Edge Magazine's Scores

  • Games
For 2,568 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 Bayonetta 2
Lowest review score: 10 FlatOut 3: Chaos & Destruction
Score distribution:
2,568 game reviews
    • 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
    • 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.
    • 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.
    • 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
    • 96 Metascore
    • 90 Critic Score
    Ultimately, no one will disagree that Uncharted 2 is one hell of a ride, and the best PS3 action game to date.
    • 96 Metascore
    • 90 Critic Score
    So, is this what we were expecting from Capcom – a revolution in survival horror? No... It's an interactive B-movie, but one filled with sights, sounds and thrills that will linger in the memory long after the content of more sophisticated titles has been forgotten. [March 2005, 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
    • 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
    • 96 Metascore
    • 90 Critic Score
    With the first instalment, BioWare built a universe of words – a deeply convincing multicultural sprawl you could read about without ever quite getting to touch. Here, you’re inside it from the start – and the view is often dazzling
    • 96 Metascore
    • 90 Critic Score
    These moments are why you play Skyrim, because in the instance of breathless excitement, triumph or discovery, you invest completely in its world.
    • 96 Metascore
    • 90 Critic Score
    Zelda virgins might well play The Wind Waker and deem it the best game they've ever encountered. To those of us who already have an idea of what to expect, though, it's 'merely' brilliant. [May 2003, p.88]
    • 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
    • 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
    • 95 Metascore
    • 90 Critic Score
    GTAIV’s modern weapons spit bullets like angry hornets until a health circle depletes; here, lives end in uncompromising fashion. For the western aficionado, it is viciously accurate; for the fan of wanton sandbox carnage, it is comically frank.
    • 95 Metascore
    • 90 Critic Score
    It's fitting that we're able to steal a line from the script to sum everything up. No spoilers here, just an epitaph, from the moment Cortana turns to Master Chief and says this: "It's not a new plan. But we know it'll work." [Christmas 2004, p.74]
    • Edge Magazine
    • 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.
    • 95 Metascore
    • 90 Critic Score
    With the focus on elaboration rather than evolution, Twilight Princess triggers more memories than it creates, yet it's still an effortless classic that towers over the gaming landscape. Ignore it at your own cost. [Christmas 2006, p.68]
    • Edge Magazine
    • 95 Metascore
    • 90 Critic Score
    Portal 2 delivers, and it does it in style, creating one of the most meticulously designed, thrilling and delightful playgrounds we've ever seen. It's a game with a magical take on momentum, where single bounds over tall buildings are business as usual, where every surface is a potential launchpad, and the entire experience is a belly laugh.
    • 95 Metascore
    • 90 Critic Score
    GTAIV's modern weapons spit bullets like angry hornets until a health circle depletes; here, lives end in uncompromising fashion. For the western aficionado, it is viciously accurate; for the fan of wanton sandbox carnage, it is comically frank.
    • 94 Metascore
    • 90 Critic Score
    A dazzling package. A singleplayer campaign crammed with set-pieces that pull the player through at breakneck speed sits alongside Spec Ops, 23 co-op missions and a MW greatest hits package, before that superlative multiplayer, which really needs no introduction. With such attractions on offer, this is a shooter that demands playing, and playing again. It is still Call Of Duty, but its execution is skilful, mostly thoughtful, and it boasts the highest of production values.
    • 94 Metascore
    • 90 Critic Score
    Visually, kinetically and intuitively, however, Modern Warfare is relentlessly exciting and an overwhelming triumph. [Christmas 2007, p.88]
    • Edge Magazine
    • 94 Metascore
    • 90 Critic Score
    So if Arkham Asylum was defined by its limits, Arkham City is a careful, considered exercise in stripping those limits away. Its open city lets players be a different kind of Batman to the stealthy predator of Asylum – this is the Batman of dropped smoke pellets and theatrical getaways, the Batman with an ear to the ground for the strong picking on the weak, and the Batman who floats above the city with a gothic majesty.
    • 94 Metascore
    • 90 Critic Score
    That Infinite can handle the collision between its philosophical concerns and its dead-end thrills without seeming hopelessly crass or overly portentous testifies to its often touching script, excellent pacing and the kind of unparalleled world building that shows you all of this coexisting cohesively in a golden city in the sky. But it also demonstrates something else: BioShock’s mechanical evolution as a firstperson shooter.
    • 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
    • 94 Metascore
    • 90 Critic Score
    Crucially, it's everything a racing videogame should be: a relentless, unwavering and phenomenal assault on the senses.
    • 94 Metascore
    • 90 Critic Score
    A dazzling package. A singleplayer campaign crammed with set-pieces that pull the player through at breakneck speed sits alongside Spec Ops, 23 co-op missions and a MW greatest hits package, before that superlative multiplayer, which really needs no introduction. With such attractions on offer, this is a shooter that demands playing, and playing again. It is still Call Of Duty, but its execution is skilful, mostly thoughtful, and it boasts the highest of production values.
    • 94 Metascore
    • 90 Critic Score
    The only real criticism that can be levelled at Knights of the Old Republic is that, particularly towards the end of the game, it all feels fairly easy, but then this is a game that's designed to be experienced rather than conquered, and lightsaber wielding Jedi aren't supposed to find things difficult. [Oct 2003, p.86]
    • 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
    • 93 Metascore
    • 90 Critic Score
    Super Smash Bros is a series that has often been unfairly derided as button-mashing, largely thanks to its surface sheen of cutesy characters, but it has one of the most enduringly innovative and deep systems of any fighter. [Apr 2008, p.84]
    • Edge Magazine
    • 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
    No other GTA has felt so trim and robust while making good the promise of a living, breathing action world. [May 2009, p.86]
    • Edge Magazine
    • 93 Metascore
    • 90 Critic Score
    This is Mario like you’ve never seen him before, and unlike so many of his next-gen rivals, he nips along at an effortless 60fps. If the true measure of new hardware’s worth is how stark the difference is between it and what came before, then this is the most next-gen game that 2013 has yet produced.
    • 93 Metascore
    • 90 Critic Score
    A beautiful and brilliantly demanding game that barely contains its dense population of ideas. [Sept 2008, p.89]
    • Edge Magazine
    • 93 Metascore
    • 90 Critic Score
    Given its lineage, it should hardly be surprising to discover that Blizzard has once again demonstrated such a keen sense of balance: with Wings Of Liberty, it offers established players a welcome return to familiar battlegrounds, while providing intrigued bystanders with their best chance yet of engaging with a bewildering, brilliant and punishing genre.
    • 93 Metascore
    • 90 Critic Score
    The central achievement of Minecraft is a willingness to let the player define the experience; to make them the most interesting element in a world that's already dynamic and fascinating. It's a decision that has made designer Markus Persson a millionaire, and it's ensured that the most important PC game of the past five years is also the most timely.
    • 93 Metascore
    • 90 Critic Score
    Persona 4 Golden is full of surprises. Perhaps the biggest is that a console JRPG is so well suited to portable play, and that a four-year-old PS2 game is, by some distance, Vita’s best game to date.
    • 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
    • 93 Metascore
    • 90 Critic Score
    At a time when everyone wants to turn the entertainment world on its head – or at least be seen to – it proves that the entertainment itself, whichever way up it may be, is what matters most. [Christmas 2008, p.86]
    • Edge Magazine
    • 93 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
    • 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.
    • 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
    • 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
    • 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
    • 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
    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
    The present console cycle is expected to last nearly a decade, and there will inevitably be developers advocating the need for more sophisticated tools. But just like Machu Picchu, the Pyramids and every other engineering marvel of antiquity, Uncharted 3 will stand as a reminder to future generations of gamers that enough problem-solving imagination can turn any old trowel into a magic wand.
    • 92 Metascore
    • 90 Critic Score
    Minor gripes aside, Rock Band with four players in the same room is quite something to be a part of, a game not only an evolution of the genre but of the social side of gaming itself. [Jan 2008, p.80]
    • 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
    • 92 Metascore
    • 90 Critic Score
    There's a remarkable consistency to the design even as the levels gets steadily bolder until, after hovering vacuums, teleporters, and levers that freeze time, Simogo throws in a climactic boss battle that is as nerve-wracking as it is joyous. It's a compliment to say that Beat Sneak Bandit feels like a Rhythm Tengoku minigame taken to its logical extreme; it's constructed with a precision and a sense of mischief – and, in its final surprise, a generosity of spirit - that echoes the best work of the WarioWare team.
    • 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
    • 92 Metascore
    • 90 Critic Score
    Grid still offers the most on-track excitement (and better car damage), and the forthcoming GT5 already looks graphically superior, but anyone looking for the most rewarding console driving experience to date has found their ride.
    • 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
    • 92 Metascore
    • 90 Critic Score
    Awakening offers an excellent game of strategy, but it’s the relationship system that makes it.
    • 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
    It's a potent return to form for Takahashi, then, a glowing comeback for the Japanese RPG, and an injection of creativity for some tired hardware. Xenoblade Chronicles manages to impress, enrich and, best of all, inspire wonder.
    • 92 Metascore
    • 90 Critic Score
    By polishing away blemishes, Rock Band 2 carefully improves on its predecessor. Those expecting the likes of music-making functionality perhaps aren’t quite on Rock Band’s wavelength, which is about performance, not creativity. [Dec 2008, p.85]
    • Edge Magazine
    • 92 Metascore
    • 90 Critic Score
    Simogo’s greatest triumph, perhaps, is to intensify the potency of the written word. In using its text both as narrative and as geography – and through its impressively restrained use of illustration and sound – it generates an almost unrivalled sense of place.
    • 91 Metascore
    • 90 Critic Score
    This is brand new, yet it tastes vintage. Because it's nothing less than Capcom at its best in the genre it defines. [May 2010, p.101]
    • Edge Magazine
    • 91 Metascore
    • 90 Critic Score
    It's a rare delight to play a game with such consistency of vision, its art design, level architecture, rulesets, storylines and writing all working in lockstep.
    • 91 Metascore
    • 90 Critic Score
    It provides a revolution, but only inside its own idiosyncratic attitude and aesthetic. Sackboy remains Sackboy, and he won't convert those who didn't like the way he behaved in LBP. And for all the fascinating flexibility of its toolset, clearly this is still a framework: you can stamp a creation with your own style, but the overall vibe will ultimately be Media Molecule's. For those who are happy to embrace it, though, LBP2 represents a dazzling new opportunity for creating deep, diverse and ingenious play.
    • 91 Metascore
    • 100 Critic Score
    Sega's loss is Nintendo's gain: Bayonetta, twirling away from a gigantic demon's maw and smacking the highest choir of angels on the nose, has just given Wii U its first true classic. [Nov 2014, p.100]
    • Edge Magazine
    • 91 Metascore
    • 90 Critic Score
    Vlambeer’s game is, as its title suggests, ridiculous. In its simple, gleeful rhythms of play, it’s sublime, too.
    • 91 Metascore
    • 90 Critic Score
    Added depth and nuance are the guiding principles for this spectacular follow up. [Nov 2009, p.100]
    • Edge Magazine
    • 91 Metascore
    • 90 Critic Score
    The Wii addition sends players on the same astonishing, grisly funfair ride with a slight new twist. But, though it does little to take the experience to new heights, Resident Evil 4 is still an immense pleasure to return to. [Aug 2007, p.95]
    • Edge Magazine
    • 91 Metascore
    • 90 Critic Score
    If "Far Cry" was a game of ambition, then here is one of power. Power which Crytek has channelled, with both passion and care, into superb freewheeling gunplay. [Christmas 2007, p.84]
    • Edge Magazine
    • 91 Metascore
    • 90 Critic Score
    Tecmo's refusal to extend any kind of handhold to less dedicated players is simply a failure of design, not a badge of hardcore honour ... it's impossible to believe they couldn't have found a way to increase the accessibility of the game without undermining the gloriously intractable nature of the challenges it contains. [Apr 2004, p.96]
    • 91 Metascore
    • 90 Critic Score
    Reach is a fine conclusion to Bungie's stewardship of the series, but that's what stops it from being anything more. Halo felt like the future. Reach is merely a brilliantly engineered present.
    • 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.
    • 91 Metascore
    • 90 Critic Score
    The degree of refinement and technical polish across every facet of Gears 3 is enough to make most other games look tatty.
    • 91 Metascore
    • 90 Critic Score
    For all its little tweaks, Dark Souls II is, foremost, a game made for Souls players. It is a game that asks everything of you and gives so much back, keeping its cards close to its chest, and revealing them only to those prepared to die and die again. It is made to be played for hundreds, if not thousands, of hours as you try new builds, explore PVP and experiment with covenants, all the while slowly peeling back the layers of its lore.
    • 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]
    • 90 Metascore
    • 90 Critic Score
    A game that's more than the sum of its parts. [Dec 2009, p.98]
    • Edge Magazine
    • 90 Metascore
    • 90 Critic Score
    The ambitious, exacting craftsmanship of Evolution goes a long way to ensuring that every person who gives the game a proper chance will be seduced into becoming precisely such a fan. [May 2012, p.106]
    • 90 Metascore
    • 90 Critic Score
    The best platformer on iPhone just got better, and there's still no sign of any meaningful competition. [Sept 2009, p.93]
    • Edge Magazine
    • 90 Metascore
    • 90 Critic Score
    It is an instinctive, ingenious joy to play for every minute, and it sets a new gold standard for game interface design on any platform. [Sept 2007, p.86]
    • Edge Magazine
    • 90 Metascore
    • 90 Critic Score
    It's unusual to find a game of this sort deal with losing, which is obviously the majority experience, with such care – the packaging of Barry's mad dash turns it into an endlessly rewarding marathon, rather than a series of disconnected sprints.
    • 90 Metascore
    • 90 Critic Score
    Playdead's debut title is a rare thing – a wholly realised place as well as a successfully realised game, and both Limbo and the Limbo inside it are one-of-a-kind places to be stuck in.
    • 90 Metascore
    • 90 Critic Score
    It may be pulled together from no more than shards of light, but few games manage to be both a science and an art. [Oct 2008, p.99]
    • Edge Magazine
    • 90 Metascore
    • 90 Critic Score
    Civilization's revolution is daring for a series built on expansion. It strips and pares away, making management easy and command enjoyable. [Nov 2010, p.91]
    • Edge Magazine
    • 90 Metascore
    • 90 Critic Score
    From its sluggish, restrictive start, Human Revolution opens into a world of scintillating possibility in which your actions' significance reaches far into the future. And with something like that difficult future approaching fast, Human Revolution achieves a rare accolade: it's not just a great game, but a timely one.
    • 90 Metascore
    • 90 Critic Score
    You’ll never be able to play enough Dota 2 to totally master it, and although it’s an F2P game it can be too cruel and unusual for some. But persist through the tough start and accept the idiosyncrasies, and you’ll start to understand why so many have stuck with it for more than a decade. Why would they need something new when they’ve got this incredibly deep, rewarding multiplayer experience?
    • 90 Metascore
    • 90 Critic Score
    The racing, in itself, is excellent. Striking a wonderful balance between simulation and thrills. [July 2007, p.86]
    • Edge Magazine
    • 90 Metascore
    • 90 Critic Score
    The only thing that's hard to adjust, in fact, is the tension in your muscles. GTR 2 is hugely better than its predecessor in exactly the area that matters. [Oct 2006, p.89]
    • Edge Magazine
    • 90 Metascore
    • 90 Critic Score
    A shrewd and often brilliant game that reaches its destination with most of its goals realised, not discarded and left in the dust like the forced march of its predecessors. [Apr 2011, p.94]
    • Edge Magazine
    • 90 Metascore
    • 90 Critic Score
    No other game takes on whole eras of combat with such a combination of respect and fetishism for the rules and wisdom of battle, and no series treats history like such a serious playground of possibilities, yet features such comic-book characters. [Apr 2009, p.114]
    • Edge Magazine
    • 90 Metascore
    • 90 Critic Score
    It may well have been a great game at its initial deadline, but the staggering level of detail in its amplified incarnation helps it run rings around its already estimable predecessor.
    • 89 Metascore
    • 90 Critic Score
    Borderlands 2 might not develop extensively on its forebear, but it has even greater power to hold you for hours on end, deftly weaving RPG stat development with skill-based play. It's enough to make every decision you make meaningful and fun, and lend the realisation that Gearbox knows more about the fundamentals of the shooter than almost any other developer.
    • 89 Metascore
    • 90 Critic Score
    Demon's Souls is the antithesis of the fashionable approach to gaming. It encourages mastery over mere perseverance and every reward is so hard won as to make it almost unattainable. But if gaming's ultimate appeal lies in the learning and mastering of new skills, then surely the medium's keenest thrills are to be found in its hardest lessons. For those who flourish under Demon's Souls' strict examination, there's no greater sense of virtual achievement.
    • 89 Metascore
    • 90 Critic Score
    It’s a game that builds gradually and then becomes irresistible, a beautiful lump of an RPG that continues beyond the close of its main campaign, and will have you thinking about it when you’re not at your 360. [Dec 2008, p.79]
    • Edge Magazine
    • 89 Metascore
    • 90 Critic Score
    If L4D2 is sometimes over-complicated by its glut of small innovations, then it also substantially rewards the player with its few large ideas: confusion gives way to depth and dynamism, grander thrills and starker dramas. We’re still interested in the fate of the original game’s heroes, but this sequel affirms that the way ahead is due south.
    • 89 Metascore
    • 90 Critic Score
    Valve has taken something unscripted and dynamic, and seeded it with the right amount of narrative flavour, pacing and spectacle. [Christmas 2008, p.82]
    • Edge Magazine
    • 89 Metascore
    • 90 Critic Score
    Valve has taken something unscripted and dynamic, and seeded it with the right amount of narrative flavour, pacing and spectacle. [Christmas 2008, p.82]
    • Edge Magazine
    • 89 Metascore
    • 90 Critic Score
    If L4D2 is sometimes over-complicated by its glut of small innovations, then it also substantially rewards the player with its few large ideas: confusion gives way to depth and dynamism, grander thrills and starker dramas. We’re still interested in the fate of the original game’s heroes, but this sequel affirms that the way ahead is due south.
    • 89 Metascore
    • 90 Critic Score
    Criterion has taken the series back to its first principal of cops vs racers, and constructed a high-octane combat racer of beauty and depth. [Christmas 2010, p.82]
    • Edge Magazine
    • 89 Metascore
    • 90 Critic Score
    Fez
    The route you pick through Polytron's floating world is nearly impossible to verbalise, while its puzzles resolve themselves in your mind unexpectedly, in clear, wordless chunks. There's really no language to cover many of the things you get up to in Fez. For a videogame in 2012, that may be the ultimate endorsement.
    • 89 Metascore
    • 90 Critic Score
    Charting a course through Earth's imminent destruction is as unashamedly difficult as it was in 1994's X-COM. It's possible, through bad planning and bad management, to doom the planet early on, making the game feel unfair. Get it right, however – survive the stresses of management, and the strains of aliens – and you'll feel like world's greatest hero.
    • 89 Metascore
    • 90 Critic Score
    The game's excellent controls and stream of grisly scares make it the current standard for survival horror, and it now boasts eruptions of blockbusting action that rival this generation's biggest games. [Feb 2011, p.94]
    • 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.