascore
    • 60 Critic Score
    As the adrenaline fades, disappointment always creeps in, that meeting this creature more up-close than ever before might have actually, finally defanged it. [Issue#407, p.98]
    • Edge Magazine
    • 77 Metascore
    • 80 Critic Score
    In short, the system - mostly magically - works. [Issue#407, p.94]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    This is a wonderful, expansive piece of sequel-craft that has already drawn us in for a second go-around at a higher difficulty, with no fear that we've scraped the ceilings of its systems and stories. For something like that, we'll take a bit of instability any time. [Issue#407, p.90]
    • Edge Magazine
    • 83 Metascore
    • 80 Critic Score
    Tying everything together is an engagement with creativity in all its forms, and a delight in messing with the various shapes videogames can come in. [Issue#406, p.123]
    • Edge Magazine
    • 81 Metascore
    • 80 Critic Score
    It's more an effective reminder of why these games have been so captivating, though than the evolution they'll need, sooner rather than later. [Issue#406, p.122]
    • Edge Magazine
    • 63 Metascore
    • 60 Critic Score
    The problem that remains, however, is its lack of anything profound to say, as it tees up complex topics before leaning towards comfortable answers. [Issue#406, p.120]
    • Edge Magazine
    • 59 Metascore
    • 40 Critic Score
    Peering through these layers of disguise, then, what we're left with is a hotchpotch of conflicting ideas, a rickety, if not entirely charmless, hack'n'slash that feels plucked from an alternate timeline. [Issue#406, p.118]
    • Edge Magazine
    • 80 Metascore
    • 60 Critic Score
    There's no denying the milestone that Infinity Nikki marks for the Nikki series, taking it from a modest mobile dress-up app exclusive to China to an expansive global release of a stature rare for femicentric games. Yet... [Issue#406, p.116]
    • Edge Magazine
    • 56 Metascore
    • 40 Critic Score
    Behemoth seems frozen in time, unable to leave nearly as strong an impression as its predecessor by dint of scale alone, resulting in what feels like a colossal waste of potential. [Issue#406, p.114]
    • Edge Magazine
    • 68 Metascore
    • 40 Critic Score
    Now, the optimal experience is restricted to the privileged few. [Issue#406, p.112]
    • Edge Magazine
    • 75 Metascore
    • 50 Critic Score
    By trying to do too much too soon elsewhere, however, Rivals reduces many of its heroes to sidekicks. [Issue#406, p.110]
    • Edge Magazine
    • 73 Metascore
    • 80 Critic Score
    When it works, it's intoxicating. [Issue#406, p.106]
    • Edge Magazine
    • 87 Metascore
    • 80 Critic Score
    Despite the criticisms, though, The Great Circle isn't so much defective as in tension with itself. [Issue#406, p.102]
    • Edge Magazine
    • 72 Metascore
    • 40 Critic Score
    With no real way to accelerate victory on repeat encounters, the result is a metal slog. [Issue#405, p.123]
    • Edge Magazine
    • 70 Metascore
    • 50 Critic Score
    Perhaps it's time to rebuild from scratch. [Issue#405, p.122]
    • Edge Magazine
    • 76 Metascore
    • 70 Critic Score
    The game is more about building theme parks than overseeing them, moment to moment. [Issue#405, p.120]
    • Edge Magazine
    • 85 Metascore
    • 80 Critic Score
    That there's nothing conventional about this beauty is firmly to its credit. [Issue#405, p.118]
    • Edge Magazine
    • 85 Metascore
    • 70 Critic Score
    The knowledge that there's always another unlock just around the corner - and the tanalising locked-off areas you pass en rouge - ensures Shadow retains the fourth, invisible thing that held the Arkham series' other pillars together: the sense of forward momentum. [Issue#405, p.116]
    • Edge Magazine
    • 62 Metascore
    • 60 Critic Score
    Slitterhead remains a curio worth examining - original and, yes, full-blooded in its approach. Lacking the subtleties of more psychological horror, Bokeh Game Studio justifies its flood of plasma and mountains body count both mechancially and thematically. In the end, though, it's the same anarchic roughness and lack of restraint that drags it down. [Issue#405, p.114]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    All Activision's teams needed to deliver the best Call of Duty in half a decade was proper support. It's not V2 rocket science, after all. [Issue#405, p.112]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    There's a great 20-hour romp to be had in Brothership, but you may have to give it a bit of a wiggle to find it. [Issue#405, p.110]
    • Edge Magazine
    • 74 Metascore
    • 50 Critic Score
    We emerge from Awakening's eight or so hours feeling as though we've spent much longer underground. [Issue#405, p.106]
    • Edge Magazine
    • 76 Metascore
    • 70 Critic Score
    Regardless of the developers' goals, Veilguard feels like a game designed and assembled in parts. However good any idea, scene or concept is - and there are some excellent ones - it isn't bolstered by those beside it. Instead, each feels like a dazzling distraction from where it falls short in depth, consistency and trust in players to engage with a complex world. [Issue#405, p.102]
    • Edge Magazine
    • 82 Metascore
    • 80 Critic Score
    Who's quibbling about the originality of any given bone when there are so many of them just waiting to be broken, and in so many stylish ways? [Issue#404, p.121]
    • Edge Magazine
    • 74 Metascore
    • 50 Critic Score
    As well-intentioned as its encouragement to slow down and sniff the flowers may be, we can't help but bristle when the process is so leaden that it rarely feels like a relaxing meadow stroll. [Issue#404, p.120]
    • Edge Magazine
    • 77 Metascore
    • 70 Critic Score
    Much like the humble jigsaw, it's never less than a pleasant distraction. [Issue#404, p.123]
    • Edge Magazine
    • 72 Metascore
    • 50 Critic Score
    As poetry, it might be evocative, but when you're trying to advance the game to the next scene, it feels rather like being the one sober person in the room. [Issue#404, p.122]
    • Edge Magazine

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