Edge Magazine's Scores

  • Games
For 2,875 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 The Legend of Zelda: Breath of the Wild
Lowest review score: 10 FlatOut 3: Chaos & Destruction
Score distribution:
2875 game reviews
    • 43 Metascore
    • 50 Critic Score
    The representation of the xenomorphs is the game’s most damaging failure. They’re just not dangerous enough, reduced by a first mission deluge into a swarm of targets bearing the shape of a familiar, once-horrific symbol of death. But they have none of that pop icon’s grace or deadliness.
    • 52 Metascore
    • 50 Critic Score
    Fundamentally, combat feels feeble and insubstantial - partly out of aesthetic failure to convey power, but mostly out of a design choice to limit the effectivness of your weaponry (see 'Gun Damn'). [Mar 2008, p.95]
    • Edge Magazine
    • 58 Metascore
    • 50 Critic Score
    Constantine’s narrative is compelling enough, and some excellent puzzles save it from the ignominy of being yet another average third-person movie tie-in, but only just... Yes it’s uncomplicated, but still an engaging realisation of the source material. [Apr 2005, p.99]
    • Edge Magazine
    • 62 Metascore
    • 50 Critic Score
    If Headhunter’s controls were as coherent as its looks, it could’ve made for one of the greatest action-adventure games of recent times. Instead, we’re left with a clunky shooting gallery that is, in parts, a likeable gunfighting game. [Oct 2004, p.109]
    • Edge Magazine
    • 68 Metascore
    • 50 Critic Score
    By the time we reached the end of Outlast 2 we felt drained for all the wrong reasons. In leaving the confines of its predecessor's psychiatric hospital setting for the wilds of southern Arizona, Red Barrels' horror series has somehow become more linear and less pliable. And now, in the long shadow cast by Capcom's excellent Resident Evil VII, Red Barrels' macabre tricks are made to appear somewhat less dazzling. [June 2017, p.102]
    • Edge Magazine
    • 57 Metascore
    • 50 Critic Score
    Even when driven in full race trim, every vehicle feels ponderous and with overly soft suspension often resulting in an unnecessarily laborious control method. It's not a bad game, by any means, but the enjoyment provided is limited. [Oct 2003, p.101]
    • Edge Magazine
    • 72 Metascore
    • 50 Critic Score
    This actual action is not rendered with nearly half the imagination or proficiency as the premise offers – and six hours of Remote-induced carpal tunnel syndrome and grim boss-battling overstay their welcome. [Mar 2009, p.91]
    • 65 Metascore
    • 50 Critic Score
    A hastily assembled three-in-one anachronism which proves just one thing: that terrifying and terrible are not mutually exclusive. [Apr 2010, p.93]
    • Edge Magazine
    • 55 Metascore
    • 50 Critic Score
    Without the challenge and cruelty that can make a classic, the results here are likeable, confident, and nowhere near essential. [Mar 2007, p.86]
    • Edge Magazine
    • 70 Metascore
    • 50 Critic Score
    The game's visual and combative energy spark the urge to see where it goes next. If only there was something to do when you get there.
    • 55 Metascore
    • 50 Critic Score
    The Assembly is yet another example of mundane game design attempting to hid behind the novelty of VR. The mileage in this strategy is running out. [Oct 2016, p.122]
    • Edge Magazine
    • 58 Metascore
    • 50 Critic Score
    Feels like a proof of concept for a much more substantial, and refined, counterpart. [Apr 2015, p.120]
    • Edge Magazine
    • 64 Metascore
    • 50 Critic Score
    Strip out the poor parkour and clunky melee and all you’re left with is a shooter, and a workmanlike one at that.
    • 61 Metascore
    • 50 Critic Score
    While moments of genuine beauty exist, they occur in the context of a game that otherwise simply cannot compete with its contemporaries when it comes to visual presentation - a symptom, perhaps, of the seven-year development cycle. [Feb 2015, p.104]
    • Edge Magazine
    • 65 Metascore
    • 50 Critic Score
    Briefly diverting. [Apr 2015, p.121]
    • Edge Magazine
    • 63 Metascore
    • 50 Critic Score
    Rather than expanding on what came before, too often it punishes the committed player, their weapons rendered obsolete, their best gear reset, their flair for teamwork hamstrung by aggressive mobs. [Feb 2015, p.118]
    • Edge Magazine
    • 75 Metascore
    • 50 Critic Score
    While it lasts, it’s one of the better platformers available on XBLA, and the inability to die and general ease of progression make it ideal for very young gamers. [Mar 2009, p.92]
    • Edge Magazine
    • 69 Metascore
    • 50 Critic Score
    Structurally, the game is a waking nightmare. The hub world is vast and unnecessarily confusing, and it is possible to become trapped in levels if you can't figure out where to go next. [Mar 2004, p.108]
    • Edge Magazine
    • 68 Metascore
    • 50 Critic Score
    On retreading the levels enemy attacks become predictable puppet shows, with mad-eyed soldiers lining up to get killed exactly where they did many times before. It's the kind of repetition more commonly associated with lightgun games these days. [Christmas 2003, p.109]
    • Edge Magazine
    • 65 Metascore
    • 50 Critic Score
    The core idea of Eat Them is sound, and when it works it's undeniable fun; there's a definite pleasure in starting with a pristine, ordered city and methodically reducing it to rubble. [Feb 2011, p.102]
    • Edge Magazine
    • 75 Metascore
    • 50 Critic Score
    Namco’s design process seems so addled by the multiform calls for improvement – the aforementioned mission design, multiplayer modes (which remain entirely offline), storylines and sheer content volume all trailing expectations – that it’s momentarily lost its focus. [July 2006, p.88]
    • Edge Magazine
    • 64 Metascore
    • 50 Critic Score
    Techland has played fast and loose with a genre that need refining in to truly let pulses soar. The result is a game that's daft, sloppy fun begging for an injection of refinement. [Feb 2011, p.97]
    • Edge Magazine
    • 67 Metascore
    • 50 Critic Score
    Fun concepts brought low by crummy execution. Hand-to-hand combat can benefit from skill-based flourishes, but rarely goes beyond crude whomping. Large plains hide crannies galore, though you navigate them atop a horse with the handling of a bus.
    • 65 Metascore
    • 50 Critic Score
    While there are occasional sparks from things like laser weapons, or games of tag in the arena combat, too much time is spent racing the same courses at the same speed, with only a very gradual increase in AI awareness to differentiate each step up through the ranks. [Mar 2007, p.85]
    • Edge Magazine
    • 53 Metascore
    • 50 Critic Score
    Some will still find DOAX 2 to be a soothingly directionless or charmingly goofy, a game that feels numbingly pointless when treated like other games. But if this is you second visit to Zack Island, you may well find yourself wasting fewer hours than expected. [Feb 2007, p.79]
    • Edge Magazine
    • 67 Metascore
    • 50 Critic Score
    At least building the game around a mountain ascent avoids survival horror cliché. Instead of stepping bravely into the murk you are motivated forwards by the peak's promise. [Oct 2009, p.98]
    • Edge Magazine
    • 65 Metascore
    • 50 Critic Score
    There’s a familiar, welcoming charm to Wii Party U, which offers an evening spent in the company of nice-but-quiet friends. We wouldn’t blame you, however, if you snuck out to visit the more vibrant party hosted by Wario or Bumpie next door.
    • 80 Metascore
    • 50 Critic Score
    This is another ugly blunder. Pacific Assault demonstrates that bewildering battle scenes are no equal for clever level design and attention to detail. [Christmas 2004, p.92]
    • Edge Magazine
    • 34 Metascore
    • 50 Critic Score
    It’s a B-movie game in every sense, but approach it with sufficiently lowered expectations, and you may just be pleasantly surprised.
    • 69 Metascore
    • 50 Critic Score
    Wet
    Some cool things happen to crazy people in A2M's Wet, but unfortunately there are times in between where you're actually expected to play it. [Nov 2009, p.99]
    • Edge Magazine

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