Edge Magazine's Scores

  • Games
For 4,029 reviews, this publication has graded:
  • 15% higher than the average critic
  • 4% same as the average critic
  • 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: 100 Dreams
Lowest review score: 10 FlatOut 3: Chaos & Destruction
Score distribution:
4029 game reviews
    • 83 Metascore
    • 90 Critic Score
    The game's unflinching depiction of wartime suffering is particularly unsettling in a medium that commonly focuses on pyrotechnics and headshots. [Jan 2014, p.118]
    • Edge Magazine
    • 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.
    • 88 Metascore
    • 90 Critic Score
    Throughout there is a sense of a studio that, after its arduous struggles with "Below", has remembered how to have fun again. The feeling is mutual. [Issue#338, p.102]
    • 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.
    • 80 Metascore
    • 90 Critic Score
    FreeStyle's greatest achievement is that it's made the rhythm-action genre feel fresh again. [Christmas 2015, p.102]
    • Edge Magazine
    • 86 Metascore
    • 90 Critic Score
    Affecting and profoundly different, Her Story is a superlatively told work of crime fiction, and one that deserves to shift the conversation around interactive storytelling. [Sept 2015, p.110]
    • Edge Magazine
    • 79 Metascore
    • 90 Critic Score
    As an accessible, powerful game-building tool, LBP 3 is remarkable, and offers more scope than we dared to expect. [Christmas 2014, p.108]
    • Edge Magazine
    • 82 Metascore
    • 90 Critic Score
    Roll7's latest is its best game to date. [Aug 2018, p.116]
    • Edge Magazine
    • 85 Metascore
    • 90 Critic Score
    Where once upon a time this series might have built an entire dungeon around a single gadget, here it's possible to pick up new inventions every few minutes, for hours on end. [Issue#403, p.96]
    • Edge Magazine
    • 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.
    • 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.
    • 79 Metascore
    • 90 Critic Score
    This instalment breathes new life into a series that, for all its triumphs, had started to feel too constrained by its own illustrious history. [Issue #408, p.108]
    • 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.
    • 84 Metascore
    • 90 Critic Score
    Fight Night has tirelessly rebuilt itself when many expected retirement. Cautious improvements from Round 4 - the removal of the cut-man game and automation of recovery - have been confidently reinforced, while ring physics, ragdolls and cloth dynamics are in a different class to the chaotic Round 3. [Apr 2011, p.103]
    • Edge Magazine
    • 84 Metascore
    • 90 Critic Score
    The micromanagement is on a previously unimagined macro scale and yet is accessible and coherent enough to draw you in, making hours of concentrated playtime pass like minutes. [Dec 2003, p.101]
    • Edge Magazine
    • 76 Metascore
    • 90 Critic Score
    To give in to its spell, you just need to let go. [Christmas 2014, p.123]
    • Edge Magazine
    • 85 Metascore
    • 90 Critic Score
    The fundamentals of the game are intoxicating.
    • 87 Metascore
    • 90 Critic Score
    Spelunky digs its way so deeply into your brain and often pops up when you're busy playing something else. You'll flashback when another game's arsenal reminds you of just how powerful Yu's simple toolset is, or when another level designer tries and fails to encourage a different approach and reward convoluted strategies.
    • 81 Metascore
    • 90 Critic Score
    There is an abundance of delicious meat on these old bones. [Issue#367, p.117]
    • Edge Magazine
    • 88 Metascore
    • 90 Critic Score
    Paradise loops its action into an endless rush, the possibilities, for arcade racing and battle enthusiasts alike, increasing with every hour. It’s hard not to see it as the birth of a new era, but in truth it might be the last Burnout you ever need. [Feb 2008, p.86]
    • Edge Magazine
    • 84 Metascore
    • 90 Critic Score
    With such a focus, People Can Fly has made the best game possible: one which is smart enough to make a case for looking dumb. [Apr 2011, p.86]
    • Edge Magazine
    • 82 Metascore
    • 90 Critic Score
    Its prudence, that veil of simplicity masking a system of astonishing possibility and depth, makes it one of the purest fighting games on the market today.
    • 87 Metascore
    • 90 Critic Score
    At six to seven hours, Tearaway isn’t the longest game in Vita’s library, but it packs in more joyfully realised ideas than many games manage in three or four times the runtime. It’s a beautiful, brilliant game, but it’s more than that: it’s the first great Vita game.
    • 81 Metascore
    • 90 Critic Score
    Finally, here's an RPG that, in every sense, leaves you wanting more. [Issue#333, p.114]
    • Edge Magazine
    • 87 Metascore
    • 90 Critic Score
    Like all great puzzle games, you’re beholden to the whims of fortune, forcing you into leaps of faith that often prove frustratingly fatal. But like all great puzzle games, Stickets’ surface simplicity is merely a cover for mechanics of astonishing depth and longevity.
    • 83 Metascore
    • 90 Critic Score
    To have been worth the wait for PC gamers it would have needed to considerably improve on the Xbox original. Put simply, it doesn't. [Dec 2003, p.109]
    • Edge Magazine
    • 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
    • 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.
    • 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
    You'd have to be a bumbling turdbag not to at least give Yamada the chance to win your heart. [April 2017, p.123]
    • Edge Magazine
    • 86 Metascore
    • 90 Critic Score
    By the final cut to black, we're looking forward to making more connections like the ones we find here, before we take our final turn off Interstate 65 and fall into the Zero's dark, enveloping embrace. [Issue#342, p.102]
    • Edge Magazine
    • 91 Metascore
    • 90 Critic Score
    A much-needed statement of authority for PC - an online spectacle that eclipses the grand rhetoric volleyed back and forth between the manufacturers of tomorrow's super-powered consoles. A new level of multiplayer combat begins here and now, with shock and awe.
    • 87 Metascore
    • 90 Critic Score
    It’s a game that leads by example, never keeping still while making sure you do likewise, and is every bit as essential now as it was 12 months ago.
    • 84 Metascore
    • 90 Critic Score
    The triumph of SpaceChem is that overcoming these situations is more a case of inventing a solution than discovering one - creating a technique on your own terms that, once learned, you find yourself reusing in later stages. [Apr 2011, p.101]
    • Edge Magazine
    • 75 Metascore
    • 90 Critic Score
    Simply for the harrowing elegance of this risk-reward proposition, Impossible Road’s lone developer Kevin Ng deserves to have his pockets paved with gold.
    • 83 Metascore
    • 90 Critic Score
    A perfectly sized, expertly-crafted romp, Pacific gives other download games their marching orders. [Aug 2009, p.97]
    • 82 Metascore
    • 90 Critic Score
    Ferocious and heartbreaking, this is storytelling with serious clout: against the odds, Stoic has stuck the landing. [Issue#323, p.108]
    • 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
    • 88 Metascore
    • 90 Critic Score
    This is a game that takes the foundations of one of the most intoxicating RPGs around and builds them into a fast, fluid, simply enormous action game as good as anything Team Ninja has ever made. [April 2017, p.112]
    • Edge Magazine
    • 88 Metascore
    • 90 Critic Score
    If you've been writing the series' Vita appearance off as a compromise or a contractual obligation, you're in for something of a treat. That 5 inch OLED screen is a chance to see Media Molecule's staggering achievement afresh, and to witness one of this generation's most intriguing engines of creativity at its most energetic and effective.
    • 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
    • 80 Metascore
    • 90 Critic Score
    Outlast’s combination of stealth, platforming and horror is exceptional, the benefits of the diverse experience of its highly talented development team always in plain sight.
    • 92 Metascore
    • 90 Critic Score
    So full and comprehensive is this modernised SquareSoft RPG, in fact, that beyond finishing the story, the trilogy finale may struggle to justify itself. But that's the future's problem, of no concern as we feast on the spread in front of us. In a triple-A climate where development costs spiral and content often replaces craft, the generosity and ambition of Rebirth is a convincing argument that, once in a while, too much is exactly what you want. [Issue#396, p.102]
    • Edge Magazine
    • 90 Metascore
    • 90 Critic Score
    What an achievement Hallownest is: its insect-themed design letting it dance either side of the line between adorable and unsettling, a place that tucks its tales away without guarding them too jealously, that prints its twisting tunnels and lamplit tableaus behind the eyelids and upon the memory. [Issue#323, p.114]
    • Edge Magazine
    • 89 Metascore
    • 90 Critic Score
    It might be a latecomer, then, but Vanillaware's most accomplished release to date warrants the air of bravado with which it sweeps in - and, for that matter, it's place in the pantheon of classic tactical RPGs. [Issue#396, p.106]
    • 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
    Horizon: Zero Dawn is an enormous, ambitious curve ball from the studio behind the promising but perennially flawed Killzone series. In Aloy, the game introduces an enchanting protagonist and sets her on a remarkable adventure that steers clear of rote sci-fi...Horizon emerges as a graceful, intoxicating and often surprising adventure. [April 2017, p.108]
    • Edge Magazine
    • 78 Metascore
    • 90 Critic Score
    This isn't old school for old school's sake, it's a reminder that there's more to reviving classic material than nostalgia. Sometimes, it's about showing the modern industry where it lost its way. [Issue#386, p.108]
    • Edge Magazine
    • 81 Metascore
    • 90 Critic Score
    It's one of the freshest and most imaginative shooters we've played in a long time. [Issue#423, p.102]
    • Edge Magazine
    • 93 Metascore
    • 90 Critic Score
    Okami doesn’t just successfully follow Zelda’s structural template and tone – a rare feat – it makes it its own, toeing that line with grace, ingenuity and a strongly individual style. That’s not only rare, it’s unique. [Dec 2006, p.78]
    • Edge Magazine
    • 88 Metascore
    • 90 Critic Score
    This sweeping triptych is as luxurious and formidable a game as you'll encounter on portable hardware. [July 2016, p.114]
    • Edge Magazine
    • 89 Metascore
    • 90 Critic Score
    For all the nonlinearity of its telling, the strangeness of its details, at its heart this is a relatively conventional save-the-world narrative. Which is no bad thing, necessarily, in a game that elsewhere tends towards obscurity and excess. But it's those latter qualities we're here for, ultimately - and Alan Wake 2 delivers over and over. [Issue#392, p.100]
    • Edge Magazine
    • 85 Metascore
    • 90 Critic Score
    It’s uncompromising and involved and may not be for everyone, but you sense it’s the game Bizarre have been meaning to make for the last seven years, and for that alone, it’s precious. [Nov 2007, p.86]
    • Edge Magazine
    • 90 Metascore
    • 90 Critic Score
    It's a game you'll come back to the next day, having faced constant defeat in levels that are surely impossible, and find yourself beating them. [July 2016, p.120]
    • Edge Magazine
    • 88 Metascore
    • 90 Critic Score
    With Capcom's technicians helping Nintendo's console punch well above its weight, Rise has made it a thrilling contest between two majestic beasts. [Issue#357, p.104]
    • 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.
    • 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
    • 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
    • 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.
    • 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
    • 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.
    • 83 Metascore
    • 90 Critic Score
    It all adds up to a remarkable mixture of emotions, seldom encountered in a commercial videogame: kinetic thrill and the satisfaction of optimising your time, but also mounting claustrophobia, empathy for co-workers, and a sense that somewhere out among the stars there's a kinder society waiting to be riveted together. [Issue#373, p.104]
    • Edge Magazine
    • 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]
    • 93 Metascore
    • 90 Critic Score
    Inside may require thought, care and occasionally a sharp sense of timing to progress, but its obstacles never feel unfair. [Issue#296, p.120]
    • 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
    Dark Souls beckons the masochistic with its chilly indifference. If you steel your nerves and persevere, the loot you'll uncover is an adventure so exquisitely morose and far-ranging that it will tug at your mind insistently during the hours you spend apart.
    • 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
    • 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]
    • 88 Metascore
    • 90 Critic Score
    The Stanley Parable is brave. It’s brave because it offers the freedom to define the parameters of your experience. It’s brave because it’s willing to explore the ways in which games manipulate players, and to extrapolate that point into a discussion of the way we are all manipulated by the structures of real life. It’s brave because it’s willing to make fun of itself.
    • 78 Metascore
    • 90 Critic Score
    Codemasters had a hard act to follow in Grid, but with this sequel it’s delivered a dazzling package that can proudly take its place among the best racing games of this generation. It not only smooths off nearly all of the awkward edges that have plagued the studio’s ongoing attempts to cohere its racing games with driver-focused storylines, but it does so with enough pomp and spectacle to send current-generation hardware off with a memorable bang.
    • 83 Metascore
    • 90 Critic Score
    Perhaps, though, the reason A Highland Song stays in the memory is because of those bumps and scraps rather than in spite of them. [Issue#392, p.110]
    • Edge Magazine
    • 87 Metascore
    • 90 Critic Score
    If you want to know what unites all players, though, it's the sheer glory of the wide-open world that is brought into being here. [Issue#408, p.114]
    • Edge Magazine
    • 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?
    • 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
    • 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.
    • 87 Metascore
    • 90 Critic Score
    A classic reborn in wonderful style. Capcom's hot streak continues apace. [Issue#331, p.106]
    • Edge Magazine
    • 88 Metascore
    • 90 Critic Score
    This still stands as one of videogaming’s greatest achievements, one finally properly served by an excellent English translation to reveal a game that feels far fresher than its age, setting and rivals might otherwise suggest. [Nov 2007, p.97]
    • Edge Magazine
    • 83 Metascore
    • 90 Critic Score
    This confident refinement of Human Revolution's potent, though flawed, proof of concept, has resulted in one of the most elaborate videogame sandboxes in which we've ever had the pleasure of getting lost. [Oct 2016, p.104]
    • Edge Magazine
    • 90 Metascore
    • 90 Critic Score
    There are some VR games that still make our stomachs flip, but this captivating adventure is one to make the heart soar. [Christmas 2018, p.118]
    • Edge Magazine
    • 87 Metascore
    • 90 Critic Score
    Essential. [June 2015, p.114]
    • Edge Magazine
    • 89 Metascore
    • 90 Critic Score
    With an eye and an ear for the theatrical, the wonderfully evocative staging turns you into a horrified, fascinated voyeur; you might be late for the Obra Dinn's fateful voyage, but you have a front-row seat to its frequently thrilling demise. [Christmas 2018, p.122]
    • 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.
    • 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
    • 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
    • 86 Metascore
    • 90 Critic Score
    This is a remarkable sequel, one that takes its predecessor not as a template, but a jumping-off point. And for all the justifiable concern about its chosen business model, its implementation of the free-to-play model prizes players’ hearts above the contents of their wallets.
    • 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
    • 86 Metascore
    • 90 Critic Score
    Perhaps Gone Home’s greatest surprise lies in the apparent ease with which The Fullbright Company has joined the game’s subject and its medium: it’s a domestic tale of girl-to-womanhood told with the tools of an action game. As a statement that games can express emotionally resonant stories, Gone Home is a triumph. But that’s not why you should play it. Engrossing, touching and rewarding, it’s well worth the experience on its own terms, too.
    • 84 Metascore
    • 90 Critic Score
    Outrageously pretty. [Feb 2015, p.108]
    • Edge Magazine
    • 89 Metascore
    • 90 Critic Score
    As Bernadetta's heartwarming lethality proves, the payoff is well worth the investment. [Issue#336, p.110]
    • Edge Magazine
    • 89 Metascore
    • 90 Critic Score
    When those big swings connect, just as when we manage to knock several bottles off a wall with a single shot, Despelote offers an exhilarating reminder of the narrative ground games have yet to cover. [Issue#410, p.120]
    • Edge Magazine
    • 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
    • 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.
    • 90 Metascore
    • 90 Critic Score
    It encourages you to really TRY, even though no one else besides you will see the outcome and the game will happily continue on either way, because creation doesn't need to be about having something you can show to people, but about the process of DOING it. This is where the real joy lies. And even in its darker moments, Chicory is absolutely dripping with the stuff. [Issue#360, p.116]
    • Edge Magazine
    • 93 Metascore
    • 90 Critic Score
    It's an utterly huge, ambitious game - 100 hours MIGHT do it - but it never feels anything less than lovingly handcrafted, its every component part given the same special attention. Its individual elements, the combat, the writing, would be high points in any other game, but Divinity: Original Sin II has it all. [Dec 2017, p.116]
    • Edge Magazine
    • 93 Metascore
    • 90 Critic Score
    What the game asks of you might be fairly standard shooter stuff, but the act of playing it out with your own hands lends it a fresh magic. That's Alyx in a nutshell: this is a Half-Life game almost to a fault, the old formula polished to a 2020 shine, made new again by the way you manipulate it. The Gloves aren't the new crowbar or Gravity Gun, the defining tool of Half-Life: Alyx. Your own hands are. [Issue#344, p.102]
    • Edge Magazine
    • 88 Metascore
    • 90 Critic Score
    Far from simply feeling sufficiently old-school, Pillars of Eternity II is a game of systems and setting working in wonderful harmony and with a pioneering spirit, exposing what it is that players miss about those particular 'good old days' on the first place. [July 2018, p.110]
    • Edge Magazine
    • 91 Metascore
    • 90 Critic Score
    It still requires a deeper commitment than most games ask for, but the rewards positively tumble forth, year after year, generation after generation, treacherous vassal after treacherous vassal. [Issue#351, p.94]
    • Edge Magazine
    • 88 Metascore
    • 90 Critic Score
    Crucially, though, it understands that such grandeur means little if what lies beyond doesn't reward both your curiosity and the lengths to which you've gone to unlock it. On that front, Cocoon is a triumph. [Issue#390, p.116]
    • Edge Magazine
    • 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
    • 93 Metascore
    • 90 Critic Score
    This is still a game with a formula, then, but it has never been better, and there are few areas where it could be improved. [July 2016, p.104]
    • Edge Magazine

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