Edge Magazine's Scores

  • Games
For 2,850 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 8.7 points lower than other critics. (0-100 point scale)
Average Game review score: 65
Highest review score: 100 Grand Theft Auto V
Lowest review score: 10 FlatOut 3: Chaos & Destruction
Score distribution:
2850 game reviews
    • 71 Metascore
    • 60 Critic Score
    Taken in isolation, there's no denying Cold Fear's panache - RenderWare has rarely been used to such strong visual effect - and there is a fair helping of survival horror entertainment to be had here, it's just that you have to dig through several layers of frustration to get at it. [Apr 2005, p.96]
    • Edge Magazine
    • 82 Metascore
    • 60 Critic Score
    The handling hasn’t evolved and a year on, with the masking novelty of the game’s tuning aspects worn off, it’s disappointingly limited and remote. And despite the increased choice and plot introduction the whole exercise can often feel soulless. [Christmas 2004, p.60]
    • Edge Magazine
    • 73 Metascore
    • 60 Critic Score
    Ultimately, Urban Chaos doesn't have the reach to deliver what it promises, and ends up retreating into cliché. A few months more, a few dollars more and this could have made a much more defiant stand. [June 2006, p.93]
    • Edge Magazine
    • 58 Metascore
    • 60 Critic Score
    Western is an old-fashioned game about an old-fashioned time, and although it may not possess the swaggering production values or wit of "Red Dead Revolver," it’s a thoroughly guilty pleasure. [March 2005, p.90]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    Likeable despite its flaws. [March 2015, p.106]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    It gains points for plot and the audacity of simulating an online world, and could have scored higher, but its simplicity and inflexible save system drag it down. [Apr 2004, p.108]
    • Edge Magazine
    • 66 Metascore
    • 60 Critic Score
    Where the game really succeeds, however, beyond providing a robust and solid, if unassuming model of explorative stealth and attack, is in fulfilling that old and oft-forgotten criterion - putting the gamer inside the movie. [Aug 2005, p.95]
    • Edge Magazine
    • 68 Metascore
    • 60 Critic Score
    While these new ingredients can be magical, they’re not enough to produce a truly golden successor. Nevertheless, it’s still an RPG that contains some precious properties. [July 2006, p.90]
    • Edge Magazine
    • 79 Metascore
    • 60 Critic Score
    Even though Situation: Comedy zealously aims for the easiest of targets – cheap television – its satire can feel obvious at times and its parodies fall flat a little more frequently than they should. [Feb 2007, p.85]
    • Edge Magazine
    • 68 Metascore
    • 60 Critic Score
    Juiced 2’s driving dynamic couldn’t be more easygoing without offering an autopilot option... The exception are the drift events, where the game may actually lead its genre. [Dec 2007, p.94]
    • Edge Magazine
    • 86 Metascore
    • 60 Critic Score
    But what GDS ends up proving about game development is this: making simple, fun and, yes, casual games that can keep rewarding players after that first flush of fun is so much harder than it looks.
    • 79 Metascore
    • 60 Critic Score
    With your monster ally at your side, it offers glimpses of something more intriguing, but its most interesting idea is the one that feels frustratingly underexplored. [June 2011, p.101]
    • Edge Magazine
    • 79 Metascore
    • 60 Critic Score
    So, then: the best expansion so far and the game at its worst. Such a contradiction could only be made by Bethesda.
    • 71 Metascore
    • 60 Critic Score
    It all makes it an even greater shame that you'll sometimes feel compelled to jump off and end it all. [Tested with Oculus Rift; Aug 2016, p.116]
    • Edge Magazine
    • 61 Metascore
    • 60 Critic Score
    Fatal Inertia promised so much in its early showings (which claimed to represent in-game footage), but has turned out as a decent but thoroughly predictable racer. [Oct 2007, p.95]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    Vega$ pushes the stagnant tycoon genre as far as it can go, and is currently the best looking management sim available. But how far can you flog a dead Elvis? [Dec 2003, p.103]
    • Edge Magazine
    • 67 Metascore
    • 60 Critic Score
    After some hit-and-miss experimentation, SOCOM needs refreshing, and this more aggressive approach is aiming in the right direction, even if it isn't a direct hit. [June 2011, p.93]
    • Edge Magazine
    • 68 Metascore
    • 60 Critic Score
    For all Zoo Tycoon’s charms, it’s ultimately too shallow; there’s only so much cooing at identikit baby animals you can do before the inevitable fatigue sets in.
    • 80 Metascore
    • 60 Critic Score
    That's the essential nature, and essential problem, of The Division's underlying structure. It's asking you to hunt gear with no tangible reward in terms of what you can do, how you do it, or what you look like doing it. [May 2016, p.108]
    • Edge Magazine
    • 69 Metascore
    • 60 Critic Score
    It’s a unique offering for 360 owners – as it would have been for Xbox – certainly, but one who’s highlights can’t match those of the RPGs currently burning brightly on PS2. [Apr 2006, p.87]
    • Edge Magazine
    • 84 Metascore
    • 60 Critic Score
    While fans will revel in the HD sheen of its signature gore, long-standing cynics and newcomers alike will find a game that, just as it did 19 years ago, pales in comparison to its more fluid, graceful peers. [June 2011, p.95]
    • Edge Magazine
    • 68 Metascore
    • 60 Critic Score
    An unforgiving experience … but Nightshade still has enough chutzpah to give those weaned on games without saves a stern and nostalgic challenge. Those afraid of tough bosses need not apply. [Mar 2004, p.103]
    • 69 Metascore
    • 60 Critic Score
    The engagements of Red River are a nuanced and precise art, one entirely at odds with the hollow cockiness of the cast and one that underscores the real war going on between Operation Flashpoint's essence and its new macho attitude. [June 2011, p.90]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    As a follow-up to Section 8, it delivers much the same experience as its predecessor, albeit repackaged in a more wallet-friendly, downloadable form. [June 2011, p.94]
    • Edge Magazine
    • 87 Metascore
    • 60 Critic Score
    In the original, full-sized LBP, creating more than a few seconds of playable level was a significant and time-consuming effort. Here, with slightly reduced options and at a near microscopic scale, it's much, much harder. [Jan 2010, p.93]
    • Edge Magazine
    • 85 Metascore
    • 60 Critic Score
    Treyarch has taken just enough from COD4 to make World At War a broad success, but it remains firmly in its shadow. [Christmas 2008, p.90]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    Outerlight will patch out the inconsistencies and interface issues, and the community around it will settle. The final delight: this game will get better. The last frustration: we're being made to wait. [Sept 2006, p.83]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    A bold, thoughtful experiment in accessibility, the fighting game's biggest, most enduring problem. [May 2016, p.120]
    • Edge Magazine
    • 71 Metascore
    • 60 Critic Score
    Popcap’s latest digital narcotic is a particularly potent concoction, building on a game we’ve all idly wasted quiet working hours on with an adorable aquatic theme and a ticking clock to make it extra moreish. Be prepared to spend, however, if you don’t want the hit to wear off quickly.
    • 75 Metascore
    • 60 Critic Score
    Reus is a god game, but not one that makes you feel particularly omnipotent. That’s partly because all the divine heavy lifting and occasional smiting is performed indirectly, by a set of elemental colossi, but also because Reus’ complex simulation can be rather daunting. God is in the details, it’s true, but he didn’t have to think quite so hard about them.