Edge Magazine's Scores

  • Games
For 2,841 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: 65
Highest review score: 100 The Legend of Zelda: Breath of the Wild
Lowest review score: 10 FlatOut 3: Chaos & Destruction
Score distribution:
2841 game reviews
    • 89 Metascore
    • 80 Critic Score
    That Insomniac has so confidently found its feet makes the prospect of Ratchet’s annual return an exciting, rather than obligatory, one. [Dec 2007, p.86]
    • Edge Magazine
    • 89 Metascore
    • 80 Critic Score
    In a family whose every member shouts from the rooftops, it risks palling into the background. Set it on its own, though – or besides absolutely any other 2D platformer – and it shines with dazzling kaleidoscopic brightness. [July 2006, p.78]
    • Edge Magazine
    • 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.
    • 89 Metascore
    • 70 Critic Score
    Made in Wario confidently sticks two fingers up at an industry that seems to have lost its sense of humour … it displays a refreshing intertextuality that manages to poke fun at and celebrate videogames. [June 2003, p. 103]
    • Edge Magazine
    • 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.
    • 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]
    • Edge Magazine
    • 89 Metascore
    • 80 Critic Score
    The best tennis game of this generation, if not ever. A crisp, responsive and consuming sports title where the act of hitting the ball is made so effortless that your focus can be instantly diverted towards thinking about tactics and exploring the subtle depth on offer. [Jan 2004, p.105]
    • Edge Magazine
    • 89 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
    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]
    • Edge Magazine
    • 88 Metascore
    • 80 Critic Score
    There's no question that Wipeout Pure is a very fine Wipeout game and, thanks to its lively, dynamic soundscape and its distinct, exhilarating handling, it deserves three out of three just as much as a score out of ten.
    • 88 Metascore
    • 80 Critic Score
    The biggest difference between Automata and its director's previous work is that those weird ideas finally have a robust mechanical shell to house them - one flecked with patches of rust, perhaps, but a fine piece of engineering all the same. [May 2017, p.102]
    • Edge Magazine
    • 88 Metascore
    • 70 Critic Score
    It's accomplished in its execution, but threatens to segregate the platform just as Harmonix seemed to be opening it up to all-comers. [Nov 2009, p.103]
    • Edge Magazine
    • 88 Metascore
    • 80 Critic Score
    The only sour note is the way the game keeps even the most skilled players at a severe leaderboard disadvantage until they've unlocked – or purchased – the final playable character.
    • 88 Metascore
    • 70 Critic Score
    Proportionally, far more casual players will finish this than ever finished Super Metroid or Contra III, and their enjoyment might even compare. Sat nobly between emulated coin-ops and overpriced turkeys on high street shelves, Shadow Complex is something of a Live Arcade landmark.
    • 88 Metascore
    • 90 Critic Score
    An emphatic, feature-packed and sometimes stunning final act.
    • 88 Metascore
    • 70 Critic Score
    Plenty of games have flourished around the slaughter, scale and destruction of war, but few have managed to realise a soldier's role and worth - disposable, vulnerable, pivotal - as well as this. [Apr 2005, p.100]
    • Edge Magazine
    • 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
    • 90 Critic Score
    Super Mario Maker's greatest achievement isn't in the pleasing snappiness of its creation, but how it fosters a deeper understanding, and appreciation, of good level design. There can be few finer ways of marking the series' 30th birthday than that. [Nov 2015, p.104]
    • Edge Magazine
    • 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
    • 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
    • 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
    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
    • 60 Critic Score
    A good all-round introduction to the tactical FPS. Glitzy and attractive, but ultimately a little empty, there’s also no doubt that it lives up to its name. [Christmas 2006, p.79]
    • 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
    • 90 Critic Score
    Ostensibly it's a game about overthrowing aliens, but really it's a war against the forces of probability. [March 2016, p.110]
    • Edge Magazine
    • 88 Metascore
    • 90 Critic Score
    Despite a handful of minor issues, then, and occasionally patchy framerates in particularly busy areas, Dishonored 2 is consistently remarkable. [Jan 2017, p.102]
    • Edge Magazine
    • 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 sweeping triptych is as luxurious and formidable a game as you'll encounter on portable hardware. [July 2016, p.114]
    • 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
    • 70 Critic Score
    It feels more like a yearly update than a sequel, a new campaign with old multiplayer. The game isn't distinct from its predecessors in any important way, and fatigue sets in quicker than before. [Jan 2011, p.94]
    • Edge Magazine
    • 88 Metascore
    • 70 Critic Score
    Beyond its undoubted visual appeal, Ori doesn't quite have enough ideas of its own to set itself apart from the genre classics of which its developer is so clearly enamoured. [May 2015, p.118]
    • Edge Magazine
    • 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
    • 60 Critic Score
    Over-dependence on legwork over the bulk of each world robs the game of its sparkle, making it feel more work-ethic sweatshop than well-paced sweetshop. [Dec 2005, p.111]
    • Edge Magazine
    • 88 Metascore
    • 70 Critic Score
    The series is so hemmed in by its own history - and the demands of fans - that it is largely unable to innovate. As such, the PSP version, while a solid iteration of an eminently playable formula, is able to grow only in width rather than concept. [Sept 2006, p.85]
    • 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
    • 60 Critic Score
    As a series, Civilization is being quietly surpassed. [Christmas 2016, p.114]
    • Edge Magazine
    • 88 Metascore
    • 90 Critic Score
    Battlefield 1 is better than its predecessors in almost every way. [Christmas 2016, p.102]
    • Edge Magazine
    • 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.
    • 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]
    • 88 Metascore
    • 60 Critic Score
    Elements such as marching onto an island, or talking to a governor, seem flat and underdeveloped. Islands are sparse and awkward experiences, while their governors are often illogical and nonsensical in their responses. [Jan 2005, p.88]
    • Edge Magazine
    • 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.
    • 88 Metascore
    • 70 Critic Score
    For the first time in years, it's easy to meet up with other players, drawn together by enticing new stories. [December 2016, p.120]
    • Edge Magazine
    • 88 Metascore
    • 90 Critic Score
    This is a game that takes the foundations of one of the most intoxicating RPGs around and builds them into a fast, fluid, simply enormous action game as good as anything Team Ninja has ever made. [April 2017, p.112]
    • Edge Magazine
    • 88 Metascore
    • 70 Critic Score
    Crimson Skies really comes to life online. Up to 16 players can duke it out in the skies and the dogfights are terrific. This is better than you'd ever have expected. [Christmas 2003, p.123]
    • Edge Magazine
    • 88 Metascore
    • 70 Critic Score
    With a smart, wry script, a warmly uplifting narrative and a likeable cast, this is a game with its heart in the right place, even if some of its other parts feel a little out of whack. [Jan 2017, p.123]
    • Edge Magazine
    • 88 Metascore
    • 80 Critic Score
    Racers has an appealing lack of pretension that suggests it has nothing to prove other than that Ridge Racer is a delight to play. And it is, with no call for caveat – for a handheld, for a ‘remake’, for a launch title. It's simply one of the best pure arcade racers to date. [JPN Import; Feb 2005, p.68]
    • Edge Magazine
    • 88 Metascore
    • 80 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.
    • 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
    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.
    • 88 Metascore
    • 60 Critic Score
    Rather than creating a character, you're stuck as the brooding, white-haired monster slayer Geralt. Anyone who enjoyed the role last time will be happy to bear with him while the game meanders to its point. Anyone else will need an extraordinary level of patience.
    • 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]
    • 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]
    • Edge Magazine
    • 87 Metascore
    • 70 Critic Score
    It's impossible for your heart not to race as you sweat out the fright of its peerless audio design, chattering voices and muffled sobs endlessly scraping at your senses. [Oct 2004, p.98]
    • Edge Magazine
    • 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]
    • Edge Magazine
    • 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.
    • 87 Metascore
    • 80 Critic Score
    At the core remains the solid, steady hand of Halo, but those hoping Halo 4 would roll back Reach's intricacies and deliver an alternative to the current wave of console shooters will be disappointed.
    • 87 Metascore
    • 80 Critic Score
    Despite being all about the numbers, FM2010 rises above them to be unexpectedly cruel, kind, and even visceral at times. [Christmas 2009, p.104]
    • Edge Magazine
    • 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.
    • 87 Metascore
    • 60 Critic Score
    It's entertaining, but if SOCOM II is the pinnacle of Sony's online achievement - and it is - then Microsoft has convincingly won the online battle. At least for this round. [Mar 2004, p.100]
    • 87 Metascore
    • 90 Critic Score
    The Witness conjures magic from the simplest of components, rustling up a sensational array of experiences without ever deviating from its core conceit. [March 2016, p.106]
    • Edge Magazine
    • 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.
    • 87 Metascore
    • 60 Critic Score
    Like the first game, it remains a competent but ultimately restrained title. [June 2004, p.111]
    • Edge Magazine
    • 87 Metascore
    • 80 Critic Score
    Where next for Pokemon? Black and White don't suggest any answers, but they do remind us why we'd care in the first place. [Mar 2011, p.103]
    • 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]
    • Edge Magazine
    • 87 Metascore
    • 80 Critic Score
    In the games’ improved communication features, too, X and Y are truer to their narrative’s ethos: the joy of sharing moments of beauty and surprise with others. It’s a delightful message to send to a new generation of players, many of whom are just starting out on their own gaming journey.
    • 87 Metascore
    • 80 Critic Score
    It's disappointing that basic irritants are still evident in the singleplayer game. But it's the online version - which takes the hunter/hunted metaphor to chilling extremes - which ends up being one of the most nerve-racking gaming experiences of all time. [Apr 2004, p.98]
    • Edge Magazine
    • 87 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
    • 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.
    • 87 Metascore
    • 90 Critic Score
    A virtuoso feat of creativity. [July 2015, p.110]
    • Edge Magazine
    • 87 Metascore
    • 80 Critic Score
    It promotes a message of kindness and understanding that's never felt more vital. [Jan 2017, p.121]
    • Edge Magazine
    • 87 Metascore
    • 80 Critic Score
    Sins is undoubtedly a unique achievement, unifying realtime battle and empirical strategy where others have only managed to offer them as separate components. [Apr 2008, p.94]
    • Edge Magazine
    • 87 Metascore
    • 70 Critic Score
    Heavy Rain pulls off its branching narrative by donning blinkers and sprinting down the chosen routes. Countless permutations of each scene are allowed, safe in the knowledge that they will never be addressed again.
    • 87 Metascore
    • 90 Critic Score
    It arrives fully formed, with a challenge and aesthetic that's beautifully intertwined and finely crafted. Joyous.
    • 87 Metascore
    • 80 Critic Score
    Chaos Theory is the game that the original Splinter Cell was meant to deliver: a tight play experience within a trusty framework, one more of enjoyment than irritation, and a game that’s no longer exclusively for fans of repeated reloading. [Apr 2005, p.97]
    • Edge Magazine
    • 87 Metascore
    • 80 Critic Score
    Half-Life’s narrative does nothing altogether new, and nothing to upturn the quite reasonable condescension of Roger Ebert and his peers in more mature media. But in an interactive genre bound to the traditions of the pop-up gun and invisible hero, it simply doesn’t get more sophisticated than this. [Aug 2006, p.80]
    • Edge Magazine
    • 87 Metascore
    • 70 Critic Score
    The frenetic, bite-sized missions are perfect for PSP, bursting with combat and highly detailed. Not before time, Sony has proved that PSP can run and gun with the big boys. [May 2006, p.96]
    • Edge Magazine
    • 87 Metascore
    • 70 Critic Score
    All in all, the setting is perfect for a puzzle game built around existential despair...Its clever, creepy and macabre.
    • 87 Metascore
    • 80 Critic Score
    As we wait for the first of the promised updates, then, there's plenty of reason to hope that this is the beginning, after all –the beginning of something rather special.
    • 87 Metascore
    • 80 Critic Score
    Its biggest adventure to date isn't flawless, but the Dark Knight is far from one to underestimate. [Aug 2015, p.106]
    • Edge Magazine
    • 87 Metascore
    • 70 Critic Score
    Despite what Naughty Dog's crack programmers might think, you can't encode fun-ness into a videogame. Yes, there's lots of 'fun' to be had here, but is it really more fun than the original? Probably not. [Nov 2003, p.96]
    • Edge Magazine
    • 87 Metascore
    • 70 Critic Score
    The game starts slow, a feeling exacerbated - or perhaps caused - by the easiness of the battles. But you'll play it and play it. Every time you try to stop you're just one battle away from mastering that skill, for earning that new job. [Dec 2003, p.105]
    • Edge Magazine