Edge Magazine's Scores

  • Games
For 2,542 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: 64
Highest review score: 100 Rock Band 3
Lowest review score: 10 FlatOut 3: Chaos & Destruction
Score distribution:
2,542 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]
    • Edge Magazine
    • 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]
    • Edge Magazine
    • 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]
    • Edge Magazine
    • 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]
    • Edge Magazine
    • 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]
    • Edge Magazine
    • 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]
    • Edge Magazine
    • 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]
    • Edge Magazine
    • 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]
    • Edge Magazine
    • 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
    • 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]
    • Edge Magazine
    • 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]
    • Edge Magazine
    • 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]
    • Edge Magazine
    • 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]
    • Edge Magazine
    • 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]
    • Edge Magazine
    • 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]
    • Edge Magazine
    • 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]
    • Edge Magazine
    • 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]
    • Edge Magazine
    • 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]
    • Edge Magazine
    • 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]
    • Edge Magazine
    • 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]
    • Edge Magazine
    • 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]
    • 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]