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Edge
The cover for issue 354 (February 2021)
EditorTony Mott
Deputy editorJon Bailes
Art directorWarren Brown
Operations editorMiriam McDonald
CategoriesComputer and video games
FrequencyMonthly
CirculationUnavailable from 2015[1]
18,082 (Jan – Dec 2014)[2]
20,485 (Jan – Dec 2013)[3]
25,571 (Jan – Dec 2012)[4]
PublisherFuture Publishing
First issueOctober 1993; 32 years ago (1993-10)
CompanyFuture plc
CountryUnited Kingdom
Based inBath, England
LanguageEnglish
Websitegamesradar.com/uk/edge/
ISSN1350-1593

Edge is a multi-format video game magazine published by Future plc. It is a UK-based magazine and publishes 13 issues annually. The magazine was launched by Steve Jarratt in 1993. It has also released foreign editions in Australia, Brazil, France, Germany, Italy, and Spain.

History

[edit]

The magazine was launched in October 1993 by Steve Jarratt, a long-time video games journalist who has launched several other magazines for Future.

The artwork for the cover of the magazine's 100th issue was specially provided by Shigeru Miyamoto. The 200th issue was released in March 2009 with 200 different covers, each commemorating a single game; 199 variants were in general circulation, and one was exclusive to subscribers.[5] Only 200 magazines were printed with each cover, sufficient to more than satisfy Edge's circulation of 28,898.[6]

In October 2003, the then-editor of Edge, João Diniz-Sanches, left the magazine along with deputy editor David McCarthy and other staff writers.[7] After the walkout, the editorship of Edge passed back to Tony Mott, who had been editor prior to Diniz-Sanches. The only team member to remain was Margaret Robertson, who in 2006 replaced Mott as editor.[8] In May 2007, Robertson stepped down as editor and was replaced by Tony Mott, taking over as editor for the third time.[9] Alex Wiltshire was the magazine's editor from May 2012 to March 2013,[10][11] followed by Nathan Brown. Jen Simpkins took over the editor's role from Nathan Brown in April 2020.[12]

Between 1995 and 2002, some of the content from the UK edition of Edge was published in the United States as Next Generation. In 2007, Future's US subsidiary, Future US began re-publishing selected recent Edge features on the Next Generation website;[13][14] the Edge website and blog were subsequently incorporated into the NextGen site.[15] In July 2008, the whole site was rebranded under the Edge title, as that was the senior of the two brands.[16][17] In May 2014 it was reported that Future intended to close the websites of Edge, Computer and Video Games and their other videogame publications;[18] in December 2014, it was confirmed that the C&VG website would close and its content would instead be published at GamesRadar,[19] and in January 2015, it was announced that the same would happen to the Edge website.[20] Between 2015 and 2018, Edge articles were occasionally republished on Kotaku UK.[21][22]

Edge has been redesigned three times since the magazine launched. The first redesign occurred in 1999; the second in 2004; and the third in 2011. The first redesign altered the magazine's dimensions to be wider than the original shape. The latest design changes the magazine's physical dimensions for the second time, and introduces a higher quality of paper stock than was previously used.

Features

[edit]

Each issue includes a "Making-of" article on a particular game, usually including an interview with one of the original developers.[23] Issue 143 introduced the "Time Extend" series of retrospective articles. Like the "making-of" series, each focuses on a single game and, with the benefit of hindsight, gives an in-depth examination of its most interesting or innovative attributes.[24]

"Codeshop" examines more technical subjects such as 3D modelling programs or physics middleware, while "Studio Profile" and "University Profile" are single-page summaries ("like Top Trumps, but for game dev") of particular developers or publishers, and game-related courses at higher education institutions.

Although an overall list of contributors is printed in each issue's indicia, the magazine typically has not used bylines to credit individual writers to specific reviews and articles, instead only referring to the anonymous Edge as a whole. Since 2014, some contributed features are credited with a byline. The magazine's regular columnists have been consistently credited throughout the magazine's run. The current columnists are James Leach, Clint Hocking and Tadhg Kelly. In addition, several columnists appear toward the beginning of the magazine to talk about the game industry as a whole, rather than focusing on specific game design topics. They are Trigger Happy author Steven Poole,[25] Leigh Alexander, and Brian Howe, whose parody article section "You're Playing It Wrong" began with the new redesign.

Previous columnists have included Paul Rose ("Mr Biffo", the founder of Digitiser), Toshihiro Nagoshi of Sega's Amusement Vision, author Tim Guest (whose column on MMOs preceded the publication of his book Second Lives), N'Gai Croal, and game developer Jeff Minter. In addition, numerous columns were published anonymously under the pseudonym "RedEye", and several Japanese writers contributed to a regular feature called "Something About Japan".

James Hutchinson's comic strip Crashlander was featured in Edge between issues 143 and 193.[26]

Scoring

[edit]

Edge scores games on a ten-point scale, from a minimum of 1 to a maximum of 10, with five as ostensibly the average rating. For much of the magazine's run, the magazine's review policy stated that the scores broadly correspond to one of the following "sentiments":

  1. disastrous
  2. appalling
  3. severely flawed
  4. disappointing
  5. average
  6. competent
  7. distinguished
  8. excellent
  9. astounding
  10. revolutionary

However, with issue 143 the scoring system was changed to a simple list of "10 = ten, 9 = nine..." and so on, a tongue-in-cheek reference to people who read too much into review scores.[27] It was almost three years before Edge gave a game a rating of ten out of ten, and to date the score has been given to twenty-eight games:

List of games with a top 10/10 score
Title Platforms Issue Year
Super Mario 64[28] Nintendo 64 E035 1996
Gran Turismo[29] PlayStation E055 1998
The Legend of Zelda: Ocarina of Time[30] Nintendo 64 E066 1998
Halo: Combat Evolved[31] Xbox E105 2001
Half-Life 2[32] Windows E143 2004
Halo 3[33] Xbox 360 E181 2007
The Orange Box[34] Windows, Xbox 360 E182 2007
Super Mario Galaxy[35] Wii E183 2007
Grand Theft Auto IV[36] PlayStation 3, Xbox 360 E189 2008
LittleBigPlanet[37] PlayStation 3 E195 2008
Bayonetta[38] Xbox 360 E209 2009
Super Mario Galaxy 2[39] Wii E215 2010
Rock Band 3[40] PlayStation 3, Xbox 360 E222 2010
The Legend of Zelda: Skyward Sword[41] Wii E234 2011
The Last of Us[42] PlayStation 3 E255 2013
Grand Theft Auto V[43] PlayStation 3, Xbox 360 E259 2013
Bayonetta 2[44] Wii U E272 2014
Bloodborne PlayStation 4 E279 2015
The Legend of Zelda: Breath of the Wild Nintendo Switch, Wii U E304 2017
Super Mario Odyssey[45] Nintendo Switch E312 2017
Red Dead Redemption 2[46] PlayStation 4, Xbox One E326 2018
Dreams PlayStation 4 E344 2020
Elden Ring PlayStation 4, PlayStation 5, Windows, Xbox One, Xbox Series X/S E370 2022
Immortality[47] Android, iOS, Windows, Xbox Series X/S, PlayStation 5 E375 2022
The Legend of Zelda: Tears of the Kingdom Nintendo Switch E385 2023
Baldur's Gate 3 Windows, PlayStation 5 E389 2023
Astro Bot PlayStation 5 E403 2024
Clair Obscur: Expedition 33 PlayStation 5, Windows, Xbox Series X/S E411 2025
Series with multiple perfect scores
Rank Series Number of 10/10 scores Developer(s) Timescale
1 Super Mario 4 Nintendo EAD/EPD 1996–2017
The Legend of Zelda 1998–2023
2 Bayonetta 2 PlatinumGames 2009–2014
Grand Theft Auto Rockstar North 2008–2013
Half-Life (inc. The Orange Box) Valve 2004–2007
Halo Bungie 2001–2007

In contrast, only two titles have received a one-out-of-ten rating, Kabuki Warriors[48] and FlatOut 3: Chaos & Destruction.[49]

Retrospective awards

[edit]

In a December 2002 retro gaming special, Edge retrospectively awarded ten-out-of-ten ratings to two titles released before the magazine's launch:

  • Elite (originally released in 1984)
  • Exile (originally released in 1988)

Edge also awarded a 10/10 score in one of the regular retrospective reviews in the magazine's normal run:

In Edge's 10th anniversary issue in 2003, GoldenEye 007 (1997) was included as one of the magazine's top ten shooters, along with a note that it was perhaps "the only other game" that should have received a ten out of ten rating. The game had originally been awarded a nine out of ten, with the magazine later stating that "a ten was considered, but eventually rejected".

Resident Evil 4, which came second in Edge Presents The 100 Best Videogames, originally obtained a nine, but according to the 100 Best Videogames issue, it came "as near as dammit to the sixth (at the time) Edge ten".

The 20th anniversary issue (E258) published in August 2013 carried a feature called "The Ten Amendments", in which the following seven games' scores were retrospectively adjusted to ten-out-of-ten. A rationale was provided for each.

Special issues

[edit]

A number of Edge special editions were published in the UK. These included:

"1996 essential hardware guide" (1996)

Special edition issue focussing on PS1, Saturn, Ultra 64, PC CD-ROM, 3DO, M2, Atari Jaguar, Amiga, Virtual Boy, Mega Drive, Super Nintendo. This was the first special edition produced, the front and spine displaying Premiere Issue.

"Essential hardware guide 2000" (2000)

Special edition featuring the top ten formats ever, Sir Clive revisits the ZX Spectrum and sections on Xbox, PSOne, PS2, Dreamcast, Gamecube, GScube, Game Boy Color, PC, Game Boy Advance, Wonderswan Color, Ericsson R380s, Palm IIIc and GP32.

"The 100 most significant reviews from the first 100 issues" (2001)

A collection of reprints of notable reviews from the magazine's history, along with retrospective commentary on each game. In addition to reviews of popular titles (including the three "ten out of ten" scores that had been awarded during that period), it also included Edge's comments on notable hyped disappointments such as Rise of the Robots and Daikatana. The issue also included an index of the content of those 100 issues of the magazine.

"Retro: The guide to classic videogame playing and collecting" (2002)

This retrogaming-themed special issue applied the format of the standard edition of Edge to classic video games. This was the most fully formed of the Edge specials, being an edition that only featured new material.

"Retro: 'The making of...' special" (2002)

The second edition in the Retro series was a collection of "Making of" features, most of which had run previously in the main magazine. These features usually contained interviews with the makers of classic video games talking about the process involved in their title's creation.

"Edge presents Equip: PlayStation 2 edition"

"Edge presents Equip: GameCube edition"

"Edge presents Equip: PC edition"

"Edge presents Equip: Xbox edition"

Each Equip issue discussed the state of a particular games platform, looking back on significant releases with the benefit of hindsight and outlining future developments. For example, the GameCube issue featured lengthy retrospectives on The Legend of Zelda: The Wind Waker and Animal Crossing, plus a feature on upcoming titles that would use the GameCube – Game Boy Advance link cable.

'Specials issue ten: "Retro: The Collector's Series" This final edition in the Retro series reprinted all of the "Collector's Series" of articles from the main magazine. Each feature focused on a specific video game console of yesteryear and examined its history and the collectors market surrounding its rare or collectable games. Unusually for Edge, the majority of these articles were written by one video games journalist: Simon Parkin, a long-time freelance contributor to the magazine.[51]

"Edge presents FILE Volume 1 - Issues 1-12: The birth of a new generation" (2006)

"Edge presents FILE Volume 2 - Issues 13-24: The new generation shows its strength" (2007)

"Edge presents FILE Volume 3 - Issues 25-36: Videogame culture enters a new era" (2007)

Three "File" editions reprinted selected content originally published between 1993 and 1996 in Edge issues 1–36. Each volume of "File" covered 12 issues.[52]

"Edge presents... The Art Of Videogames" (2007)

This went on sale 26 April 2007 showcasing the visual aspect of gaming.[53]

"Edge presents... The 100 Best Videogames" (2007)

On sale from 3 July 2007. The list was compiled through a combination of suggestions from Edge readers, Edge staff and additional "industry experts". Each game in the list had a retrospective article, a full-page illustration, and a sidebar listing readers' comments. In addition, the volume contained reprints of the magazine's previous "Top 100" lists from 2000 (issue 80) and 2003 (issue 128).[54] The top 10 of Edge Presents The 100 Best Videogames were:
  1. The Legend of Zelda: Ocarina of Time
  2. Resident Evil 4
  3. Super Mario 64
  4. Half-Life 2
  5. Super Mario World
  6. The Legend of Zelda: A Link to the Past
  7. Halo: Combat Evolved
  8. Final Fantasy XII
  9. Tetris
  10. Super Metroid

An Edge Special Edition - "the 100 greatest videogames" (2015)

The issue has a similar format to the previous volume in that each game in the list has a retrospective article accompanied by a full-page illustration (often a piece of concept art from the game). The list was composed solely by Edge staff; there are no sidebars with readers' comments. The "Top 100" lists contained in the 2007 volume were not reprinted.
The criteria Edge used when compiling the list were simple: games from any platform were eligible, series featuring straight-up sequels could only include a single entry, and the games in the list "had to stand up today rather than making the cut for reasons of nostalgia or historic significance."[55]
The top 10 of the 100 greatest videogames were:
  1. Dark Souls
  2. Grand Theft Auto V
  3. The Last of Us
  4. Bloodborne
  5. Half-Life 2
  6. Tetris
  7. Super Mario Galaxy 2
  8. The Legend of Zelda: Ocarina of Time
  9. Resident Evil 4
  10. Minecraft

An Edge Special Edition - "the 100 greatest videogames" (2017)[56]

  1. The Legend of Zelda: Breath of the Wild
  2. Dark Souls (video game)
  3. Grand Theft Auto V
  4. The Last of Us
  5. Bloodborne
  6. Half-Life 2
  7. Tetris
  8. Super Mario Galaxy 2
  9. The Legend of Zelda: Ocarina of Time
  10. Resident Evil 4

An Edge Special Edition - "the 30th anniversary special edition" - 100 greatest games of Edge's lifetime (2023)[57]

  1. The Legend of Zelda: Breath of the Wild
  2. Dark Souls (video game)
  3. Super Mario 64
  4. The Legend of Zelda: Ocarina of Time
  5. Resident Evil 4
  6. Halo: Combat Evolved
  7. Half-Life 2
  8. Portal (video game)
  9. Elden Ring
  10. Doom (1993 video game)

Foreign editions

[edit]

Australia

[edit]

An Australian edition was briefly published in early 2004, for less than six months. The Australian edition consisted mostly of content from the UK edition, along with news on the local games industry.

Brazil

[edit]

The Brazilian edition was launched in Brazil in May 2009. It includes articles translated from the UK magazine alongside original local content.[58] The magazine was cancelled in November 2010, with 18 issues.[59]

France

[edit]

A translated selection of articles are published with the French magazine Joypad [fr]. In 2017, La Financière de Loisirs licensed the title for France, starting with a 200 pages special issue about popular games that changed the gaming industry, as well AAA as indies.

Germany

[edit]

In November 2005, a German translation was launched by the publishing house Computec Media AG. The German edition was thinner than the English original, the covers were slightly changed and the ratings raised. In January 2007 it was changed to a bi-monthly schedule and in July 2007 it was finally shut down.

Italian

[edit]

In October 2004, an Italian localised edition was launched under the name Videogiochi and published by Future Italy. In December 2006, Future Italy was sold to Sprea Editori which renamed it Game Pro in May 2007. Last issue: September 2009.

Spanish

[edit]

A localised edition of Edge was launched in Spain on 15 April 2006 by publisher Globus, which shares some staff from the On/Off editorial,[60] a Globus magazine about DVD video and consumer technology, not in any way related to video games.[61] It lacks some articles contained in the UK edition, such as the Virtua Fighter 5 story which was omitted from the corresponding Spanish edition.[62]

At the end of May 2009, a post in the official Edge Spanish forums[63] made by the main administrator, stated that Globus was about to close its video game division, which meant the closure of the Spanish edition of Edge and NGamer.

In October 2017, a new official Edge Spanish edition is released. A new number comes every two months.

References

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Edge is an online magazine and intellectual platform founded by literary agent and author John Brockman in 1996 as the digital extension of his earlier Reality Club gatherings, which began in 1981. It serves as a hub for "The Third Culture," a term Brockman coined to describe scientists and empirical thinkers who directly engage the public with innovative ideas on the frontiers of knowledge, bypassing traditional humanistic intermediaries. The platform's core purpose is to foster accessible, jargon-free discussions on profound questions about the , , mind, and society, drawing contributions from nearly 1,000 prominent figures in science, , and technology. From 1998 to 2018, a hallmark of Edge was its annual "Edge Question," initiated in the spirit of artist James Lee Byars' 1971 "World Question Center" concept, which prompted leading intellectuals—such as biologists, physicists, and philosophers—to provide concise essays on a single provocative theme, such as "What is your favorite deep, elegant, or beautiful ?" in . These responses, often numbering in the hundreds, influenced public and academic debates on topics ranging from to and ethical technology dilemmas. Over its nearly three decades, Edge has amassed a vast archive of over 750 transcribed conversations, 350 hours of video content, and 19 printed anthologies compiling its discussions, amassing close to 10 million words of material that bridges academia and broader audiences. The magazine's impact stems from Brockman's role as an impresario connecting elite thinkers, including luminaries like , , and , to explore interdisciplinary themes such as , , and the societal implications of . Operating as a nonprofit foundation, Edge maintains a global reach, historically evidenced by a Google PageRank of 8 until the metric's discontinuation in 2016, emphasizing rigorous, unpredictable intellectual exchange that challenges conventional boundaries between and culture.

Publication overview

Format and distribution

Edge is an online-only publication featuring long-form conversations, essays, and Edge Question, with content presented in text, audio, and video formats. Launched in , it does not follow a fixed issue schedule but publishes ongoing discussions and releases question responses in each year, often compiled into printed anthologies. Distribution is primarily digital through the Edge.org website, providing free global access to its of over 750 conversations, 350 hours of video, and nearly 10 million words of material as of 2025. Printed companion books, such as annual collections edited by Sara Lippincott, are published by and other presses, with over 700,000 copies sold across 19 volumes. No subscription model exists for the online content, though books are available for purchase worldwide via retailers like Amazon.

Current status and ownership

Edge is owned and operated by the Edge Foundation, Inc., a nonprofit private operating foundation established in 1988, with John Brockman serving as editor and publisher since its inception. As of November 2025, the platform remains active, continuing to host intellectual exchanges among scientists and thinkers, with recent content including essays and obituaries published in 2023. Headquartered in New York, the organization maintains a lean structure focused on curating contributions from a council of advisors, including , Kevin Kelly, George Dyson, and Laurie Santos. It operates without print periodicity, emphasizing digital accessibility and occasional events, while sustaining its mission through foundation funding and book sales. No major changes have occurred, and the site reports ongoing engagement with no indications of cessation.

History

Founding and early years

Edge was launched in October 1993 by Future Publishing as a multi-format video games aimed at a mature audience, seeking to provide sophisticated, in-depth coverage that contrasted with the tabloid-style, teen-oriented competitors like (CVG). The publication was founded by Steve Jarratt, a veteran journalist who had previously worked on titles such as Crash and Mean Machines. Jarratt served as the launch editor, overseeing the first seven to eight issues and establishing an anonymous, collective editorial voice described as "from Edge" to reflect a broader industry perspective rather than individual personalities. The inaugural issue featured Psygnosis' Microcosm as its cover story, with an in-depth analysis and custom monochrome photography, alongside extensive coverage of emerging hardware like the 3DO Interactive Multiplayer (spanning 11 pages), reviews of games including Rise of the Robots and , and features on audio design in video games and the aspects of the industry, such as the Commodore Amiga CD32 and . This approach emphasized the maturing landscape of video games, including technology, 32-bit processors, and 3D graphics, positioning Edge as a forward-thinking outlet inspired by earlier sophisticated publications like and 1980s computer magazines. The magazine quickly gained acclaim, winning Industry Magazine of the Year after just four issues, signaling strong early reception and growth in readership during the mid-1990s. Under Jarratt's guidance through the 1990s, Edge solidified its reputation for authoritative, witty analysis, introducing its influential 10-point review scale in the early years to offer nuanced evaluations beyond simple pass/fail judgments. By the late 1990s, it underwent its first major redesign in 1999 to refine its layout and maintain relevance as the industry shifted toward more complex, cross-platform titles.

Editorial changes and challenges

In 2006, Future Publishing restructured the editorial team at Edge, promoting Tony Mott to the role of while appointing Margaret Robertson as editor; Robertson had previously advanced through positions as , games editor, and deputy editor at the , bringing a focus on in-depth narrative features and journalistic rigor. The 2010s brought significant challenges for Edge, including a high-profile trademark dispute with Tim Langdell, founder of , who claimed prior rights to the "Edge" name dating back to 1993 and sought to enforce them against Publishing. In June 2011, won a decisive victory in a High Court case, with the judge ruling that Langdell's claims were unfounded and lacked evidence of prior use in the gaming context, thereby securing Edge's continued use of the title without interference. Editorial leadership evolved further in the late 2010s, with Jen Simpkins appointed as editor in April 2020, succeeding Nathan Brown; Simpkins, a veteran games journalist, prioritized amplifying diverse voices and spotlighting independent developers during her tenure, which aligned with the magazine's tradition of thoughtful analysis amid a diversifying industry landscape. Simpkins departed in November 2020 after approximately seven months as editor (and three years total at the magazine), during which Edge adapted to broader market shifts by expanding coverage of indie titles, mobile, and web-based games to reflect the growing prominence of accessible, non-traditional platforms.

Digital transition and recent developments

In the 2010s, Edge magazine underwent a significant digital pivot to adapt to changing habits, launching its online platform at edge-online.com in the early part of the decade to provide web-based content alongside print issues. This was complemented by the introduction of app editions in 2011, enabling digital downloads and interactive reading experiences through platforms like the and Pocketmags. By 2015, the magazine achieved full integration with GamesRadar+, Future plc's broader gaming portal, allowing Edge's editorial content to reach a wider via shared digital channels and enhancing opportunities. Following the onset of the in 2020, Edge experienced notable editorial shifts, including the departure of key staff such as editor Jen Simpkins, amid broader industry transitions at . The magazine shifted to models to maintain production, a change that persisted as part of Future's operational adaptations during the crisis. Concurrently, there was an increased emphasis on in print production, aligning with Future plc's corporate responsibility strategy to reduce environmental impact through responsible sourcing. From 2021 to 2025, Edge marked several milestones in its digital evolution, including expanded video content through previews and behind-the-scenes features hosted on YouTube via the GamesRadar+ network, which garnered growing engagement from gaming audiences. Following Simpkins' departure, Tony Mott returned as editorial director. Issues in 2025, such as the August edition (issue #412), featured in-depth discussions on AI in gaming, examining its role in game development and player experiences, including critiques of AI implementation in titles like Elden Ring expansions. The magazine faced challenges from declining print sales, a trend offset by robust growth in digital subscriptions, which contributed to Future plc's overall 24% increase in digital revenue during this period. In 2023, Edge underwent a redesign incorporating eco-friendly options, supporting Future's sustainability goals by using responsibly sourced materials to minimize . Looking ahead, Edge has outlined plans to incorporate VR and AR features in upcoming issues, with enhanced coverage of immersive technologies in games, as seen in previews of VR titles like in the February 2025 issue and ongoing arcade watch segments on evolving VR/AR trends.

Content and editorial style

Regular features and columns

Edge features a variety of content formats centered on intellectual discussions among scientists, philosophers, and thinkers. A cornerstone is the annual "Edge Question," launched in , which poses a single provocative query to hundreds of contributors—such as "What do you believe is true even though you cannot prove it?" in —eliciting short essays that explore cutting-edge ideas in science and society. These responses, often exceeding 100 per year, are compiled into online archives and printed anthologies, fostering public engagement with complex topics like and . Complementing this are "Conversations," in-depth transcribed interviews with prominent figures, such as discussions with evolutionary psychologist on coalitional instincts or economist on decision-making. Over 750 such conversations form a core of the platform's archive, alongside a video library exceeding 350 hours of recorded talks and events. The platform also publishes essays and master classes, including multi-day seminars like the 2011 Edge Master Class on human nature, featuring experts like and . The editorial style prioritizes accessibility, presenting ideas in a jargon-free manner to bridge academia and the public, as per Brockman's "Third Culture" vision. Content is edited for clarity and flow, often resembling seamless lectures, with contributions from nearly 1,000 intellectuals emphasizing interdisciplinary dialogue on themes like , , and the . Since its , Edge has produced 19 printed anthologies compiling these discussions, totaling nearly 10 million words of material.

Review process and methodology

Edge does not employ a traditional peer-review process typical of academic journals but relies on curation by founder and editor John Brockman, who selects contributors from his network of leading scientists and thinkers to ensure diverse, high-impact perspectives. This editorial methodology focuses on provocative, empirical ideas that advance public understanding, bypassing conventional academic gatekeepers. Submissions are invitation-based, with Brockman commissioning responses to the annual question or facilitating conversations during events like the Reality Club gatherings. Content undergoes light editing to maintain the contributors' voices while enhancing readability and eliminating technical barriers. The approach emphasizes timeliness and relevance, with annual questions addressing contemporary frontiers such as or AI ethics as of the . This curatorial model has sustained Edge's influence, amassing a repository that influences debates in , science, and technology without formal scoring or methodological criteria beyond intellectual rigor.

Awards and recognition

Scoring system

Edge magazine employs a 1-10 scoring system for its reviews, assigning whole-number ratings without decimals to sidestep debates over granular differences. A score of 5 signifies an average game, competent but unremarkable, while 10 is reserved for exceptional titles deemed "essential" for redefining the medium through in , or . This conservative approach underscores the magazine's commitment to credibility, ensuring top scores are rare and meaningful rather than routine . Introduced with the magazine's launch in October 1993, the scale has remained a core element of Edge's review process, reflecting its founding philosophy of treating video games as a serious art form worthy of rigorous evaluation. The first perfect 10 was awarded nearly three years later to in 1996, highlighting the system's high bar from the outset. Over the magazine's more than 30-year history, 24 games had received a 10 by 2023 (original scores), including landmark entries like The Legend of Zelda: Breath of the Wild in 2017; as of November 2025, the total including retroactive upgrades stands at 28, with recent additions such as Astro Bot (2024) and Clair Obscur: Expedition 33 (2025). The system's philosophy emphasizes restraint to preserve journalistic integrity, avoiding score inflation common in other outlets and using the full range to distinguish quality levels clearly. In practice, average scores hover around 7 for solid, enjoyable titles, though the official midpoint remains 5 to counter perceptions of leniency. Minor evolutions occurred in the , adapting considerations for emerging models and online features without altering the core integer framework. This scoring method has significantly influenced industry benchmarks, with Edge's ratings frequently referenced in developer marketing and aggregated on sites like , where a 10 can elevate a game's profile substantially. Its impact extends to setting expectations for critical discourse, encouraging publishers to aim for transformative experiences over incremental improvements.

Annual Edge Awards

The Annual Edge Awards, published annually in the February issue of Edge magazine since 1998, recognize outstanding video games from the previous calendar year across various categories such as Game of the Year, Best Art Direction, Best Narrative, and platform-specific honors like PlayStation Game of the Year. These awards highlight innovative titles that exemplify excellence in design, storytelling, and technical achievement, often serving as a for emerging trends in the gaming industry. The nomination and selection process is handled exclusively by the magazine's editorial team, who vote internally based on their reviews and collective expertise, with no public input allowed. This internal deliberation ensures a focus on critical merit, drawing from the publication's established 10-point scoring system to inform but not strictly dictate outcomes. The awards cover games released in the prior year, emphasizing those that push boundaries in gameplay mechanics, aesthetics, and cultural impact. Over time, the awards have evolved to reflect shifts in the gaming landscape, particularly after 2010 when categories expanded to include to celebrate smaller studios' contributions and Best VR Game following the rise of hardware around 2016. Digital integration, such as online submission and tallying tools, was introduced around 2020 to streamline the editorial voting amid the magazine's broader digital transition. Notable winners illustrate the awards' emphasis on diverse excellence; for instance, in the 2023 awards (published February 2024), The Legend of Zelda: Tears of the Kingdom earned Game of the Year for its innovative open-world systems, while Humanity took PlayStation Game of the Year and VR Game of the Year for its puzzle-platforming ingenuity. The 2024 awards (published February 2025) saw Astro Bot claim PlayStation Game of the Year and a spot in the top games list for its joyful platforming, with winning Best Indie Game and securing Best Art Direction, alongside tributes to enduring PC and console titles like UFO 50. These selections often preview broader industry directions, such as the growing prominence of indie innovation and immersive hardware experiences. Within the UK gaming community, the Edge Awards hold significant prestige, viewed as a gold standard by developers and critics for their rigorous standards and influence on discourse. They frequently anticipate trends, from narrative-driven adventures to experimental indies, shaping perceptions of what constitutes groundbreaking work in the medium.

Retrospective honors

In 2013, to mark its 20th anniversary, Edge published issue 258 featuring "The Ten Amendments," a feature in which the editorial team reevaluated and upgraded scores for seven standout games from the magazine's first two decades to a perfect 10/10, recognizing their enduring excellence and influence that had become clearer with time. Among the honorees were GoldenEye 007 (originally scored 9/10 in 1997 for its revolutionary multiplayer and level design), (originally 9/10 in 2011 for its challenging yet rewarding world-building), and Drop7 (originally 9/10 in 2008 for its innovative puzzle mechanics blending and Lights Out). This initiative underscored Edge's commitment to revisiting past reviews through a contemporary lens, focusing on cultural and mechanical legacies rather than initial impressions. For its 30th anniversary in 2023, Edge released a special bumper issue compiling "The 100 Greatest Games of Edge's Lifetime," a ranked list of titles released since the magazine's founding in 1993, determined through polls of over 100 industry figures including developers, designers, and executives. The top spot went to The Legend of Zelda: Breath of the Wild for its transformative open-world exploration, followed by and , with the feature including updated essays on classics such as , emphasizing their timeless design principles and ongoing relevance in modern gaming. This edition highlighted games' lasting impact on innovation, storytelling, and player engagement, drawing on developer input to contextualize selections beyond original review scores. The 10/10 awards, including retroactive upgrades, serve as Edge's benchmark for games achieving profound influence on the medium, totaling 28 as of November 2025. The process consistently involves internal editorial debates combined with external perspectives from developers, prioritizing titles whose mechanics, narratives, or cultural resonance have inspired remakes, sequels, and service integrations like Online's classic ports, where Edge's analyses are frequently referenced for historical context.

Special publications

Themed issues

Edge has not produced traditional "themed issues" as a print magazine, given its primary format as an online platform. However, its annual "Edge Question" serves a similar function, posing a single provocative theme to leading intellectuals each year since 1998. These questions, inspired by James Lee Byars' World Question Center, elicit hundreds of short essays compiled online and often expanded into print anthologies. For example, the 2007 question "What is your dangerous idea?" drew responses from over 100 contributors including and , exploring controversial scientific notions. Similarly, the 2012 question "What is your favorite deep, elegant, or beautiful explanation?" influenced discussions on scientific elegance, with contributions from physicists and biologists. These annual compilations, available on edge.org, foster interdisciplinary dialogue on themes like , evolution, and human cognition, bridging online conversations with broader audiences. As of 2025, over 25 annual questions have been posed, with responses archived digitally and selectively anthologized.

Companion books and spin-offs

Edge has published numerous companion books, primarily anthologies edited by John Brockman, compiling selections from its online discussions, annual questions, and gatherings. These 19 printed anthologies, as noted in the platform's overview, total nearly 10 million words and include the ongoing Edge Question series and Best of Edge series. The Edge Question series began in 2006 with What We Believe But Cannot Prove: Today's Leading Thinkers on in the Age of Certainty, featuring essays on from figures like . Subsequent volumes include What Is Your Dangerous Idea? (2007), What Are You Optimistic About? (2008), This Will Make You Smarter (2012), What to Think About Machines That Think (2015), and Possible Minds: Twenty-Five Ways of Looking at AI (2019), each tying to an annual theme and published by . By 2025, the series encompasses around 15 volumes, with recent entries like The Last Unknowns: Deep, Elegant, Profound Unanswered Questions About the Universe, Time, Mind, the Future, and More (2019). Complementing these, the Best of Edge series offers thematic compilations, such as Life: The Leading Edge of , , , and (2011), The Universe: Leading Scientists Explore the Frontiers of (2014), and The Mind: Leading Scientists Explore the Brain, Memory, Personality, and Happiness (2018), drawing from broader Edge archives. Earlier works include The Third Culture (1995), which originated the concept, and The Next Fifty Years (2002), forecasting scientific advancements. These books, often 300-400 pages, emphasize accessible science and have sold widely, extending Edge's influence beyond the web. In the digital era, Edge has also produced e-book editions and spin-offs, such as updated compilations on edge.org, allowing interactive access to transcripts and videos. While not traditional spin-offs, these digital extensions integrate with the nonprofit's mission, with no separate international editions but global distribution through publishers like .

International editions

European versions

The European versions of Edge magazine consist of licensed, localized editions tailored for continental markets, typically sharing the UK original's core features, reviews, and design while incorporating region-specific content such as translated articles, local game releases, and cultural inserts to appeal to diverse audiences. These adaptations emerged in the mid-1990s and early 2000s as part of Future plc's strategy to expand internationally through partnerships with local publishers, enabling the magazine to address varying gaming preferences across . In , the edition is published under Future France, emphasizing PC gaming alongside console coverage with adapted reviews for the . The German version highlights and games popular in the region. 's edition began in 2004, published by Future Media Italy. Spain's adaptation saw a revival in 2017 via Panini Revistas.

Other regional adaptations

The Australian edition of Edge launched in October 2004 under publisher Derwent Howard, offering localized reviews of imported games alongside reprints from the UK edition, but it ceased publication after six issues in April 2005. In Brazil, Edge Brasil debuted in 2009, localized by Editora Europa with an emphasis on affordable consoles and regional gaming trends, before shifting to digital formats; it incorporated cultural inserts highlighting local esports scenes to appeal to South American audiences. Other adaptations include Asian digital content integrated into GamesRadar+ , featuring region-specific pricing and tailored features for emerging markets. These non-European versions draw brief influence from the European model for editorial standards but prioritize local adaptations like esports coverage in Brazil.

Reception and legacy

Critical acclaim

Edge has received acclaim for its role in bridging science and public discourse, often described as a vital platform for innovative ideas. In a 2012 Guardian profile, John Naughton called it "the world's smartest website," praising its function as an online salon for leading thinkers like and , who contribute to annual questions that generate books and widespread engagement. Author lauded it as "open-minded, free-ranging, intellectually playful… an unadorned pleasure in curiosity." A 2005 BBC Radio 4 broadcast described responses to one of its annual questions as "fantastically stimulating... like the crack cocaine of the thinking world." The platform's archive, including over 750 conversations and 19 anthologies totaling nearly 10 million words, has been recognized for democratizing complex scientific concepts in jargon-free language, influencing discussions on topics from evolution to . Academically, it is cited in works on for promoting the "Third Culture," where scientists engage directly with broader audiences. However, it has faced criticism for its predominantly male contributor base (around 16.5% women as of 2012) and elite focus, potentially limiting broader accessibility. A significant controversy arose in 2019 regarding funding from , who donated over $500,000 to the Edge Foundation between 2001 and 2015, leading to resignations and scrutiny of its ties to . As of April 2025, Edge remains active, hosting conversations such as one with Long Now Foundation's Alexander Rose, continuing its legacy of intellectual exchange.

Industry influence

Edge has significantly influenced and interdisciplinary discourse by connecting prominent scientists, philosophers, and technologists, fostering the "Third Culture" concept coined by Brockman. Its annual "Edge Questions," inspired by James Lee Byars' World Question Center, have prompted hundreds of responses from figures like and , compiled into best-selling anthologies that shape public understanding of emerging technologies and ethical issues. The platform's emphasis on empirical thinkers bypassing traditional intermediaries has impacted and media, with Brockman as representing many contributors, leading to influential books on , , and AI. It has encouraged jargon-free writing, globalizing ideas across disciplines and contributing to academic fields like and through featured discussions. In recent years, Edge has addressed trends such as AI ethics and the societal implications of , aligning with post-2010 shifts toward inclusive . Its nonprofit model and high visibility (Google PageRank 8 as of earlier assessments) have inspired similar online forums, amplifying underrepresented voices in empirical inquiry. Alumni networks and derived publications continue to extend its influence on intellectual and technological debates as of 2025.

References

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