Edge Magazine's Scores

  • Games
For 2,620 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 9 points lower than other critics. (0-100 point scale)
Average Game review score: 64
Highest review score: 100 The Orange Box
Lowest review score: 10 FlatOut 3: Chaos & Destruction
Score distribution:
2,620 game reviews
    • 88 Metascore
    • 90 Critic Score
    Mario Kart 8 is yet another overwhelmingly powerful argument in favour of the company’s idiosyncratic approach to design.
    • 88 Metascore
    • 80 Critic Score
    What it takes from Resident Evil 4 – and it takes covetously – is the clever stuff, the enemies built entirely around your weapon-set, the combat full of upset rhythms and immoral thrills, the unrepentant game-isms, and the vital ability to wrong-foot players at all the right moments. [Dec 2008, p.82]
    • Edge Magazine
    • 88 Metascore
    • 80 Critic Score
    While a misplaced desire for innovation once pushed it off course, the series has found its way home. Though it may never learn consistency, it’s remembered how to keep even the most jaded gamer beguiled. [May 2005, p.80]
    • Edge Magazine
    • 88 Metascore
    • 80 Critic Score
    In opposition to its marketing pitch, then, it's perhaps best to view FEAR less as a horror show punctuated by action than a blistering action spectacle that likes to play games with its guests. [Dec 2005, p.98]
    • Edge Magazine
    • 88 Metascore
    • 80 Critic Score
    It isn't any kind of reinvention, but a revitalisation, with a style so rich that it becomes an integral part of the game's substance; Psychonauts breathes imagination and individuality as effortlessly as most games steal from one another. [July 2005, p.84]
    • Edge Magazine
    • 88 Metascore
    • 90 Critic Score
    Your achievements in the game stem from legitimate advancements in your understanding of physics. [July 2015, p.102]
    • Edge Magazine
    • 88 Metascore
    • 80 Critic Score
    Most of all, BioShock 2 has one quality that makes us much more hopeful for the future of the series and its inevitable onward growth as one of gaming’s big franchises: it shows the capacity of Rapture to utterly change itself for the telling of a new tale, while somehow remaining the same.
    • 88 Metascore
    • 80 Critic Score
    There are small gripes – having to use an undo button rather than pick tiles back off the grid irks in 'standard' scenarios, for instance – but they slowly melt away in the face of such eclectic gameplay. Seating arrangements have rarely felt so intelligent, knowing, or inventive.
    • 88 Metascore
    • 80 Critic Score
    The surprise that Meteos brings is the satisfaction of its physics. There’s real weight in the way an underpowered meteor chunk sinks down to earth, and a sense of dynamic propulsion as you flick together a cluster of gravity-defying rockets. [May 2005, p.91]
    • Edge Magazine
    • 88 Metascore
    • 80 Critic Score
    Through judicious pruning and reweaving Naughty Dog has crafted one of the finest action adventures to date. It’s involving in its narrative, a triumph of pacing, and simply a pleasure to play. [Christmas 2007, p.80]
    • Edge Magazine
    • 88 Metascore
    • 80 Critic Score
    This relaxed, arcade-like approach makes for something that's not so much about simulation, but more emulation; letting you thwack the ball with all the verve of an expert, without the worry of any homework. Fun, then, and lots of it. [Nov 2003, p.107]
    • Edge Magazine
    • 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.
    • 88 Metascore
    • 80 Critic Score
    Whatever the oddities and missed opportunities of its singleplayer mode, Bad Company 2 delivers a fulsome online game that continues to hone a winning formula. [Apr 2010, p.90]
    • Edge Magazine
    • 88 Metascore
    • 80 Critic Score
    Far Cry 3's main missions are nothing special in and of themselves, and include one or two exhausting slogs and limp stealth sections, but the campaign does a better job than Far Cry 2's storyline when it comes to providing an alternative to the open emergence of the player-authored escapades.
    • 88 Metascore
    • 80 Critic Score
    With a superior control system and a raft of incisive upgrades, this year's update is a connoisseur of the boxing arts. [Apr 2005, p.103]
    • Edge Magazine
    • 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]
    • 88 Metascore
    • 80 Critic Score
    Whatever the oddities and missed opportunities of its singleplayer mode, Bad Company 2 delivers a fulsome online game that continues to hone a winning formula. [Apr 2010, p.90]
    • Edge Magazine
    • 88 Metascore
    • 80 Critic Score
    When control is wrested from the narrative, the action mechanics are deep and interesting, making unique use of both of the DS screens at once. [May 2008, p.94]
    • 88 Metascore
    • 80 Critic Score
    It makes no spectacular breaks from the past, but it does reclaim the mood – if not the tone – of Diablo II. It's living proof that the values of 2001 still have worth over a decade later.
    • 88 Metascore
    • 80 Critic Score
    Ninja Gaiden is as good as it ever was, and the visual improvements can’t be faulted. The minor redesign of some of the levels is generally irrelevant next to the meat of the game, however, and not worth the update in itself. [Aug 2007, p.90]
    • Edge Magazine
    • 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]
    • Edge Magazine
    • 88 Metascore
    • 80 Critic Score
    Make no mistake: this is a pair of games that will lead to formative moments in young lives, moments of the kind that will inspire a lifelong passion for the medium.
    • 88 Metascore
    • 80 Critic Score
    It’s no accident that your role can often feel more captive than intrepid explorer; Fireproof skilfully demonstrates that escapism through escapology can be a potent conceit indeed.
    • 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.
    • 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
    • 80 Critic Score
    It’s all here: the hoi polloi, the ambience, the weather, the police pressure, and the emergent scenarios that can make you feel special or wretched. It feels familiar, but remains primed for fresh exploration and mischief, reapplying a formula that still feels superior to its imitators’ approaches. [Christmas 2005, p.107]
    • Edge Magazine
    • 88 Metascore
    • 80 Critic Score
    Aside from a very few niggling discrepancies, it’s an almost flawless experience – one which, having demanded a heavy investment of both time and thought, richly pays off. [Christmas 2006, p.83]
    • Edge Magazine
    • 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.
    • 88 Metascore
    • 80 Critic Score
    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.
    • 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.