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
- By Date
- By Critic Score
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- Critic Score
Much as it saddens us, given the promise of seeing a 3D Ghost Trick, we pronounce this dead on arrival.- Edge Magazine
- Posted Jun 3, 2014
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Sir, You Are Being Hunted needs something more – a change in objective, focus or challenge to sustain engagement beyond the point when snatching teleporter pieces from robots on the coast loses its sense of mystery. As it is, it’s caught in an awkward hinterland of its own.- Edge Magazine
- Posted May 29, 2014
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The New Order is, above all, brave. Its odd mix of ’90s-style FPS excess and Nazi atrocities could have come across as outdated and crass. But MachineGames maintains just as much respect for its difficult subject matter as it does for its players, and the result is a game that indulges the mature and juvenile parts of your personality in equal measure.- Edge Magazine
- Posted May 28, 2014
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It’s all a bit of a muddle, suggesting an unwarranted lack of confidence in the core systems, and at times the most keenly anticipated game of this new generation leans too heavily on the conventions of the past.- Edge Magazine
- Posted May 27, 2014
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Classes and skills are well-balanced, and even though you’ll cycle through the small map selection quickly, they offer enough possibilities to stave off fatigue until Ubisoft adds more arenas. With more modes and maps, Phantoms would be a formidable offering, but it’s worth dipping into until then.- Edge Magazine
- Posted May 16, 2014
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Super Time Force hands you a super weapon that feels super – one that gives you the impression you’ve hacked into the game’s code to gain the upper hand – and then dares you to try to break the game with it. That it never buckles, despite allowing you to continually rewrite history as a horde of player characters and hundreds of projectiles fill the screen, is nothing short of remarkable.- Edge Magazine
- Posted May 15, 2014
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Mario Kart 8 is yet another overwhelmingly powerful argument in favour of the company’s idiosyncratic approach to design.- Edge Magazine
- Posted May 15, 2014
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Come to terms with its idiosyncrasies and you’ll find a unique and wonderfully characterful action game; it’s well worth suffering those early scratches for the moments where it really begins to purr.- Edge Magazine
- Posted May 14, 2014
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As a game, it has problems. Indoor spaces will struggle to contain more than a few players (the maximum is seven) and with no rules governing conduct, smaller players are at a natural disadvantage if competition escalates. Still, as a statement of intent it is extraordinary, and feels characteristic of what Sportsfriends sets out to achieve – a realisation that simplicity and good company are the root ingredients of enjoying games, and that far from being decisive, visual sophistication might actually be entirely irrelevant.- Edge Magazine
- Posted May 7, 2014
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Baffling design decisions and over-reliance on the same tricks further mar this already unpleasant journey.- Edge Magazine
- Posted May 1, 2014
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It has, through painstaking effort, upgraded the card duel into a thoroughly modern form. It has resisted the dark lures of free-to-play, and has made deep systems simple to parse without neutering them. In short, Hearthstone is borderline alchemy, turning physical systems into digital gold.- Edge Magazine
- Posted Apr 30, 2014
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Players who seek the traditional fantasy MMOG experience may find something of value in TESO, because it has evidently been built with them in mind. But it is difficult to imagine many others investing hundreds of hours in a place this bland, in a formula this familiar, and in a game this demanding of both your time and your money.- Edge Magazine
- Posted Apr 29, 2014
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It’s a game that, for all the intricacy of its systems and the charm of its painterly world, feels oddly empty.- Edge Magazine
- Posted Apr 28, 2014
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As it is, his 3DS debut is too uneven to be essential, but too charming for fans to miss.- Edge Magazine
- Posted Apr 28, 2014
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This inability to decide where World Tour lies among the many paths the series has taken previously is the game’s true problem. It demonstrates both why Camelot is so trusted by Nintendo, and why it has been stuck making sporting spinoffs for so long. Camelot seems unsure of whether it would prefer to be held by the hand or simply set free, and ends up putting the player in that same awkward middle ground.- Edge Magazine
- Posted Apr 24, 2014
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It’s a cheap thrill, a shallow way to connect input with outcome that doesn’t, in the end, compensate for Pocket Football Club’s lack of responsiveness elsewhere.- Edge Magazine
- Posted Apr 23, 2014
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NES Remix 2’s superior selection of games means it should maintain your interest longer than its predecessor; only rarely will you curse the controls that mean the more exacting platforming challenges can be infuriating to master.- Edge Magazine
- Posted Apr 22, 2014
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It can be too obtuse at times, but the rewards are quite unlike anything else in games: the music peaks, a laser beam rockets off into the sky, and you turn, heading off after that distant synth, in search of your next project deeper in the neon unknown.- Edge Magazine
- Posted Apr 22, 2014
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While it attempts to blend FMX, quad bikes and more familiar Trials action, the new elements sit uneasily with the old. Trials has always been about precision and skill, traits that are blunted or obfuscated by four-wheel drive and fussy inputs.- Edge Magazine
- Posted Apr 16, 2014
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Rivals’ biggest problem is that its chances of success are inexorably bound to the performance of the device around which it is designed.- Edge Magazine
- Posted Apr 11, 2014
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Free-to-play works when you earn the trust of your players over time, but RedLynx instead prods you at every opportunity to remind you that you haven’t paid for your game yet. Even so, once dredged from beneath the cloying mass of microtransactions that suffocate it, Trials Frontier isn’t a bad game as such. It is, however, a very bad Trials game.- Edge Magazine
- Posted Apr 10, 2014
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As a whole, Mercenary Kings is a case study in the perils of Early Access. The need to provide a steady flow of content to early buyers has birthed a glut of superfluous systems and a swollen set of missions – the wrong sort of substance to accompany Robertson’s style.- Edge Magazine
- Posted Apr 8, 2014
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As an enigmatic whisper of a narrative concludes in delightful, uplifting fashion, you’ll likely be left wanting more.- Edge Magazine
- Posted Apr 3, 2014
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Banished is a rare technical achievement, pure in design and of purpose. Its many deaths almost always feel fair, and the battle up to self-sufficiency is gripping. But the absence of a long game beyond this early toil makes it hard to find reasons to settle down here, except for the views, especially if you’ve established yourself on these frosty plains before.- Edge Magazine
- Posted Mar 27, 2014
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This may be the age of the single-screen brawler, but TowerFall is among the most feature-rich of its kind.- Edge Magazine
- Posted Mar 25, 2014
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It’s a thoroughly successful evolution of the twitch shooter, broadening its scope both upwards and outwards as well as expanding its toolset.- Edge Magazine
- Posted Mar 25, 2014
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As an open-world game, Second Son feels emaciated. There’s little to do in the way of side missions, and what is here becomes repetitive, unlikely to sustain interest beyond a single playthrough. Approach it as an action game that just happens to be set in a nonlinear environment and it makes more sense, but its not-inconsiderable achievements take effort to uncover.- Edge Magazine
- Posted Mar 20, 2014
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If it’s a demo, Ground Zeroes is the best demo ever; if it’s a prologue, it sets up the story so well you’ll spend the next year thirsting for revenge; and if it’s a tutorial, the systems it teaches are so intriguing that the prospect of spending an entire game with them is irresistible. Ground Zeroes is a resounding success in every respect bar its price tag, but value is relative. Fourteen hours in, we’re still learning.- Edge Magazine
- Posted Mar 19, 2014
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Though the necessities of catering to two different audiences mean that it perhaps never quite reaches the heights of either of the pair’s best individual outings, as the credits roll, you’ll likely experience a hollow feeling, the emptiness that only the best stories leave behind.- Edge Magazine
- Posted Mar 18, 2014
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- Edge Magazine
- Posted Mar 18, 2014
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Basic combat is dismal, turgid stuff, yet accounts for almost all the action.- Edge Magazine
- Posted Mar 18, 2014
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Though the stage design is carefully plotted to the last pixel, there’s little room for deviation – and none for the ultimate three-star prize. As such, it’s a case of brute-forcing the solution over dozens of repeated attempts, a process that feels less engaging here than in some of its peers.- Edge Magazine
- Posted Mar 17, 2014
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- Edge Magazine
- Posted Mar 13, 2014
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On a console where tried and tested ideas continue to dominate, it would be wrong to entirely dismiss an experiment like this, even if the result is only fleetingly worthwhile.- Edge Magazine
- Posted Mar 12, 2014
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For all its little tweaks, Dark Souls II is, foremost, a game made for Souls players. It is a game that asks everything of you and gives so much back, keeping its cards close to its chest, and revealing them only to those prepared to die and die again. It is made to be played for hundreds, if not thousands, of hours as you try new builds, explore PVP and experiment with covenants, all the while slowly peeling back the layers of its lore.- Edge Magazine
- Posted Mar 11, 2014
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Sadly, the technical turbulence that has blighted previous episodes remains – the QTE-powered action beats, though well staged, are hobbled by pauses and awkward transitions, even on PC.- Edge Magazine
- Posted Mar 7, 2014
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Sadly, any gains made here are squandered by woolly controls, a dearth of feedback and infuriating inaccuracy even with aiming assist dialed up to maximum.- Edge Magazine
- Posted Mar 5, 2014
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So, yes, their irreverent take on the medium may have a few technical shortcomings, but you’ll usually be grinning far too much to care.- Edge Magazine
- Posted Mar 4, 2014
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- Edge Magazine
Posted Feb 27, 2014 -
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Lords Of Shadow 2 is clunky, ugly and deeply misguided. It’s a game that sees the lord of the damned as a vehicle for rat-powered linear stealth, and that takes a future-Gothic London setting and then sets the action in tower blocks and sewers.- Edge Magazine
- Posted Feb 25, 2014
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Thief is far from the disaster that many feared it would be, and fans who take the time to customise their settings ahead of their first playthrough will find a rewarding world here to pick clean. Nevertheless, it’s still difficult to shake the feeling that, for all his dexterity, Garrett has stumbled in his attempt to gain access to a new generation.- Edge Magazine
- Posted Feb 24, 2014
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It’s a B-movie game in every sense, but approach it with sufficiently lowered expectations, and you may just be pleasantly surprised.- Edge Magazine
- Posted Feb 21, 2014
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Sadly, that fresh new take on combat is hamstrung by a camera that can’t keep up with the elaborate effects, animations and blistering speed.- Edge Magazine
- Posted Feb 20, 2014
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Tengami’s world is as rich and stimulating as any you’re likely to find on iOS, but there’s something missing. Like an origami crane, it’s an admirable piece of craftsmanship, but the result remains rather flimsy and lightweight.- Edge Magazine
- Posted Feb 20, 2014
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EDF was never about careful aiming or strategic cover or any of the other things that drive modern shooters, though – it’s about superior firepower earned through RPG grind, but 2025 has made the happy grind gruelling.- Edge Magazine
- Posted Feb 18, 2014
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- Edge Magazine
- Posted Feb 18, 2014
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During Tropical Freeze’s most exacting sequences, you may yearn for Mario’s reliability, but the bludgeoning force of Retro’s presentation is enough to carry a powerful, if traditional, platformer over the finish line.- Edge Magazine
- Posted Feb 17, 2014
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Yet even with another cliffhanger to keep you on tenterhooks until Episode Three, it wouldn’t be a surprise to see audience interest starting to wane, particularly if Telltale continues to treat us more as viewers than as players.- Edge Magazine
- Posted Feb 14, 2014
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There’s a great twitch game beneath this hostile exterior, but Ragequit can’t afford to test players’ endurance on so many levels if its niche shooter is to thrive.- Edge Magazine
- Posted Feb 13, 2014
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This is twitch gaming at its finest, with beautifully tuned thumbstick controls and a pulsing rave soundtrack that only seems to focus the mind more sharply.- Edge Magazine
- Posted Feb 12, 2014
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- Edge Magazine
- Posted Feb 10, 2014
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Games are so rarely funny by design, but Jazzpunk is much more than a funny videogame. It’s a comedy, and one that wouldn’t be possible – or anywhere near as powerful – in any other medium.- Edge Magazine
- Posted Feb 7, 2014
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A curious game about exploiting systems and psychology. The discussions surrounding it deal in politics and morality, because it’s a game about Rohrer’s response to a controversial real-world issue. Yet The Castle Doctrine’s notoriety ends up feeling like another fakeout – a disconnected conceptual commit gate at the entrance of an often-frustrating sandbox puzzler.- Edge Magazine
- Posted Feb 6, 2014
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The only occasionally clumsy element in Surge Deluxe’s otherwise efficiently streamlined processes is you – or, rather, your big fat finger. Tracing lines between blocks obscures the screen, which can make quick, precise movements difficult, especially between narrow gaps.- Edge Magazine
- Posted Feb 5, 2014
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Unepic is a perfectly serviceable platform-RPG, but Unremarkable might have been a more apposite title.- Edge Magazine
- Posted Jan 31, 2014
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Octodad: Dadliest Catch asks you to overlook an awful lot more than plot holes.- Edge Magazine
- Posted Jan 30, 2014
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Pulling off tricks in OlliOlli – each precision twist, rotation and flick of the Vita’s left analogue stick – feels as satisfying for your fingers to negotiate as any fighting game finishing move. So even if you’re terrible at the game, even if you can’t land a single trick or grind, even if your scores barely creep into triple digits, your avatar’s tumbling faceplant will still imprint the outline of a grinning mouth in the pavement.- Edge Magazine
- Posted Jan 21, 2014
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The constant flow of new sights and well-thought-out puzzles that make up the bulk of the game provide more than enough motivation to see this rescue attempt through to the end.- Edge Magazine
- Posted Jan 17, 2014
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Nidhogg is not about lengthy stage lists, improvable online systems, fussy control mapping or AI. Nidhogg is about the purity of two friends on a couch duking it out as Daedelus’s moody dynamic electronica frames acrobatic displays of wits and reflexes. In that sense, it has no equal.- Edge Magazine
- Posted Jan 16, 2014
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It's never stronger than in its opening hours, and if it never quite recaptures that first heady whiff of discovery, it at least keeps you on the edge of your seat thanks to its punishing design, the stakes rising in tandem with your achievements.- Edge Magazine
- Posted Jan 15, 2014
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All but shorn of their narrative context, the missions can feel rather inconsequential, disconnected from the truncated plot and lacking the variety and invention of some of the 3DS game’s later missions.- Edge Magazine
- Posted Jan 15, 2014
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Double Fine’s adventure is confident and charming, the studio feeling its way to a comfortable mid-point between the desires of adventure-game fans and its own motivation to move the genre forward – even if only by a small increment.- Edge Magazine
- Posted Jan 15, 2014
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At a base level, this is simply too forgettable to give players a good enough reason to return. Perhaps it would be different if Zombie had been more lenient with its economy, allowing you to try more before committing to buy.- Edge Magazine
- Posted Jan 10, 2014
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Strip out the poor parkour and clunky melee and all you’re left with is a shooter, and a workmanlike one at that.- Edge Magazine
- Posted Jan 10, 2014
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Quibbles aside, the good news is that the frantic swiping and tapping to negotiate track obstacles while squeezing in showboating tricks for extra points remains as ebullient as ever. Sitting down to play five minutes of Infinity and losing an entire evening: that’s the real danger.- Edge Magazine
- Posted Jan 9, 2014
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Cliffhanger endings are fine when the next episode of a TV show is days away, but less so when the wait is likely to last a couple of months. Yet Telltale has already achieved something remarkable, proving – to both Clem and to you – that there’s life after Lee.- Edge Magazine
- Posted Jan 9, 2014
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What began as a celebration ends with nostalgia’s bubble being cruelly pricked.- Edge Magazine
- Posted Jan 8, 2014
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It’s no accident that your role can often feel more captive than intrepid explorer; Fireproof skilfully demonstrates that escapism through escapology can be a potent conceit indeed.- Edge Magazine
- Posted Jan 6, 2014
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Multiplayer’s not much better, and is a rare area in which Shadow Fall suffers technically, the action slowing to a crawl when things get busy thanks to an unlocked framerate.- Edge Magazine
- Posted Dec 29, 2013
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For the time being, Exordium represents a kind of success, even if it’s tempered by the evident struggle to achieve an objective that may, in the end, prove to be a fool’s errand.- Edge Magazine
- Posted Dec 24, 2013
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- Posted Dec 20, 2013
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It’s a masterclass of design purity: every one of these elements exists for a reason, and its potential is exploited to the fullest. But Samurai Gunn’s genius lies in its dizzying speed. It condenses organic, balletic setpieces worthy of an action flick finale into mere seconds, the ground filling up with the bloodied pixel remains of the fallen.- Edge Magazine
- Posted Dec 19, 2013
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Board game fans might be able to overlook these sins to find the deep game within, but developers Full Control has done too little to evangelise the cult of Space Hulk.- Edge Magazine
- Posted Dec 19, 2013
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The Novelist, then, is a game of endless compromise, and in that sense it is a quite remarkable simulation of family life.- Edge Magazine
- Posted Dec 18, 2013
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Peggle’s secret is the way it makes you feel about these successes – and it’s here that this most feels like a true sequel. Clear out a level and the resulting Ultra Extreme Fever is a bigger festival of light and colour than ever, and Xbox One’s Game DVR popup serves as an extra pat on the back. The accompanying crescendo is no longer limited to Ode To Joy either – each Master has their own piece of classical music.- Edge Magazine
- Posted Dec 18, 2013
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Naturally, it isn’t as attractive as its console cousin, though zoom down to eye level during its majestic sunsets and the shanties belted out by your crew make for a reasonable facsimile of the console game.- Edge Magazine
- Posted Dec 11, 2013
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Polyphony has produced a handling and physics model that is unmatched by any other racer, but failed to provide AI competition capable of showcasing it to its fullest.- Edge Magazine
- Posted Dec 10, 2013
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As a reminder of the old days of the series, The Serpent’s Curse just about serves its purpose; it sounds the same, works the same and, mostly, looks the same. But as a contender on the modern point-and-click landscape it offers little to drag players away from the new age of superior soirees.- Edge Magazine
- Posted Dec 9, 2013
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Playing Blek is pure intuition, not a puzzler so much as an act of freeform creation. That’s quite a feat within a genre which can feel so stiff and prescribed.- Edge Magazine
- Posted Dec 6, 2013
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This is a game that skilfully blends the safe with the courageous in an alchemical fusion of old and new, somehow brave and default all at once.- Edge Magazine
- Posted Dec 3, 2013
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For all Zoo Tycoon’s charms, it’s ultimately too shallow; there’s only so much cooing at identikit baby animals you can do before the inevitable fatigue sets in.- Edge Magazine
- Posted Nov 29, 2013
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Fighter Within’s storyline is a misery of clichés, reaching for kung-fu movie kitsch but delivering nothing of the sort. But even the ugly presentation and forgettable cast of characters could have been forgiven if the developer had managed to make good on its ambitions for a nuanced fighting game controlled with arms and legs rather than fingers and thumbs.- Edge Magazine
- Posted Nov 29, 2013
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The game also fails as a high-profile PS4 launch title in terms of what it’s putting onscreen. The particle effects serve their purpose, but everything from the vapid story sequences to the hackneyed goblin foes feels blandly feeble. A chapter setting entitled The Barren Wastes? Yes, you think, no need to ram it home.- Edge Magazine
- Posted Nov 28, 2013
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It’s a game of light and shade, sure, but there’s a little too much of the former seeping through the cracks.- Edge Magazine
- Posted Nov 28, 2013
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It’s gorgeous; Resogun draws on its host hardware’s graphical capabilities to make you feel like the most powerful entity in the room.- Edge Magazine
- Posted Nov 28, 2013
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Rivals’ systems show potential, but it is considerably less than the game it might have been.- Edge Magazine
- Posted Nov 27, 2013
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Like the first Gears, Ryse is a simple game loaded with small-scale encounters and rudimentary set-pieces with the intention of hustling you towards something beautiful. Both have their own ‘horror’ stage, both have sieges, both have stationary guns of sorts, and Ryse, like Gears, has room to grow if given the chance.- Edge Magazine
- Posted Nov 21, 2013
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There’s no way to sell unused cars back to the AI or to other players, no bespoke onscreen speedometers, no test driving a car before purchase, no kid-friendly Kinect steering or Kinect support in Forzavista, no opportunity to load a circuit-specific tuning setup before a career race, no exiting from a race series without loading up the next track, no unicorn cars, no ‘reasonably priced car’, no auction house, no storefront, and no surprise, really.- Edge Magazine
- Posted Nov 20, 2013
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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.- Edge Magazine
- Posted Nov 20, 2013
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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.- Edge Magazine
- Posted Nov 19, 2013
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It’s tempting to believe that Microsoft and Twisted Pixel set out to create some kind of meta-joke here, but the line between a successful and unsuccessful parody can be a fine one. All Lococycle achieves is falling on its face, while no one laughs.- Edge Magazine
- Posted Nov 18, 2013
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It’s during its harder moments that Crimson Dragon pushes you away. A combination of heavy handling and poor communication make you feel hoodwinked rather than outmatched, and the ability to buy continues with Gems you’ve purchased with real money sullies the challenge. It’s a good job that the Zen gardens of those easier levels are always there to return to.- Edge Magazine
- Posted Nov 18, 2013
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There’s a fantastic combo system at Killer Instinct’s core, but right now it feels like half a game – one full of promise, certainly, but not an especially next-gen one either. The cascade of particles may not be enough to retain player interest until the rest of the game arrives.- Edge Magazine
- Posted Nov 18, 2013
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Dead Rising 3 is a sandbox in the purest sense, one that urges you to experiment with its innumerable toys at your leisure. The result is an open world that, in spite of its reanimated inhabitants, feels more alive than most.- Edge Magazine
- Posted Nov 18, 2013
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Nintendo’s nervousness around punishment, for fear of putting off newcomers, continues to undermine ALBW’s attempts at novelty.- Edge Magazine
- Posted Nov 14, 2013
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The cinematic videogame thriller depends on budget and craft. Remove these ingredients and the thinness of the underlying design is shown up. The Farm 51 has neither the money nor the talent to compete on this well-furrowed ground. Deadfall Adventures is a poor man’s imitation, a thoroughly bad videogame and one which, most frustratingly, is bad in uninteresting ways.- Edge Magazine
- Posted Nov 13, 2013
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Despite its flaws, however, Overdrive captures the essence of its progenitor, though it also serves as a reminder that the much-missed Bizarre Creations isn’t coming back.- Edge Magazine
- Posted Nov 12, 2013
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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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It’s a perfectly serviceable adventure that you’ll play through with few frustrations, but will likely have forgotten by the following morning. Ratchet and Clank’s story ends, then, not with a bang, but with a half-hearted shrug.- Edge Magazine
- Posted Nov 11, 2013
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This is still a fine – and visually opulent – auto-runner, but it’s bloated, too; a little restraint would have gone a long way.- Edge Magazine
- Posted Nov 7, 2013
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