Edge Magazine's Scores

  • Games
For 2,534 reviews, this publication has graded:
  • 15% higher than the average critic
  • 3% same as the average critic
  • 82% lower than the average critic
On average, this publication grades 8.8 points lower than other critics. (0-100 point scale)
Average Game review score: 64
Highest review score: 100 LittleBigPlanet
Lowest review score: 10 FlatOut 3: Chaos & Destruction
Score distribution:
2,534 game reviews
    • 96 Metascore
    • 100 Critic Score
    Half-Life 2 is a first-person shooter. But in action, storytelling, technical achievement, atmosphere and intensity it has far outdone its peers. Valve just hit the top note no other PC game developer could reach...The excuse that 'it's just a game' won't cut it anymore. [Dec 2004, p.102]
    • 94 Metascore
    • 100 Critic Score
    In substance it's nothing new, merely a magnificent, beautiful monster of an FPS sequel. In concept and execution, though, Halo 3 is the future. [Nov 2007, p.80]
    • 98 Metascore
    • 100 Critic Score
    Yes, there's still the freedom to cause havoc, and inevitably you do; the difference is that you're no longer impelled to toy with GTA IV's world in quite the same sadistic way - you live in it. [June 2008, p.82]
    • 98 Metascore
    • 100 Critic Score
    Yes, there's still the freedom to cause havoc, and inevitably you do; the difference is that you’re no longer impelled to toy with GTA IV's world in quite the same sadistic way - you live in it. [June 2008, p.82]
    • 97 Metascore
    • 100 Critic Score
    Since the end of the N64 era, as Nintendo has explored new pastures and methodically tended old ones, it’s been easy to forget the times when every major release from the company felt like this. It’s a bravura piece of design that pulls off stunts no one else has even thought of. [Christmast 2007, p.76]
    • 96 Metascore
    • 100 Critic Score
    As a whole it is almost overwhelming in its depth, irresistible in value and certainly, unreservedly, brilliant. [Dec 2007, p.82]
    • 95 Metascore
    • 100 Critic Score
    It’s a multiplayer riot, a visual landmark, a feat of engineering, and one of the most charming games ever made. But even those accolades are dwarfed by its scope, its potential, and the apparent endlessness of them both. [Dec 2008, p.76]
    • 96 Metascore
    • 100 Critic Score
    As a whole it is almost overwhelming in its depth, irresistible in value and certainly, unreservedly, brilliant. [Dec 2007, p.82]
    • 90 Metascore
    • 100 Critic Score
    A beautiful and graceful fighting game that lets imagination loose, and winks before slapping Dante, Kratos and every other hero back to the drawing board. [Christmas 2009, p.90]
    • 97 Metascore
    • 100 Critic Score
    This isn't a game that redefines the genre: this is one that rolls it up and locks it away.
    • 93 Metascore
    • 100 Critic Score
    It all adds up to what is easily the best and most progressive rhythm-action game ever made, if that label even applies anymore. [Christmas 2010, p.76]
    • 93 Metascore
    • 100 Critic Score
    How apt that this ultimate tale of hero-making should see Nintendo's hardware become the console it was always meant to be.
    • 95 Metascore
    • 100 Critic Score
    Naughty Dog has delivered the most riveting, emotionally resonant story-driven epic of this console generation. At times it’s easy to feel like big-budget development has too much on the line to allow stubbornly artful ideas to flourish, but then a game like The Last Of Us emerges through the crumbled blacktop like a climbing vine, green as a burnished emerald.
    • 97 Metascore
    • 100 Critic Score
    No one makes worlds like Rockstar, but at last it has produced one without compromise. Everything works. It has mechanics good enough to anchor games of their own, and a story that is not only what GTA has always wanted to tell but also fits the way people have always played it. It’s a remarkable achievement, a peerless marriage of world design, storytelling and mechanics that pushes these ageing consoles to the limit and makes it all look easy.
    • 84 Metascore
    • 90 Critic Score
    The micromanagement is on a previously unimagined macro scale and yet is accessible and coherent enough to draw you in, making hours of concentrated playtime pass like minutes. [Dec 2003, p.101]
    • 89 Metascore
    • 90 Critic Score
    The freedom of movement requires a new level of spatial imagination. Before Prince of Persia, platform games were like playing Tetris with only the blocks and bars. [Christmas 2003, p.100]
    • 83 Metascore
    • 90 Critic Score
    To have been worth the wait for PC gamers it would have needed to considerably improve on the Xbox original. Put simply, it doesn't. [Dec 2003, p.109]
    • 92 Metascore
    • 90 Critic Score
    The freedom of movement requires a new level of spatial imagination. Before Prince of Persia, platform games were like playing Tetris with only the blocks and bars. [Christmas 2003, p.100]
    • 92 Metascore
    • 90 Critic Score
    No other beat 'em up developer is quite as willing to experiment with the form in a bid to stave off the moribundity that's gradually subsuming the genre. [Import - June 2003, p.88]
    • 82 Metascore
    • 90 Critic Score
    A fairytale comeback. Extravagance was one of the signatures of the graphic adventure: extravagance to bring them in, and a cracking story well told to keep them.Both tenets of the Broken Sword series remain intact here, and that's all the devoted fans could have wanted. [Christmas 2003, p.94]
    • 93 Metascore
    • 90 Critic Score
    It’s a game designed to exhaust the world’s supply of adjectives. It’s a world littered with riches - tiny details sewn into a vast, varied and utterly spectacular canvas. [Sept 2005, p.90]
    • 82 Metascore
    • 90 Critic Score
    The action creeps up slowly, starting out like a gorgeous-looking but fairly standard shoot 'em up. However, by the middle of level two, it's pummelling you with a relentless parade of conceptual set pieces so audacious and inventive you'll laugh with delight as you gape in horror. [Sept 2004, p.94]
    • 92 Metascore
    • 90 Critic Score
    Rome: Total War is more compelling, more beautiful and more expansive than anything that has gone before. [Dec 2004, p.104]
    • 93 Metascore
    • 90 Critic Score
    It still possesses the series’ trademark ability to deliver Tempest-like ‘in the zone’ moments of remarkable intensity unlike any of its contemporaries, but now comes with a confidently revised dynamic, marking this as Criterion Games’ finest hour. [Oct 2004, p.100]
    • 95 Metascore
    • 90 Critic Score
    As with previous GTA games there's lots to criticise, but San Andreas survives, scathed but still walking tall, buoyed by the kind of ambition that sees most games crumble under the weight of it all. It's a multi-faceted, multi-achieving experience, a rough-edged but massively substantial landmark. [Christmas 2004, p.78]
    • 92 Metascore
    • 90 Critic Score
    A work of progressive genius that hauls its staid genre up by the bootstraps and takes its place alongside the WOWs and Oblivions of this world. It's altogether too good to be true. [Christmas 2006, p.74]
    • 91 Metascore
    • 90 Critic Score
    A much-needed statement of authority for PC - an online spectacle that eclipses the grand rhetoric volleyed back and forth between the manufacturers of tomorrow's super-powered consoles. A new level of multiplayer combat begins here and now, with shock and awe.
    • 93 Metascore
    • 90 Critic Score
    It may produce an experience which is as gruelling as it is compelling, but that’s a badge of honour the game wears with pride. [Nov 2006, p.86]
    • 93 Metascore
    • 90 Critic Score
    Okami doesn’t just successfully follow Zelda’s structural template and tone – a rare feat – it makes it its own, toeing that line with grace, ingenuity and a strongly individual style. That’s not only rare, it’s unique. [Dec 2006, p.78]
    • 88 Metascore
    • 90 Critic Score
    PGR3 hasn’t moved from its niche, not at all – at its core, it’s still pure PGR, a savvy and standalone mixture of real form and hyper-real function – but it’s been transformed into a wondrous and rewarding beauty spot. [Christmas 2005, p.88]
    • 91 Metascore
    • 90 Critic Score
    If "Far Cry" was a game of ambition, then here is one of power. Power which Crytek has channelled, with both passion and care, into superb freewheeling gunplay. [Christmas 2007, p.84]
    • 72 Metascore
    • 90 Critic Score
    This is far, far more than a nostalgic return to form - instead, it's a game so adept at exploiting its own heritage that it can integrate thorough modernity into its design without denting its retro appeal in the slightest. [Sept 2006, p.78]
    • 90 Metascore
    • 90 Critic Score
    It is an instinctive, ingenious joy to play for every minute, and it sets a new gold standard for game interface design on any platform. [Sept 2007, p.86]
    • 95 Metascore
    • 90 Critic Score
    With the focus on elaboration rather than evolution, Twilight Princess triggers more memories than it creates, yet it's still an effortless classic that towers over the gaming landscape. Ignore it at your own cost. [Christmas 2006, p.68]
    • 93 Metascore
    • 90 Critic Score
    Super Smash Bros is a series that has often been unfairly derided as button-mashing, largely thanks to its surface sheen of cutesy characters, but it has one of the most enduringly innovative and deep systems of any fighter. [Apr 2008, p.84]
    • 89 Metascore
    • 90 Critic Score
    It’s a game that builds gradually and then becomes irresistible, a beautiful lump of an RPG that continues beyond the close of its main campaign, and will have you thinking about it when you’re not at your 360. [Dec 2008, p.79]
    • 90 Metascore
    • 90 Critic Score
    The racing, in itself, is excellent. Striking a wonderful balance between simulation and thrills. [July 2007, p.86]
    • 90 Metascore
    • 90 Critic Score
    The only thing that's hard to adjust, in fact, is the tension in your muscles. GTR 2 is hugely better than its predecessor in exactly the area that matters. [Oct 2006, p.89]
    • 89 Metascore
    • 90 Critic Score
    Valve has taken something unscripted and dynamic, and seeded it with the right amount of narrative flavour, pacing and spectacle. [Christmas 2008, p.82]
    • 89 Metascore
    • 90 Critic Score
    Valve has taken something unscripted and dynamic, and seeded it with the right amount of narrative flavour, pacing and spectacle. [Christmas 2008, p.82]
    • 92 Metascore
    • 90 Critic Score
    Minor gripes aside, Rock Band with four players in the same room is quite something to be a part of, a game not only an evolution of the genre but of the social side of gaming itself. [Jan 2008, p.80]
    • 91 Metascore
    • 90 Critic Score
    The Wii addition sends players on the same astonishing, grisly funfair ride with a slight new twist. But, though it does little to take the experience to new heights, Resident Evil 4 is still an immense pleasure to return to. [Aug 2007, p.95]
    • 88 Metascore
    • 90 Critic Score
    Paradise loops its action into an endless rush, the possibilities, for arcade racing and battle enthusiasts alike, increasing with every hour. It’s hard not to see it as the birth of a new era, but in truth it might be the last Burnout you ever need. [Feb 2008, p.86]
    • 87 Metascore
    • 90 Critic Score
    Paradise loops its action into an endless rush, the possibilities, for arcade racing and battle enthusiasts alike, increasing with every hour. It’s hard not to see it as the birth of a new era, but in truth it might be the last Burnout you ever need. [Feb 2008, p.86]
    • 88 Metascore
    • 90 Critic Score
    This still stands as one of videogaming’s greatest achievements, one finally properly served by an excellent English translation to reveal a game that feels far fresher than its age, setting and rivals might otherwise suggest. [Nov 2007, p.97]
    • 94 Metascore
    • 90 Critic Score
    Visually, kinetically and intuitively, however, Modern Warfare is relentlessly exciting and an overwhelming triumph. [Christmas 2007, p.88]
    • 85 Metascore
    • 90 Critic Score
    It’s uncompromising and involved and may not be for everyone, but you sense it’s the game Bizarre have been meaning to make for the last seven years, and for that alone, it’s precious. [Nov 2007, p.86]
    • 90 Metascore
    • 90 Critic Score
    No other game takes on whole eras of combat with such a combination of respect and fetishism for the rules and wisdom of battle, and no series treats history like such a serious playground of possibilities, yet features such comic-book characters. [Apr 2009, p.114]
    • 83 Metascore
    • 90 Critic Score
    It can be a little basic in places, and it isn’t a ‘paradigm shift’ in any sense, but it is proof that games can love their roots and use the quality of being a ‘game’ to give form to their stories – and excel at it. [Feb 2008, p.90]
    • 87 Metascore
    • 90 Critic Score
    A scintillating racing experience, and as a revitalisation of the Race Driver series it's utterly successful. [July 2008, p.90]
    • 83 Metascore
    • 90 Critic Score
    While certainly being Treasure's most fragmented game, there’s a sense that the lack of narrative, character and even proper framework makes this its most raw, pure and delightful. [June 2008, p.95]
    • 93 Metascore
    • 90 Critic Score
    At a time when everyone wants to turn the entertainment world on its head – or at least be seen to – it proves that the entertainment itself, whichever way up it may be, is what matters most. [Christmas 2008, p.86]
    • 87 Metascore
    • 90 Critic Score
    Every moment feels like it's been lavished with attention; Little King's Story is as rich as it is long, and it's a very lengthy game indeed. [May 2009, p.90]
    • 92 Metascore
    • 90 Critic Score
    By polishing away blemishes, Rock Band 2 carefully improves on its predecessor. Those expecting the likes of music-making functionality perhaps aren’t quite on Rock Band’s wavelength, which is about performance, not creativity. [Dec 2008, p.85]
    • 90 Metascore
    • 90 Critic Score
    It may be pulled together from no more than shards of light, but few games manage to be both a science and an art. [Oct 2008, p.99]
    • 93 Metascore
    • 90 Critic Score
    A beautiful and brilliantly demanding game that barely contains its dense population of ideas. [Sept 2008, p.89]
    • 93 Metascore
    • 90 Critic Score
    No other GTA has felt so trim and robust while making good the promise of a living, breathing action world. [May 2009, p.86]
    • 95 Metascore
    • 90 Critic Score
    GTAIV's modern weapons spit bullets like angry hornets until a health circle depletes; here, lives end in uncompromising fashion. For the western aficionado, it is viciously accurate; for the fan of wanton sandbox carnage, it is comically frank.
    • 95 Metascore
    • 90 Critic Score
    GTAIV’s modern weapons spit bullets like angry hornets until a health circle depletes; here, lives end in uncompromising fashion. For the western aficionado, it is viciously accurate; for the fan of wanton sandbox carnage, it is comically frank.
    • 96 Metascore
    • 90 Critic Score
    Ultimately, no one will disagree that Uncharted 2 is one hell of a ride, and the best PS3 action game to date.
    • 83 Metascore
    • 90 Critic Score
    A perfectly sized, expertly-crafted romp, Pacific gives other download games their marching orders. [Aug 2009, p.97]
    • 96 Metascore
    • 90 Critic Score
    With the first instalment, BioWare built a universe of words – a deeply convincing multicultural sprawl you could read about without ever quite getting to touch. Here, you’re inside it from the start – and the view is often dazzling
    • 94 Metascore
    • 90 Critic Score
    A dazzling package. A singleplayer campaign crammed with set-pieces that pull the player through at breakneck speed sits alongside Spec Ops, 23 co-op missions and a MW greatest hits package, before that superlative multiplayer, which really needs no introduction. With such attractions on offer, this is a shooter that demands playing, and playing again. It is still Call Of Duty, but its execution is skilful, mostly thoughtful, and it boasts the highest of production values.
    • 94 Metascore
    • 90 Critic Score
    A dazzling package. A singleplayer campaign crammed with set-pieces that pull the player through at breakneck speed sits alongside Spec Ops, 23 co-op missions and a MW greatest hits package, before that superlative multiplayer, which really needs no introduction. With such attractions on offer, this is a shooter that demands playing, and playing again. It is still Call Of Duty, but its execution is skilful, mostly thoughtful, and it boasts the highest of production values.
    • 86 Metascore
    • 90 Critic Score
    Its sheer assuredness in mechanics, spectacle and often situation are unlikely to be surpassed for some time.
    • 87 Metascore
    • 90 Critic Score
    In feeding constant surprise, engaging wit and sharply pitched challenge during its course, Plants Vs Zombies proves again PopCap's incredible knack of taking an established game form and making it all its own. [May 2009, p.94]
    • 89 Metascore
    • 90 Critic Score
    Demon's Souls is the antithesis of the fashionable approach to gaming. It encourages mastery over mere perseverance and every reward is so hard won as to make it almost unattainable. But if gaming's ultimate appeal lies in the learning and mastering of new skills, then surely the medium's keenest thrills are to be found in its hardest lessons. For those who flourish under Demon's Souls' strict examination, there's no greater sense of virtual achievement.
    • 82 Metascore
    • 90 Critic Score
    It's a dazzling experience, combining carefree spectacle with careful score attack, a game that's as concerned with its looks as the precision of its underlying mathematical systems. [JPN Import; June 2009, p.94]
    • 92 Metascore
    • 90 Critic Score
    Grid still offers the most on-track excitement (and better car damage), and the forthcoming GT5 already looks graphically superior, but anyone looking for the most rewarding console driving experience to date has found their ride.
    • 83 Metascore
    • 90 Critic Score
    ODST doesn’t quite take Halo into unfamiliar territory, but it does show how robust and adaptable the core of the game is – and, more importantly, stands on its own two feet as a spin-off that’s better than the vast majority of original games.
    • 89 Metascore
    • 90 Critic Score
    If L4D2 is sometimes over-complicated by its glut of small innovations, then it also substantially rewards the player with its few large ideas: confusion gives way to depth and dynamism, grander thrills and starker dramas. We’re still interested in the fate of the original game’s heroes, but this sequel affirms that the way ahead is due south.
    • 89 Metascore
    • 90 Critic Score
    If L4D2 is sometimes over-complicated by its glut of small innovations, then it also substantially rewards the player with its few large ideas: confusion gives way to depth and dynamism, grander thrills and starker dramas. We’re still interested in the fate of the original game’s heroes, but this sequel affirms that the way ahead is due south.
    • 89 Metascore
    • 90 Critic Score
    Peerlessly classy, funny and perverse in the same breath, Peace Walker is the most surprising Metal Gear Solid to date.
    • 91 Metascore
    • 90 Critic Score
    Added depth and nuance are the guiding principles for this spectacular follow up. [Nov 2009, p.100]
    • 90 Metascore
    • 90 Critic Score
    A game that's more than the sum of its parts. [Dec 2009, p.98]
    • 86 Metascore
    • 90 Critic Score
    Even if the DNA of its forebears is barely apparent, such a bold, brilliant transformation certainly involves something a little like magic. [Dec 2009, p.100]
    • 91 Metascore
    • 90 Critic Score
    This is brand new, yet it tastes vintage. Because it's nothing less than Capcom at its best in the genre it defines. [May 2010, p.101]
    • 85 Metascore
    • 90 Critic Score
    Is 2010 about the show or the sport? It is, like the UFC itself, ready to be both. This confidence is what makes it such a complete and compelling package – a great MMA sim, a near flawless UFC sim. In a year, it’s made the kind of studious jump that took FIFA almost ten.
    • 87 Metascore
    • 90 Critic Score
    Huge in scope and strong on detail, IX has ironed out the kinks that have made the series less palatable outside Japan, and with Nintendo's support, IX is sure to have the wider impact that the series has craved. [Aug 2010, p.92]
    • 90 Metascore
    • 90 Critic Score
    Playdead's debut title is a rare thing – a wholly realised place as well as a successfully realised game, and both Limbo and the Limbo inside it are one-of-a-kind places to be stuck in.
    • 93 Metascore
    • 90 Critic Score
    Given its lineage, it should hardly be surprising to discover that Blizzard has once again demonstrated such a keen sense of balance: with Wings Of Liberty, it offers established players a welcome return to familiar battlegrounds, while providing intrigued bystanders with their best chance yet of engaging with a bewildering, brilliant and punishing genre.
    • 91 Metascore
    • 90 Critic Score
    Reach is a fine conclusion to Bungie's stewardship of the series, but that's what stops it from being anything more. Halo felt like the future. Reach is merely a brilliantly engineered present.
    • 89 Metascore
    • 90 Critic Score
    Criterion has taken the series back to its first principal of cops vs racers, and constructed a high-octane combat racer of beauty and depth. [Christmas 2010, p.82]
    • 90 Metascore
    • 90 Critic Score
    Civilization's revolution is daring for a series built on expansion. It strips and pares away, making management easy and command enjoyable. [Nov 2010, p.91]
    • 91 Metascore
    • 90 Critic Score
    It provides a revolution, but only inside its own idiosyncratic attitude and aesthetic. Sackboy remains Sackboy, and he won't convert those who didn't like the way he behaved in LBP. And for all the fascinating flexibility of its toolset, clearly this is still a framework: you can stamp a creation with your own style, but the overall vibe will ultimately be Media Molecule's. For those who are happy to embrace it, though, LBP2 represents a dazzling new opportunity for creating deep, diverse and ingenious play.
    • 89 Metascore
    • 90 Critic Score
    The game's excellent controls and stream of grisly scares make it the current standard for survival horror, and it now boasts eruptions of blockbusting action that rival this generation's biggest games. [Feb 2011, p.94]
    • 90 Metascore
    • 90 Critic Score
    The best platformer on iPhone just got better, and there's still no sign of any meaningful competition. [Sept 2009, p.93]
    • 84 Metascore
    • 90 Critic Score
    Fight Night has tirelessly rebuilt itself when many expected retirement. Cautious improvements from Round 4 - the removal of the cut-man game and automation of recovery - have been confidently reinforced, while ring physics, ragdolls and cloth dynamics are in a different class to the chaotic Round 3. [Apr 2011, p.103]
    • 84 Metascore
    • 90 Critic Score
    With such a focus, People Can Fly has made the best game possible: one which is smart enough to make a case for looking dumb. [Apr 2011, p.86]
    • 90 Metascore
    • 90 Critic Score
    A shrewd and often brilliant game that reaches its destination with most of its goals realised, not discarded and left in the dust like the forced march of its predecessors. [Apr 2011, p.94]
    • 84 Metascore
    • 90 Critic Score
    The triumph of SpaceChem is that overcoming these situations is more a case of inventing a solution than discovering one - creating a technique on your own terms that, once learned, you find yourself reusing in later stages. [Apr 2011, p.101]
    • 94 Metascore
    • 90 Critic Score
    The only real criticism that can be levelled at Knights of the Old Republic is that, particularly towards the end of the game, it all feels fairly easy, but then this is a game that's designed to be experienced rather than conquered, and lightsaber wielding Jedi aren't supposed to find things difficult. [Oct 2003, p.86]
    • 91 Metascore
    • 90 Critic Score
    Tecmo's refusal to extend any kind of handhold to less dedicated players is simply a failure of design, not a badge of hardcore honour ... it's impossible to believe they couldn't have found a way to increase the accessibility of the game without undermining the gloriously intractable nature of the challenges it contains. [Apr 2004, p.96]
    • 95 Metascore
    • 90 Critic Score
    It's fitting that we're able to steal a line from the script to sum everything up. No spoilers here, just an epitaph, from the moment Cortana turns to Master Chief and says this: "It's not a new plan. But we know it'll work." [Christmas 2004, p.74]
    • 92 Metascore
    • 90 Critic Score
    The freedom of movement requires a new level of spatial imagination. Before Prince of Persia, platform games were like playing Tetris with only the blocks and bars. [Christmas 2003, p.100]
    • 88 Metascore
    • 90 Critic Score
    A game world that keeps bettering itself, until some kind of disbelief sets in. This dazzling technical feat is mirrored by some terrifyingly fast loading times, with no in-game loading and restarts from any save point in the whole world taking around two seconds. [Feb 2005, p.72]
    • 77 Metascore
    • 90 Critic Score
    A fairytale comeback. Extravagance was one of the signatures of the graphic adventure: extravagance to bring them in, and a cracking story well told to keep them. Both tenets of the Broken Sword series remain intact here, and that's all the devoted fans could have wanted. [Christmas 2003, p.94]
    • 94 Metascore
    • 90 Critic Score
    Crucially, it's everything a racing videogame should be: a relentless, unwavering and phenomenal assault on the senses.
    • 85 Metascore
    • 90 Critic Score
    An ambitious and largely successful attempt to meld the accuracy of traditional firstperson battling with the extra spatial agility and awareness afforded by thirdperson movement. It does feel slightly overdone, but not to the point of obscuring its offering of intensity and flighty action. [May 2005, p.90]
    • 92 Metascore
    • 90 Critic Score
    No other beat 'em up developer is quite as willing to experiment with the form in a bid to stave off the moribundity that's gradually subsuming the genre. [Import - June 2003, p.88]
    • 96 Metascore
    • 90 Critic Score
    Zelda virgins might well play The Wind Waker and deem it the best game they've ever encountered. To those of us who already have an idea of what to expect, though, it's 'merely' brilliant. [May 2003, p.88]
    • 96 Metascore
    • 90 Critic Score
    So, is this what we were expecting from Capcom – a revolution in survival horror? No... It's an interactive B-movie, but one filled with sights, sounds and thrills that will linger in the memory long after the content of more sophisticated titles has been forgotten. [March 2005, p.76]
    • 86 Metascore
    • 90 Critic Score
    Every single moment of Four Swords is magically familiar and every single moment is dazzlingly fresh...Whether being experienced in the competitive, co-operative cackle of multiplay, or the captivating atmosphere of singleplayer, the extraordinary virtues of the game itself remain the same. [May 2004, p.96]
    • 92 Metascore
    • 90 Critic Score
    The freedom of movement requires a new level of spatial imagination. Before Prince of Persia, platform games were like playing Tetris with only the blocks and bars. [Christmas 2003, p.100]
    • 93 Metascore
    • 90 Critic Score
    No other beat 'em up developer is quite as willing to experiment with the form in a bid to stave off the moribundity that's gradually subsuming the genre. [Import - June 2003, p.88]
    • 95 Metascore
    • 90 Critic Score
    Portal 2 delivers, and it does it in style, creating one of the most meticulously designed, thrilling and delightful playgrounds we've ever seen. It's a game with a magical take on momentum, where single bounds over tall buildings are business as usual, where every surface is a potential launchpad, and the entire experience is a belly laugh.
    • 87 Metascore
    • 90 Critic Score
    A vast, almost encyclopaedic look at the united nations of rally, Dirt 3 doesn't feel definitive despite America – it wouldn't feel definitive without it.
    • 85 Metascore
    • 90 Critic Score
    The fundamentals of the game are intoxicating.
    • 86 Metascore
    • 90 Critic Score
    This is a game built from great art and clever mechanics, but it's an adventure born of both deeds and words.
    • 80 Metascore
    • 90 Critic Score
    From Dust's not magnificent because of its breezy intricacy and rugged grasp of geology. It's magnificent because it's designed with a playful deity in mind. It's built for a god who knows that to succeed is human, 
but to err – and to be creatively led astray time after time – is truly divine.
    • 87 Metascore
    • 90 Critic Score
    It arrives fully formed, with a challenge and aesthetic that's beautifully intertwined and finely crafted. Joyous.
    • 92 Metascore
    • 90 Critic Score
    It's a potent return to form for Takahashi, then, a glowing comeback for the Japanese RPG, and an injection of creativity for some tired hardware. Xenoblade Chronicles manages to impress, enrich and, best of all, inspire wonder.
    • 90 Metascore
    • 90 Critic Score
    From its sluggish, restrictive start, Human Revolution opens into a world of scintillating possibility in which your actions' significance reaches far into the future. And with something like that difficult future approaching fast, Human Revolution achieves a rare accolade: it's not just a great game, but a timely one.
    • 87 Metascore
    • 90 Critic Score
    One of the best games on iOS, a testing blend of strategy and crisis management with a sharp tux and a winning smile.
    • 90 Metascore
    • 90 Critic Score
    It's unusual to find a game of this sort deal with losing, which is obviously the majority experience, with such care – the packaging of Barry's mad dash turns it into an endlessly rewarding marathon, rather than a series of disconnected sprints.
    • 88 Metascore
    • 90 Critic Score
    DrawRace 2 isn't just everything a sequel should be – it's more. DrawRace was a solid foundation, but what RedLynx has created here goes far beyond what is usual – or even exceptional – in the industry. It's an essential purchase, a game shot through with brilliance, and one that will live with its players for a very long time indeed.
    • 91 Metascore
    • 90 Critic Score
    The degree of refinement and technical polish across every facet of Gears 3 is enough to make most other games look tatty.
    • 89 Metascore
    • 90 Critic Score
    Dark Souls beckons the masochistic with its chilly indifference. If you steel your nerves and persevere, the loot you'll uncover is an adventure so exquisitely morose and far-ranging that it will tug at your mind insistently during the hours you spend apart.
    • 94 Metascore
    • 90 Critic Score
    So if Arkham Asylum was defined by its limits, Arkham City is a careful, considered exercise in stripping those limits away. Its open city lets players be a different kind of Batman to the stealthy predator of Asylum – this is the Batman of dropped smoke pellets and theatrical getaways, the Batman with an ear to the ground for the strong picking on the weak, and the Batman who floats above the city with a gothic majesty.
    • 92 Metascore
    • 90 Critic Score
    The present console cycle is expected to last nearly a decade, and there will inevitably be developers advocating the need for more sophisticated tools. But just like Machu Picchu, the Pyramids and every other engineering marvel of antiquity, Uncharted 3 will stand as a reminder to future generations of gamers that enough problem-solving imagination can turn any old trowel into a magic wand.
    • 88 Metascore
    • 90 Critic Score
    An emphatic, feature-packed and sometimes stunning final act.
    • 96 Metascore
    • 90 Critic Score
    These moments are why you play Skyrim, because in the instance of breathless excitement, triumph or discovery, you invest completely in its world.
    • 82 Metascore
    • 90 Critic Score
    Halo exhibits a single-minded focus that the modern FPS, with its choreographed set-pieces and thrilling scripted sequences, largely disregards. This is a game about the arc of a perfectly thrown grenade, a game about tense games of cat-and-mouse with foes as powerful as you, a game about constant improvisation with the tools at your disposal. It's a game that always feels tactical, and a game that – even now – has the capacity to surprise.
    • 93 Metascore
    • 90 Critic Score
    The central achievement of Minecraft is a willingness to let the player define the experience; to make them the most interesting element in a world that's already dynamic and fascinating. It's a decision that has made designer Markus Persson a millionaire, and it's ensured that the most important PC game of the past five years is also the most timely.
    • 85 Metascore
    • 90 Critic Score
    Nintendo has clearly been experimenting with how to better exploit its system's obvious potential, and its solution is a natural, graceful implementation of 3D that complements and even improves its games, rather than feeling tacked on.
    • 83 Metascore
    • 90 Critic Score
    Complex but accessible, inventive yet familiar, a game that has gripped browser windows is every bit as troublingly addictive in the palm of your hand.
    • 92 Metascore
    • 90 Critic Score
    There's a remarkable consistency to the design even as the levels gets steadily bolder until, after hovering vacuums, teleporters, and levers that freeze time, Simogo throws in a climactic boss battle that is as nerve-wracking as it is joyous. It's a compliment to say that Beat Sneak Bandit feels like a Rhythm Tengoku minigame taken to its logical extreme; it's constructed with a precision and a sense of mischief – and, in its final surprise, a generosity of spirit - that echoes the best work of the WarioWare team.
    • 83 Metascore
    • 90 Critic Score
    For a game with a premise as simple as kill the aliens before they kill you, Ziggurat's stylishly retro visuals, gleeful arcade precision and deeply interlocking mechanics trigger a chain reaction that kicks off like some interstellar combustion. Not the sound of a world ending. But the sort of bang that would make Richard Dawkins lean back, fold his arms and grin like a chimp.
    • 83 Metascore
    • 90 Critic Score
    SFXT successfully combines the best of the most popular 2D and 3D fighting games in the world, proves Capcom's most newcomer-friendly fighter, and boasts a combat system of bewildering depth. If any company was going to move the genre forward, it seems fitting that it's the one that invented it.
    • 71 Metascore
    • 90 Critic Score
    The action-racing genre has delivered numerous treats this generation, but not one of them has been as rewarding and relentlessly entertaining, nor as feature-packed, as this. This is Ridge Racer unbounded from the shackles of its heritage, rebuilt from the ground up into one of the most subversive, sublime street-racing games ever made.
    • 89 Metascore
    • 90 Critic Score
    Fez
    The route you pick through Polytron's floating world is nearly impossible to verbalise, while its puzzles resolve themselves in your mind unexpectedly, in clear, wordless chunks. There's really no language to cover many of the things you get up to in Fez. For a videogame in 2012, that may be the ultimate endorsement.
    • 90 Metascore
    • 90 Critic Score
    The ambitious, exacting craftsmanship of Evolution goes a long way to ensuring that every person who gives the game a proper chance will be seduced into becoming precisely such a fan. [May 2012, p.106]
    • 86 Metascore
    • 90 Critic Score
    As always, the perception of good value lies with you, but even without a penny paid this is still one of the most fluid, elegant, and strategically rich online shooters available. It's a beautiful game to play – in the elaborate motion of its tactics as much as its bright, crisp worlds.
    • 88 Metascore
    • 90 Critic Score
    You may think you know Diablo, but you don't know it with this level of polish, from the clean brilliance of interlocking skills and classes to the sheer amount of chaos the game's comfortable with conjuring in its later dungeons. It's a testament to what money and confidence (Blizzard's own equivalent of mana and health) can do.
    • 87 Metascore
    • 90 Critic Score
    Despite its hectic invention, then, Velocity retains a rare kind of focus. Vita owners finally have something tart to see them through the drought, and the Minis just got a new standard bearer.
    • 87 Metascore
    • 90 Critic Score
    Spelunky digs its way so deeply into your brain and often pops up when you're busy playing something else. You'll flashback when another game's arsenal reminds you of just how powerful Yu's simple toolset is, or when another level designer tries and fails to encourage a different approach and reward convoluted strategies.
    • 82 Metascore
    • 90 Critic Score
    Its prudence, that veil of simplicity masking a system of astonishing possibility and depth, makes it one of the purest fighting games on the market today.
    • 88 Metascore
    • 90 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.
    • 86 Metascore
    • 90 Critic Score
    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.
    • 88 Metascore
    • 90 Critic Score
    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.
    • 89 Metascore
    • 90 Critic Score
    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.
    • 91 Metascore
    • 90 Critic Score
    It's a rare delight to play a game with such consistency of vision, its art design, level architecture, rulesets, storylines and writing all working in lockstep.
    • 89 Metascore
    • 90 Critic Score
    Charting a course through Earth's imminent destruction is as unashamedly difficult as it was in 1994's X-COM. It's possible, through bad planning and bad management, to doom the planet early on, making the game feel unfair. Get it right, however – survive the stresses of management, and the strains of aliens – and you'll feel like world's greatest hero.
    • 84 Metascore
    • 90 Critic Score
    Once again, Criterion still manages to stand out and offer something fresh, setting a new standard in open-world driving games with - that word again - a seamless feast of quality. [Dec 2012, p.98]
    • 85 Metascore
    • 90 Critic Score
    It's a puzzle game and a strategy game as much as an action game, then, and like Rockstar's Manhunt, it will sicken you even as it provides its murky thrills.
    • 87 Metascore
    • 90 Critic Score
    This is a brave and truly original work, and if this is what happens when Simogo explores its dark side, it should do so more often.
    • 93 Metascore
    • 90 Critic Score
    Persona 4 Golden is full of surprises. Perhaps the biggest is that a console JRPG is so well suited to portable play, and that a four-year-old PS2 game is, by some distance, Vita’s best game to date.
    • 86 Metascore
    • 90 Critic Score
    For an expansion, HOTS is a dense package, adeptly fashioned and hugely enjoyable. But while its core game might be perfection, HOTS itself isn’t.
    • 91 Metascore
    • 90 Critic Score
    Vlambeer’s game is, as its title suggests, ridiculous. In its simple, gleeful rhythms of play, it’s sublime, too.
    • 94 Metascore
    • 90 Critic Score
    That Infinite can handle the collision between its philosophical concerns and its dead-end thrills without seeming hopelessly crass or overly portentous testifies to its often touching script, excellent pacing and the kind of unparalleled world building that shows you all of this coexisting cohesively in a golden city in the sky. But it also demonstrates something else: BioShock’s mechanical evolution as a firstperson shooter.
    • 92 Metascore
    • 90 Critic Score
    Awakening offers an excellent game of strategy, but it’s the relationship system that makes it.
    • 75 Metascore
    • 90 Critic Score
    Simply for the harrowing elegance of this risk-reward proposition, Impossible Road’s lone developer Kevin Ng deserves to have his pockets paved with gold.
    • 87 Metascore
    • 90 Critic Score
    It’s a game that leads by example, never keeping still while making sure you do likewise, and is every bit as essential now as it was 12 months ago.
    • 78 Metascore
    • 90 Critic Score
    Codemasters had a hard act to follow in Grid, but with this sequel it’s delivered a dazzling package that can proudly take its place among the best racing games of this generation. It not only smooths off nearly all of the awkward edges that have plagued the studio’s ongoing attempts to cohere its racing games with driver-focused storylines, but it does so with enough pomp and spectacle to send current-generation hardware off with a memorable bang.
    • 88 Metascore
    • 90 Critic Score
    Animal Crossing: New Leaf has a revitalising new flavour, and in 3DS it’s finally found the ideal place to settle down and make its home.
    • 87 Metascore
    • 90 Critic Score
    Like all great puzzle games, you’re beholden to the whims of fortune, forcing you into leaps of faith that often prove frustratingly fatal. But like all great puzzle games, Stickets’ surface simplicity is merely a cover for mechanics of astonishing depth and longevity.
    • 86 Metascore
    • 90 Critic Score
    This is a remarkable sequel, one that takes its predecessor not as a template, but a jumping-off point. And for all the justifiable concern about its chosen business model, its implementation of the free-to-play model prizes players’ hearts above the contents of their wallets.
    • 90 Metascore
    • 90 Critic Score
    You’ll never be able to play enough Dota 2 to totally master it, and although it’s an F2P game it can be too cruel and unusual for some. But persist through the tough start and accept the idiosyncrasies, and you’ll start to understand why so many have stuck with it for more than a decade. Why would they need something new when they’ve got this incredibly deep, rewarding multiplayer experience?
    • 86 Metascore
    • 90 Critic Score
    Perhaps Gone Home’s greatest surprise lies in the apparent ease with which The Fullbright Company has joined the game’s subject and its medium: it’s a domestic tale of girl-to-womanhood told with the tools of an action game. As a statement that games can express emotionally resonant stories, Gone Home is a triumph. But that’s not why you should play it. Engrossing, touching and rewarding, it’s well worth the experience on its own terms, too.
    • 85 Metascore
    • 90 Critic Score
    Games have mastered action – the amplified and instant reward – but Papers, Please finds satisfaction in the tedium of bureaucracy, and twins it with genuinely human stories and an underlying, dread-filled tension. It’s rare to play a game about something, about a time, a place and a theme, and for a game to embody those ideas from meaning right down to mechanics.
    • 90 Metascore
    • 90 Critic Score
    It may well have been a great game at its initial deadline, but the staggering level of detail in its amplified incarnation helps it run rings around its already estimable predecessor.
    • 80 Metascore
    • 90 Critic Score
    Outlast’s combination of stealth, platforming and horror is exceptional, the benefits of the diverse experience of its highly talented development team always in plain sight.
    • 92 Metascore
    • 90 Critic Score
    Simogo’s greatest triumph, perhaps, is to intensify the potency of the written word. In using its text both as narrative and as geography – and through its impressively restrained use of illustration and sound – it generates an almost unrivalled sense of place.
    • 83 Metascore
    • 90 Critic Score
    Stealth games are only as good as the flexibility of their encounters, and in that regard Black Flag is the most generous Assassin’s Creed game to date.
    • 84 Metascore
    • 90 Critic Score
    Sokobond introduces complexity via level furniture that breaks bonds or lets you adjust the position of bonded atoms, but even the basic chambers provide ingenious challenges. Forget chemistry: it takes alchemy to produce a puzzle game as refined and smart as this.
    • 88 Metascore
    • 90 Critic Score
    The Stanley Parable is brave. It’s brave because it offers the freedom to define the parameters of your experience. It’s brave because it’s willing to explore the ways in which games manipulate players, and to extrapolate that point into a discussion of the way we are all manipulated by the structures of real life. It’s brave because it’s willing to make fun of itself.
    • 93 Metascore
    • 90 Critic Score
    This is Mario like you’ve never seen him before, and unlike so many of his next-gen rivals, he nips along at an effortless 60fps. If the true measure of new hardware’s worth is how stark the difference is between it and what came before, then this is the most next-gen game that 2013 has yet produced.
    • 87 Metascore
    • 90 Critic Score
    At six to seven hours, Tearaway isn’t the longest game in Vita’s library, but it packs in more joyfully realised ideas than many games manage in three or four times the runtime. It’s a beautiful, brilliant game, but it’s more than that: it’s the first great Vita game.
    • 81 Metascore
    • 90 Critic Score
    Nidhogg is not about lengthy stage lists, improvable online systems, fussy control mapping or AI. Nidhogg is about the purity of two friends on a couch duking it out as Daedelus’s moody dynamic electronica frames acrobatic displays of wits and reflexes. In that sense, it has no equal.
    • 75 Metascore
    • 90 Critic Score
    Games are so rarely funny by design, but Jazzpunk is much more than a funny videogame. It’s a comedy, and one that wouldn’t be possible – or anywhere near as powerful – in any other medium.
    • 84 Metascore
    • 90 Critic Score
    TxK
    This is twitch gaming at its finest, with beautifully tuned thumbstick controls and a pulsing rave soundtrack that only seems to focus the mind more sharply.
    • 91 Metascore
    • 90 Critic Score
    For all its little tweaks, Dark Souls II is, foremost, a game made for Souls players. It is a game that asks everything of you and gives so much back, keeping its cards close to its chest, and revealing them only to those prepared to die and die again. It is made to be played for hundreds, if not thousands, of hours as you try new builds, explore PVP and experiment with covenants, all the while slowly peeling back the layers of its lore.
    • 75 Metascore
    • 90 Critic Score
    If it’s a demo, Ground Zeroes is the best demo ever; if it’s a prologue, it sets up the story so well you’ll spend the next year thirsting for revenge; and if it’s a tutorial, the systems it teaches are so intriguing that the prospect of spending an entire game with them is irresistible. Ground Zeroes is a resounding success in every respect bar its price tag, but value is relative. Fourteen hours in, we’re still learning.
    • 88 Metascore
    • 90 Critic Score
    It has, through painstaking effort, upgraded the card duel into a thoroughly modern form. It has resisted the dark lures of free-to-play, and has made deep systems simple to parse without neutering them. In short, Hearthstone is borderline alchemy, turning physical systems into digital gold.
    • 88 Metascore
    • 90 Critic Score
    Mario Kart 8 is yet another overwhelmingly powerful argument in favour of the company’s idiosyncratic approach to design.
    • 83 Metascore
    • 90 Critic Score
    This is a remarkably assured game for such a young studio, the work of a small team that knows exactly what it wants to do and executes it almost without error.
    • 84 Metascore
    • 90 Critic Score
    It feels, in other words, an awful lot like classic Street Fighter, and praise doesn’t come much higher than that.
    • 78 Metascore
    • 90 Critic Score
    Crucially, Autosport’s career structure and nuanced vehicle handling combine to alleviate any potential frustration for players weaned on effortless victories.