Edge Magazine's Scores
- Games
For 4,019 reviews, this publication has graded:
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15% higher than the average critic
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4% same as the average critic
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81% lower than the average critic
On average, this publication grades 9 points lower than other critics.
(0-100 point scale)
Average Game review score: 66
| Highest review score: | Dreams | |
|---|---|---|
| Lowest review score: | FlatOut 3: Chaos & Destruction |
Score distribution:
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Positive: 1,236 out of 4019
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Mixed: 2,352 out of 4019
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Negative: 431 out of 4019
4019
game
reviews
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- Critic Score
In action the game is undeniably pretty, as long as you can stomach the monstrous camera. But beyond ther anime-inspired visuals, the action turgidly limps along without ever really engaging or entertaining. [May 2003, p.94]- Edge Magazine
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Ultimately what was intended as a thoughtful depiction of a terrible mental illness has ended up casting it as something of an asset: a helpful superpower that can give you the strength to soldier on through the darkness, so long as you can put up with the odd breakdown here and there. That, we suspect, was not what Ninja Theory intended. It's certainly not what we had hoped for. [Issue#310, p.112]- Edge Magazine
Posted Aug 17, 2017 -
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By turns astonishing and insufferable, there is as much here to make your eyes roll as widen. Even the moments when Hellblade II delivers nigh-unparalleled visual spectacle (see 'Giant steps') are soured by the fact that our involvement in these set-pieces so often feels incidental. For long stretches, it's akin to watching someone else play, only occasionally - and always unwillingly - handing back the controller. We can't help but return to that old chestnut about the interactive experience being a conversation between designer and player; there is an irony that in this, of all games, we're scarcely able to get a word in edgeways. [Issue#399, p.104]- Edge Magazine
Posted Jun 13, 2024 -
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With that, a largely flat Metroid is further degraded, from disappointing to a little bit embarrassing. Nintendo games have tested our patience before, but rarely in so many ways at once, and not without a core brilliance that makes such transgressions forgivable. Whatever ideas swirled in your mind back in 2017, you can't have been dreaming of this. [Issue#419, p.100]- Edge Magazine
Posted Dec 24, 2025 -
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It's the Excitebots themselves that disappoint most, so drearily conceived that they make the predecessor's humble trucks look like flaming DeLoreans. [July 2009, p.100]- Edge Magazine
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Once guns are acquired you feel less helpless, but the combat is awkward with enemies reacting poorly to hits and a compulsory manual reload that is ponderous beyond belief. In trying to make the game realistic, Headfirst has grievously shot itself in the foot. [Dec 2005, p.112]- Edge Magazine
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For such a costly flagship title to provide neither the promised statement of mainstream grown-up appeal nor even polished, lesser disposable thrills is a landmark failure. [May 2006, p.92]- Edge Magazine
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With the episodic development cycle all but demanding that structure and form be locked down in the first instalment, with content added thereafter, the series' future looks precarious at best. [June 2008, p.90]- Edge Magazine
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With no real sense of connection with your monsters, or of engagement with the clumsily delivered plot, there is little here to help the game overcome its tendency towards charmless, chore-based repetition. [Jan 2004, p.106]- Edge Magazine
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You wonder if players will have wanted to spend this amount of time loafing around the Homestar Runner universe, or whether their interaction with it is best limited to ten-minute bursts via their web browser. [Oct 2008, p.101]- Edge Magazine
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For such a costly flagship title to provide neither the promised statement of mainstream grown-up appeal nor even polished, lesser disposable thrills is a landmark failure. [May 2006, p.92]- Edge Magazine
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This is a game that prizes style above all else, and emerges a mess because of it. [Issue#331, p.118]- Edge Magazine
Posted Feb 28, 2019 -
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Disjointed and directionless, Croft's descent into darkness is, shockingly, one hell of a mess. [December 2018, p.106]- Edge Magazine
Posted Oct 11, 2018 -
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You get the impression the only person who cares about Kain's legacy any more is the writer. The turgid battling lets an average game down. [Jan 2004, p.107]- Edge Magazine
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The pretty basic minigames are bland, and the worst, such as Pot Luck, are based on blind, dumb chance. So are the best, sadly. They’re fun with four people, but what isn’t? [June 2007, p.92]- Edge Magazine
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The virtual interface does little to help players and, if anything, slows the game down as you wait for it to catch up with things that are already evident to players – such as victory, failure and boredom. [Dec 2007, p.89]- Edge Magazine
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As far as either an authentic simulation or a fun re-imagining goes, it’s like some strange negative of the emperor’s new clothes; the pretty wrapping is there but the body is not. [Mar 2007, p.83]- Edge Magazine
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Too brainless for adults, and increasingly too frustrating and needlessly obtuse for children, Lego Batman makes the simplest mistake any franchise title can: it serves the licence, and nobody else. [Dec 2008, p.89]- Edge Magazine
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In music, bad tribute acts play pubs and weddings: in games, they sit at the top of the charts.- Edge Magazine
- Posted Sep 21, 2011
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- Critic Score
Faithful as a bloodhound to the Dreamcast original, this GBA port is a stunning example of when authenticity ought to be sacrificed to utility. This is not a lazy port. But the loyalty of the conversion is ill-advised. [Sept 2003]- Edge Magazine
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- Edge Magazine
Posted Mar 19, 2026 -
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You get the impression the only person who cares about Kain's legacy any more is the writer. The turgid battling lets an average game down. [Jan 2004, p.107]- Edge Magazine
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Instant deaths, glitchy combat, uninspiring boss encounters and twitchy controls conspire to make this a below-par experience. If it wasn't for the occasional flashes of imagination and the familiarity and richness conveyed through the license then The Emperor's Tomb would be utterly forgettable. [May 2003, p.99]- Edge Magazine
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As [Vince] laments the formulaic impositions of the game in successive cut-scenes, it only serves to remind you how much of a chore it is to play - and raises the question; why does every platform hero have to be a wiseguy? [Dec 2003, p.108]- Edge Magazine
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You wonder if players will have wanted to spend this amount of time loafing around the Homestar Runner universe, or whether their interaction with it is best limited to ten-minute bursts via their web browser. [Oct 2008, p.101]- Edge Magazine
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Screamer becomes repetitive, overly simplistic and needlessly verbose, a hybrid vehicle for narrative and racing where the only thing less engaging than the off-track drama is the driving itself. [Issue#423, p.114]- Edge Magazine
Posted Apr 16, 2026 -
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You can see things worth admiring here. The promise of sandbox combat emerging from the interplay between environment and gun-modes never comes good, instead devolving into a repetitive, gruelling bedlam - but that promise alone is more than many shooters offer. To make anything of it, however, Hard Reset would need to go right back to the drawing board.- Edge Magazine
- Posted Sep 16, 2011
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- Critic Score
European Assault is one of the ugliest current-gen games we’ve seen. Boring textures, a weak palette and a flimsy design ethic all round make it appear like slightly dressed up PSone data. The animation seems inspired by amateur puppetry and even the menus look like they were knocked up in the last day before submission. [Aug 2005, p.94]- Edge Magazine
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The last thing on Glory Days’ mind is fun: it instead angrily stomps forward to the beat of the ‘war is hell’ drum. [Oct 2007, p.99]- Edge Magazine
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Haven doesn't lack for heart, but the spark sadly just isn't there. It's not us, it's Yu. [Issue#354, p.116]- Edge Magazine
Posted Dec 31, 2020 -
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Somebody up there probably regards this as a trailblazing taste of high-concept, one-size-fits-all blockbuster games to come. Consider that, and know true Primal fear. [March 2003, p.92]- Edge Magazine
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Instant deaths, glitchy combat, uninspiring boss encounters and twitchy controls conspire to make this a below-par experience. If it wasn't for the occasional flashes of imagination and the familiarity and richness conveyed through the license then The Emperor's Tomb would be utterly forgettable. [May 2003, p.99]- Edge Magazine
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European Assault is one of the ugliest current-gen games we've seen. Boring textures, a weak palette and a flimsy design ethic all round make it appear like slightly dressed up PSone data. The animation seems inspired by amateur puppetry and even the menus look like they were knocked up in the last day before submission. [Aug 2005, p.94]- Edge Magazine
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With no real way to accelerate victory on repeat encounters, the result is a metal slog. [Issue#405, p.123]- Edge Magazine
Posted Nov 29, 2024 -
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There are bold ideas floating around Unbeatable's ether, but for the most part it feels like an underpowered B-side. [Issue#420, p.102]- Edge Magazine
Posted Jan 22, 2026 -
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Prinny sabotages the player's platforming with unsympathetic controls. [Aug 2009, p.106]- Edge Magazine
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Approached free of any expectations higher than endless, mindless single-button mashing, the kenpu collecting and scenery spotting can provide some limited enjoyment in smaller doses, but approached as an epic quest, Key Of Heaven is one better left untaken. [Mar 2006, p.94]- Edge Magazine
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The plot may be filled with sub-Lynchian fumbles, but it weaves an intriguing story, while the charismatic muddle of awards that accompanies each solution goes some way to wiping away the grey memory of what you're actually being congratulated for.- Edge Magazine
- Posted Jul 7, 2011
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Should a game about surviving an alcoholic, abusive parent be fun? Probably not. But it gains nothing from being wearying and frustrating.- Edge Magazine
- Posted Aug 16, 2012
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This is a smart template for future fun, but the details need work. When it comes to getting this kind of game onto iOS then, Madfinger has, in more ways than one, done all the boring bits.- Edge Magazine
- Posted Oct 10, 2011
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- Critic Score
For such a costly flagship title to provide neither the promised statement of mainstream grown-up appeal nor even polished, lesser disposable thrills is a landmark failure. [May 2006, p.92]- Edge Magazine
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Army Of Two is relatively straightforward thirdperson shooter, focused on large-scale skirmishes and the dynamics of a two-man team. It’s serviceable enough in some regards. [Apr 2008, p.91]- Edge Magazine
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The world doesn't have the charm to warrant forgiveness, and progress-halting bugs prevent it anyway. With regular AI freezes and vanishing items, a mistimed autosave can prove fatal. Ultimately it all invites the refashioning of another line from Romero. When there's no more room in development hell, the dead losses will walk the Earth.- Edge Magazine
- Posted Sep 6, 2011
- Read full review
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- Critic Score
The possibility of this all coming together in a more flexible and engaging manner is still a welcome one. But, for a game based on a culture of reputation, craftsmanship and leaving a mark, Getting Up is one that'll pass by largely unnoticed. [Mar 2006, p.86]- Edge Magazine
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Nasty, brutish and short - and that's once you've got past the interface problems. Temple of Elemental Evil is a huge disappointment by any measure. [Christmas 2003, p.124]- Edge Magazine
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This is a perfectly awful conversion with poor controls, cumbersome combat, an antiquarian save system, inadequate maps and clumsy menu design. [Jan 2004, p.111]- Edge Magazine
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As a novelty, this is fine and will provide the odd fun moment. But unlike its endlessly replayable older brothers, you won’t be coming back. [Sept 2008, p.90]- Edge Magazine
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It's not just that it's frustrating to fail but, knowing there's no satisfaction in overcoming that frustration. It says a lot that after stepping away from this game we reinstall the original Super Meat Boy to blow off steam. The real Bob-Omb Battlefield is surely next. [Issue#423, p.112]- Edge Magazine
Posted Apr 16, 2026 -
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So indebted is dev studio Matrix to the old ways that it seems to have granted a free pass to the old problems. Quest signposting is buried in unclear dialogue snippets, bosses are beaten through trial and error, and grinding is rife. [Dec 2010, p.99]- Edge Magazine
Posted Dec 19, 2010 -
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Among its many failings one stands out as cardinal and, despite the slick presentation, simply can’t be forgiven: you never really feel in control of what’s going on. [Aug 2008, p.94]- Edge Magazine
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European Assault is one of the ugliest current-gen games we've seen. Boring textures, a weak palette and a flimsy design ethic all round make it appear like slightly dressed up PSone data. The animation seems inspired by amateur puppetry and even the menus look like they were knocked up in the last day before submission. [Aug 2005, p.94]- Edge Magazine
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Supernauts is both too limited to succeed as a town-builder and frustratingly restrictive as a creative tool, while its superhero interludes are disempowering and dull. [Sept 2014, p.116]- Edge Magazine
Posted Aug 20, 2014 -
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MercurySteam's worldbuilding adds clutter, not depth, obstructing a concept that's left feeling embryonic. [Issue#412, p.104]- Edge Magazine
Posted Jun 12, 2025 -
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A game that never feels comfortable giving you full command of its star. We're left feeling blue, but not in the way Sonic Team intended. [Issue#379, p.118]- Edge Magazine
Posted Dec 1, 2022 -
- Critic Score
Each of the areas you’ll traverse in Scurge feel like they’ve simply had a box of random enemies shaken into it, all making a sudden focused beeline toward you the minute you set foot in the room. [Nov 2006, p.92]- Edge Magazine
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Jett Rocket's mistakes remind us of the N64 days, when developers were feeling their way through Nintendo's brave new 3D world. [Aug 2010, p.99]- Edge Magazine
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Ultimately, World Rally is not a bad game, just entirely unnecessary.- Edge Magazine
- Read full review
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Judged solely on its Balance Board controls, Skate It comes up little short of unplayable thanks to a bewildering complexity. [Jan 2009, p.96]- Edge Magazine
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In the areas money can't buy, it stumbles; its driving model, AI, and repetitive mission structure all cry out for more elegant design, and combine to leave Wildlands in the strange position of looking expensive but feeling cheap. Its blithely misjudged tone and directionless structure suggests design on autopilot, and empty bigness is no longer enough to carry an open-world game on its own. The game's premise may come straight from Trump's paranoid playbook, but its hollow extravagance is arguably the more damaging point of comparison. [May 2017, p.106]- Edge Magazine
Posted Apr 16, 2017 -
- Critic Score
It resembles nothing more than a Skinner box, eventually rewarding your endless hours of button pressing with a short, amusing skit or a familiar face from the Star Wars universe. While some will no doubt be snared by its insidious little feedback loops, we can only reiterate Ackbar’s grave warning: it’s a trap.- Edge Magazine
- Posted Nov 12, 2013
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- Critic Score
You get the impression the only person who cares about Kain's legacy any more is the writer. The turgid battling lets an average game down. [Jan 2004, p.107]- Edge Magazine
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It's rare to play a Nintendo game that feels so fundamentally misguided. [Issue#361, p.118]- Edge Magazine
Posted Jul 17, 2021 -
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For a series that puts so much stock in its grace and composure, the lack of an intuitive control scheme is hard to overcome. [June 2007, p.86]- Edge Magazine
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- Edge Magazine
Posted Mar 1, 2011 -
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For the most part, Song of the Deep is content with being pleasantly unremarkable. [Oct 2016, p.119]- Edge Magazine
Posted Sep 26, 2016 -
- Edge Magazine
Posted Dec 30, 2021 -
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Nintendo is claiming that The Conduit might attract Halo fans to its console, but this game isn’t fit to wait Master Chief’s table.- Edge Magazine
- Read full review
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Sparsely scattered save points, un-skippable animations and cutscenes, and repeated locations and boss fights are anachronisms that will frustrate and alienate all but the most ardent traditionalist.- Edge Magazine
- Read full review
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- Critic Score
While there are some interesting mini-games to break up the wandering, Grunty's Revenge is mainly an abject lesson in breadcrumb following game design. [Dec 2003, p.106]- Edge Magazine
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The possibility of this all coming together in a more flexible and engaging manner is still a welcome one. But, for a game based on a culture of reputation, craftsmanship and leaving a mark, Getting Up is one that’ll pass by largely unnoticed. [Mar 2006, p.86]- Edge Magazine
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The possibility of this all coming together in a more flexible and engaging manner is still a welcome one. But, for a game based on a culture of reputation, craftsmanship and leaving a mark, Getting Up is one that’ll pass by largely unnoticed. [Mar 2006, p.86]- Edge Magazine
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Clock Tower 3 is never scary: rather it's unwitting proof of the banality of evil. [June 2003, p.101]- Edge Magazine
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Ends up feeling like it's been built by PC game developers obsessed with quick saves. There's absolutely no creative latitude; it's a case of remembering where enemies appear and getting them before they get you. [May 2005, p.86]- Edge Magazine
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A remake that's peculiarly of its time: a western-style, casual gaming aping of the Japanese shoot 'em up that's less homage than banal dilution, and the game sucks the life and vibrancy from its rich lineage. [July 2008, p.99]- Edge Magazine
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Playing it instils a completely neutral response, as though it were no more than a means of absorbing time. [Jan 2008, p.91]- Edge Magazine
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Gratifying though it is to see your decisions produce such tangible results, Where The Heart Leads is consistently let down by its storytelling. [Issue#362, p.120]- Edge Magazine
Posted Aug 14, 2021 -
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Now, the optimal experience is restricted to the privileged few. [Issue#406, p.112]- Edge Magazine
Posted Dec 31, 2024 -
- Critic Score
Playing Gungrave OD, there's a nagging sensation that the design team experienced the original through a shop window...In attempting to meet criticisms of Gungrave's single-minded focus, that focus has been squandered. The result is unlikely to satisfy. [May 2004, p.110]- Edge Magazine
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Occasionally gripping but frequently unfulfilling, Sniper Elite V2 comes in at a heavy price for a package that's all gore and little reward.- Edge Magazine
- Posted May 1, 2012
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- Critic Score
If you're still wondering whether to give it a go, we politely refer you to the title. [Issue#358, p.120]- Edge Magazine
Posted Apr 22, 2021 -
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Ends up feeling like it’s been built by PC game developers obsessed with quick saves. There’s absolutely no creative latitude; it’s a case of remembering where enemies appear and getting them before they get you. [May 2005, p.86]- Edge Magazine
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To see it submit to mobile gaming's worst tendencies, rather than make any effort to be different, to be better, is galling. It may be flashy and efficient as both a Diablo game and a mobile game, but Immortal offers little that is bold, ambitious or innovative. Instead, its structure and pacing is designed with one goal in mind: to squeeze as much cash out of every player as it can. [Issue#374, p.110]- Edge Magazine
Posted Jul 14, 2022 -
- Critic Score
For a title trying hard to inject personality into the genre, the experience feels irreparably mechanical. There's plenty of variety in terms of racing categories and machinery, but the overall lack of involvement is inexcusable. [Feb 2004, p.102]- Edge Magazine
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As Ellis crushes his umpteenth fistful of twigs, you're merely reminded of a far superior, far more disturbing journey through the woods near Burkittsville. [Issue#338, p.110]- Edge Magazine
Posted Oct 10, 2019 -
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There's practically no aspect that doesn't appear half-hearted. Black Isle's drawn-out death has undoubtedly poisoned Brotherhood, but it's hard to tell if there was ever a good game here to begin with. [May 2004, p.109]- Edge Magazine
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The Precinct may boil policing down to a numbers game, but they never add up to much. [Issue#412, p.116]- Edge Magazine
Posted Jun 12, 2025 -
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It is especially abhorrent that this should happen in a game with almost unrivalled massmarket appeal...No doubt EA and its trio of development studios will fix this mess eventually, but the fact they deemed it fit for purpose in the first place is unavoidable, and damning in the extreme. Whatever happens next, we're afraid we don't patch review scores. [Issue#314, p.104]- Edge Magazine
Posted Dec 8, 2017 -
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Unfortunately, no sooner does Geist suggest it can blossom into something fresh and exciting that it's undermined at every turn by a frustrating insistence on being nothing more than a mundane firstperson shooter. [Oct 2005, p.88]- Edge Magazine
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While the basic mechanic shows promise, the game itself is purely mechanical, and predictably joyless as a result. [July 2006, p.92]- Edge Magazine
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The story is inventively fantastical but ridiculously so, like a child’s weightless daydreaming, and its shallowness is made all the clearer by Agetec’s lifeless and laborious translation. [Feb 2006, p.92]- Edge Magazine
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- Edge Magazine
Posted Dec 10, 2017 -
- Critic Score
Beyond the odd jolt of panic as your wrench breaks mid-fight, or when the piercing shriek of a spindly screamer attracts a ravening pack, there's little here to quicken the pulse. For a zombie game, that might be the most damning criticism of all. [Aug 2018, p.100]- Edge Magazine
Posted Jun 21, 2018 -
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Whatever its merits as a brawler, it's safe to say that in years to come no one will be ringing up game shops to preorder this one. [Issue#350, p.104]- Edge Magazine
Posted Sep 10, 2020 -
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The games it apes work because they're easy to engage with and paced to banish boredom. Here, everything takes ages and is sprinkled with tiny irritations. Appropriately, given its title, the game can offer only a muted reverberation of its inspirations, with the exception of recreating their flaws quite capably. [Issue#415, p.102]- Edge Magazine
Posted Sep 4, 2025 -
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Need for Speed is a disappointing follow-up to the flawed but big-hearted Rivals, and while it's billed as a fresh start for the series, it feels more like a false one. [Christmas 2015, p.118]- Edge Magazine
Posted Dec 12, 2015 -
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Too often feels like a predetermined narrative that's indifferent to your involvement. [Issue#373, p.114]- Edge Magazine
Posted Jun 16, 2022 -
- Critic Score
For a title trying hard to inject personality into the genre, the experience feels irreparably mechanical. There's plenty of variety in terms of racing categories and machinery, but the overall lack of involvement is inexcusable. [Feb 2004, p.102]- Edge Magazine
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As an interim project, it's good to see Criterion still interested in its most beloved IP, but it's just a shame there's so little of interest in the game itself.- Edge Magazine
- Posted Sep 28, 2011
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- Critic Score
The majority of insights are lost in a flood of banal dialogue and sluggish, shallow puzzles. [Aug 2009, p.107]- Edge Magazine
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Instant deaths, glitchy combat, uninspiring boss encounters and twitchy controls conspire to make this a below-par experience. If it wasn't for the occasional flashes of imagination and the familiarity and richness conveyed through the license then The Emperor's Tomb would be utterly forgettable. [May 2003, p.99]- Edge Magazine