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 Bloodborne
Lowest review score: 10 FlatOut 3: Chaos & Destruction
Score distribution:
4029 game reviews
    • 72 Metascore
    • 60 Critic Score
    Its foremost pleasures are the evenly paced exploration, the pleasant graphical style and the unexpectedly humorous characters... While far from essential, this is a much more enjoyable adventure than, on paper, it has any right to be. [March 2005, p.92]
    • Edge Magazine
    • 79 Metascore
    • 60 Critic Score
    A functional, pared-down JRPG and a feisty but flawed translation of the side-scrolling beat 'em up into the third dimension. [Apr 2010, p.94]
    • Edge Magazine
    • 66 Metascore
    • 60 Critic Score
    It's hard to find too much fault in a game that's so in love with its inspirations, but Rise & Shine is at its best when it's being itself. [March 2017, p.104]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    It's doubtful you'll endlessly return past the few hours necessary to beat the game, but for now it remains both a welcome introduction to a new system and its own unique and rewarding experience.
    • 56 Metascore
    • 60 Critic Score
    It's one example of too much going on in a game that is crammed with ideas, borrowed and new, all fighting for attention. [Issue#347, p.92]
    • Edge Magazine
    • 79 Metascore
    • 60 Critic Score
    It's disappointing to find that a game so reliant upon riding earthy mounds, avoiding rocks and leaping chasms leaves the player feeling disassociated from the environments. For all the sensory feedback you could as well be controlling a futuristic hoverboard. [Oct 2003, p.102]
    • Edge Magazine
    • 68 Metascore
    • 60 Critic Score
    Old hands will still find much of the personality and singular vision of the franchise intact, but it's the newcomers, ironically, who might find Insect Armageddon a jarring mix of old-fashioned thrills and modern gameplay trends.
    • 77 Metascore
    • 60 Critic Score
    This cosy, likeable platformer gives 3DS players a superior alternative to Arzest's insipid New Island. [March 2017, p.105]
    • Edge Magazine
    • 82 Metascore
    • 60 Critic Score
    Where a little Innocence went a long way, this gloomy, protracted Requiem proves that a lot doesn't always stretch so far. [Issue#378, p.104]
    • Edge Magazine
    • 73 Metascore
    • 60 Critic Score
    The craftsmanship is easy to admire, but 1001 Spikes can be a hard game to love. [Sept 2014, p.117]
    • Edge Magazine
    • 85 Metascore
    • 60 Critic Score
    The game feels somewhat tormented by its turgid dialogue and a one-note plot, both given preference over the raw thrills of doing kickflips in hell. [Issue#419, p.108]
    • Edge Magazine
    • 68 Metascore
    • 60 Critic Score
    You can call it feature creep or over-ambition, but it's the surfeit of content that almost buries the game's achievements. [June 2010, p.100]
    • Edge Magazine
    • 67 Metascore
    • 60 Critic Score
    The stakes are raised in the closing stretch, but the drama is undercut by the story's brevity. [March 2017, p.106]
    • Edge Magazine
    • 79 Metascore
    • 60 Critic Score
    It’s worth experiencing for the artistry in its visual flair, excellent cutscenes and one or two inspired directional moments, but as a game? The previous generation God Of War has the definite edge. [Oct 2007, p.86]
    • Edge Magazine
    • 69 Metascore
    • 60 Critic Score
    With handsomely designed environments, and a deviously three-dimensional approach to level design, Kororinpa is exactly the kind of simple, sustaining software that the Wii needs to build on. [Feb 2007, p.84]
    • Edge Magazine
    • 72 Metascore
    • 60 Critic Score
    A tasteful translation of an enduring classic, but it remains too cautious to satisfy those looking for innovation. [May 2007, p.95]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    Modern Warfare II's problems are old ones, then, as are its strengths. But there are fewer of the latter than in 2019's reboot, and that should concern fans. [Issue#379, p.112]
    • Edge Magazine
    • 88 Metascore
    • 60 Critic Score
    Rather than creating a character, you're stuck as the brooding, white-haired monster slayer Geralt. Anyone who enjoyed the role last time will be happy to bear with him while the game meanders to its point. Anyone else will need an extraordinary level of patience.
    • 54 Metascore
    • 60 Critic Score
    While the appeal of Ghost Rider palls in the long term (the game is simply too samey, unless your thirst for fighting overrides your need for variety and pacing) it’s a strong and well-considered title. [Mar 2007, p.86]
    • Edge Magazine
    • 71 Metascore
    • 60 Critic Score
    The process of mastering it? Let's just say it's not quite our tempo. [Issue#370, p.123]
    • Edge Magazine
    • 66 Metascore
    • 60 Critic Score
    There's nothing revolutionary in Lethal VR, but it's an accessible, frequently enjoyable showcase of what its host hardware is best at, let down only by the decision to bring a knife to a gunfight. [Tested with HTC Vive: Jan 2017, p.118]
    • Edge Magazine
    • 80 Metascore
    • 60 Critic Score
    It is still a little deflating. While some detective work is engaging, too much of it is throwaway, repetitive and, worse, overused. Tailing missions are the worst offender, simplistic, overlong, tightly scripted and seemingly everywhere. In its cutscenes, its combat and its tales of the lives of struggling, troubled, randy everyday people - in all the tings that make it a Yakua game, in other words - Judgment excels. In the things that seek to make it stand apart, it disappoints. Whether this is a one-off experiment, or simply the first of many, remains to be seen; if it's to be the latter, much remains to be done. [Issue#335, p.102]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    The island and its minigames, side conversations and beautiful backdrops hold their charm, and part of us earns to remain in Demonschool's world. Unlike Faye, though, we begin to resent that demons keep tearing us out of it. [Issue#419, p.114]
    • Edge Magazine
    • 74 Metascore
    • 60 Critic Score
    It's in Mafia II's second act that it takes a real dive, and familiarity plunges into cliché. When the writers run out of literary coal, there's little to keep you on the rails, and nowhere to take a time-out. It descends into a festival of stereotypes and expletives, laying waste to the hints of narrative depth proffered earlier and offending beyond justification as it ticks the down-and-dirty genre boxes.
    • tbd Metascore
    • 60 Critic Score
    If not the spiralling success we hoped, this sweet-natured and sincere game provides an afternoon's worth of uplifting altruism. [Issue#347, p.104]
    • Edge Magazine
    • 65 Metascore
    • 60 Critic Score
    While it doesn't do enough to earn a place in the halls of Valhalla, there is still pleasure to be had in sprinting and fighting through these Elysian fields. [Issue#378, p.112]
    • Edge Magazine
    • 68 Metascore
    • 60 Critic Score
    As much as The Chant contains a solid action adventure, then, it could do with more suitable clothing. [Issue#379, p.116]
    • Edge Magazine
    • 81 Metascore
    • 60 Critic Score
    There are flashes of brilliance in Stellar Blade, still, most often sparked by the titular weapon. But it's too broad and with that a little underdone. If only Eve's initial clarity of purpose had been more contagious. [Issue#398, p.106]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    This is a welcome conversion of Bliozzard's cherished 16bit strategy actioner and well worth a punt for those who like to challenge their grey matter as well as their reflexes. [May 2003, p.103]
    • Edge Magazine
    • 73 Metascore
    • 60 Critic Score
    Time and again in The Angel Of Death, a perfectly obvious solution is ignored in favour of an absurdly contrived one, and whenever a puzzle hinges on the responses of NPCs... these prove bizarre and unpredictable. [Nov 2006, p.84]
    • Edge Magazine
    • 84 Metascore
    • 60 Critic Score
    There's no question that DUB Edition can be pleasurable, especially in the multiplayer games, but the Career mode too often feels like graft. There are tournaments, one-off street races and 'special' events, but each individual race feels much the same as the last. [June 2005, p.92]
    • Edge Magazine
    • 84 Metascore
    • 60 Critic Score
    Once fluent in Hulk's explosive vocabulary of lamppost-javelins, boulder-bowling balls and tank football, it becomes apparent how much there is to praise in this game. It's hard to think of a superhero title that has come so close in delivering the spirit of the hero's super-ness. [Sept 2005, p.95]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    It's in Mafia II's second act that it takes a real dive, and familiarity plunges into cliché. When the writers run out of literary coal, there's little to keep you on the rails, and nowhere to take a time-out. It descends into a festival of stereotypes and expletives, laying waste to the hints of narrative depth proffered earlier and offending beyond justification as it ticks the down-and-dirty genre boxes.
    • 79 Metascore
    • 60 Critic Score
    To tackle the more inventive operations dreamt up for Wii with superior tools will be enough to convince the Trauma fans. [Nov 2008, p.102]
    • Edge Magazine
    • 69 Metascore
    • 60 Critic Score
    This is a soothing lullaby of a game: a leisurely bit of counter-programming that, contrary to forecasts, doesn't disgrace the series' good name. [Issue#310, p.120]
    • Edge Magazine
    • 72 Metascore
    • 60 Critic Score
    The lead characters are abysmally designed. Waxen, ugly and uninspired, with more than a whiff of committee behind them, they're the most dislikeable aspect of an otherwise magnificent world. [Sept 2004, p.96]
    • Edge Magazine
    • 73 Metascore
    • 60 Critic Score
    Is this the most violent game of all time? Maybe. Its ragdoll physics may not match the flying limbs and broken faces of Soldier of Fortune, but its throwaway approach to life and death is genuinely shocking, leaving a bitter, metallic aftertaste. This is neither a fall nor an ascension. This is an update. [Jan 2004, p.105]
    • Edge Magazine
    • 68 Metascore
    • 60 Critic Score
    Rusty Lake is smart enough to keep things brief. [Issue#378, p.114]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    Playful touches abound. [Issue#379, p.120]
    • Edge Magazine
    • 63 Metascore
    • 60 Critic Score
    The story, meanwhile, is weighed down by needless convolution and stilted dialogue, even if its meditations on breaking the boundaries of human consciousness are admirably ambitious - and novel given that Huxleyian mysticism is well suited to the intimate and changeable perspective of a firstperson videogame. [Issue#419, p.120]
    • Edge Magazine
    • 81 Metascore
    • 60 Critic Score
    Its world may be memorable, but otherwise this is a series falling back on borrowed ideas, as if unsure quite how to properly reinvent itself. There are enough signs of improvement to suggest the next entry could be the fresh start Ubisoft promised this time around. But as a new beginning for Assassin's Creed, Origins is more of a stumbling step than a bold leap forward. [Christmas 2017, p.100]
    • Edge Magazine
    • 65 Metascore
    • 60 Critic Score
    Realistically, Buraiden's biggest appeal lies in the joyous anarchy of the multiplayer modes. Team up two-on-two, three-on-one or every-samurai-for-himself, replace any absent human players with the game's convincing AI, set the battle parameters, and prepare for the kind of balletic carnage that Tarantino will soon be ripping off for volume two of 'Kill Bill'. [JPN Import; Feb 2004, p.98]
    • Edge Magazine
    • 68 Metascore
    • 60 Critic Score
    An impressively comprehensive, reasonably captivating though ultimately flawed experience. [June 2005, p.95]
    • Edge Magazine
    • tbd Metascore
    • 60 Critic Score
    Chaos reigns in the brackish bayous of this endearingly ramshackle racer from Hydro Thunder Hurricane developer Vector Unit. An erratic police presence might attempt to uphold the law, but between the fluctuating prices of its illegal trading posts and the trail of destruction your air boat leaves in its wake – not to mention a frame-rate choppier than the winding waterways themselves – this is a world without order.
    • 77 Metascore
    • 60 Critic Score
    Working out how the game works and how to best profit from your stocks takes an hour’s play, and from then on, it’s no longer about thinking creatively, just economising ruthlessly. Satisfying perhaps, but hardly demanding. [Christmas 2006, p.88]
    • Edge Magazine
    • 72 Metascore
    • 60 Critic Score
    If only it played as well as it looks. [Issue#310, p.121]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    Dante’s Inferno fails to rise above its peers, the punishment for which is not damnation, merely a place in limbo.
    • 77 Metascore
    • 60 Critic Score
    Takes great pride in its science-fiction absurdities and provides a genuinely entertaining skirmish game for those who still hanker for the base-building battles of old. [Feb 2008, p.94]
    • Edge Magazine
    • 74 Metascore
    • 60 Critic Score
    Flying Wild Hog has re-imagined a cult classic while maintaining Shadow Warrior’s unique personality in a shamelessly flawed and flimsy shooter concerned more with laughs and blood-letting than balance, and the team’s bold embrace of the game’s roots goes a long way to excuse the game’s problems.
    • 80 Metascore
    • 60 Critic Score
    Sadly, the mixed results even apply to our canine friend, whose limitations clash against the design of many bigger bosses. [Issue#388, p.118]
    • Edge Magazine
    • 71 Metascore
    • 60 Critic Score
    There was never any doubt that Total Overdose would fall foul of one of its genre's various pitfalls, but it's unfortunate that it ultimately had to be one as irksome as excessive length... At its best, the game still shakes up a loud and spicy Mexican cocktail, but what it’s added to the mix has been more than enough to weaken the taste. [Nov 2005, p.103]
    • Edge Magazine
    • 78 Metascore
    • 60 Critic Score
    It now feels in need of a shake up to make it bounce back instead of producing yet another diminished return. [Jan 2007, p.75]
    • Edge Magazine
    • 81 Metascore
    • 60 Critic Score
    Visually, this can be a fascinating journey, with its massive-headed monks and no-headed minstrels, but in service of little more than endless duels, hardly an ideal vehicle to dig into the novel's themes. Black Myth, in short, seems unsure what kind of monkey it wants to be. [Issue#402, p.104]
    • Edge Magazine
    • 81 Metascore
    • 60 Critic Score
    The most significant addition is Quen marine Seyka, with whom Aloy forms a bond that goes beyond friendship. Yet the two fight more often than they flirt, and the need to either level or stock up between story missions means they don't spend enough time together for the would-be emotional climax to fully land. [Issue#385, p.120]
    • Edge Magazine
    • 67 Metascore
    • 60 Critic Score
    It's the kind of scrappy contender you want to root for, but while its battle camera keeping you at a distance proves a smart move, the same can't be said for its story. [Issue#378, p.119]
    • Edge Magazine
    • 68 Metascore
    • 60 Critic Score
    What should be a straightforward tale of coming to terms with loss introduces a few too many complexities and characters, muddling its attempts to explain what happens when we shuffle off this mortal travelator. [Issue#379, p.123]
    • Edge Magazine
    • 78 Metascore
    • 60 Critic Score
    It is, in other words, a competent handheld version of Killzone, and those who bought a Vita on that promise will be amply satisfied. Others will squint, line up their sights on a speck in the middle distance, squeeze the trigger and hope for the popup confirming their aim was true, and wonder if this is really what handheld gaming should be.
    • 61 Metascore
    • 60 Critic Score
    It's simple, enjoyable, and in wisely steering clear of trying anything grand or complex, is an enjoyable if self-contained success. [May 2010, p.97]
    • Edge Magazine
    • 70 Metascore
    • 60 Critic Score
    In its shrewd monetisation aspects and as a watered-down but sturdy entry in the series, Revolution unarguably achieves its goal. The King Of Iron Fist Tournament is now closer than it’s been for a long time to its arcade roots, but the sense of friendly competition has been replaced with an initially hostile, rich versus poor and, at times, pay-to-win atmosphere.
    • 80 Metascore
    • 60 Critic Score
    Engaging, absorbing. [Jan 2007, p.79]
    • Edge Magazine
    • 78 Metascore
    • 60 Critic Score
    Max Payne isn't a bad way to spend a train journey, but those who've already played the original will have little reason to buy the conversion, apart from to smile at how mini-Max so cutely apes his big brother. [Apr 2004, p.110]
    • 65 Metascore
    • 60 Critic Score
    It's well-meaning, but unserious. [Issue#402, p.108]
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    Metro is at its best deep underground, away from the demands of a modern action game and engrossed in the cultures that cling to its tunnels, the atmosphere boosted by subtitled Russian and the writing and voice-acting creating fascinating windows into a struggling world. [May 2010, p.99]
    • Edge Magazine
    • 70 Metascore
    • 60 Critic Score
    Magrunnner’s story is confidently told, and it’s a welcome point of divergence in a game that’s too in thrall to the title that popularised this genre. The Mag Glove’s no less capable of sustaining a game than the Portal Gun – it’s quite possibly better suited to experimental, player-authored solutions. But it needs its own game, not just to be inserted into the framework of another.
    • 74 Metascore
    • 60 Critic Score
    It's just a shame that this unique combination of still-alivers didn't result in something truly innovative.
    • 72 Metascore
    • 60 Critic Score
    What Omega Five lacks in purity, it gains in bombast. [Mar 2008, p.102]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    Combined with the weight of nostalgia, Visions is thus a strangely conservative game. While not lacking the conveniences of modern design (the fast-travel system balances speed with a sense of scale), it's merely evolutionary. [Issue#402, p.112]
    • Edge Magazine
    • 54 Metascore
    • 60 Critic Score
    As a proof of concept, Reality Fighters is convincing, but it's sub-par as a high-priced fighting game, trailing the competition and offering novelty in place of substance.
    • 74 Metascore
    • 60 Critic Score
    How do you craft an RPG around a character defined entirely by movement? We’re not sure that you can, and BioWare hasn’t proved otherwise. [Dec 2008, p.96]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    It leaves nothing to blame when disaster occurs but your own failure to understand logic's laws. [Issue#402, p.114]
    • Edge Magazine
    • 58 Metascore
    • 60 Critic Score
    Energetic if simplistic, shallow yet enormously replayable, it's the kind of game you'll forget about for months, rediscover during a party, and within ten minutes everyone will be shouting, laughing and clamouring to join in. [May 2017, p.119]
    • Edge Magazine
    • 78 Metascore
    • 60 Critic Score
    At worst, the game's deliberate openness means theme and gameplay have a tenuous relationship.
    • 78 Metascore
    • 60 Critic Score
    The plot proves strong enough to keep even the most disappointed player clicking through the dialogue trees, and in the final chapters the endless conversations finally give way to something more engaging. [Mar 2007, p.80]
    • Edge Magazine
    • 69 Metascore
    • 60 Critic Score
    There are neat touches: you've got infinite ammo, brilliantly, and inhaling gas leaves you with a temporary cough that ruins your aim … but it needs a few more tactics to make it more than the sum of its admittedly solid parts. [Christmas 2003, p.116]
    • Edge Magazine
    • 63 Metascore
    • 60 Critic Score
    As an example of unabashed, often exuberant Britsoft that pulls out the SRPG's staples and rebinds it in approachable ease, Future Tactics is remarkable, deserving of cult status. [Aug 2004, p.99]
    • 74 Metascore
    • 60 Critic Score
    How curious to find Nintendo's most contemporary tale hidden in a format so beholden to the past. [Issue#402, p.120]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    For all its flaws, The Evil Within felt like the work of a singular voice. This feels like several shouting at once, eventually settling their differences by compromise. The black bars are gone; instead, it's convention that keeps The Evil Within 2 constrained. [Christmas 2017, p.108]
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    While Genesis may already be fading from our memory, those looking for nothing more than 15 hours or so of punchy, demon-slaying action will no doubt have an appropriate response. It matters not. [Issue#342, p.110]
    • Edge Magazine
    • 67 Metascore
    • 60 Critic Score
    The meat of the game remains enjoyable yet underwhelming. [Dec 2007, p.96]
    • Edge Magazine
    • 47 Metascore
    • 60 Critic Score
    If you find its imperfections endearing there’s much to position Apocalypse as one of the bolder attempts to further the art of the click-fest. [Dec 2006, p.85]
    • Edge Magazine
    • 65 Metascore
    • 60 Critic Score
    None of this feels like a refinement, … just a slight bulking up. With Legends, you’re buying into an upgraded suite of presentation – of lengthy career modes, of yet more movie-faithful music – than anything else. [Nov 2004, p.105]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    Wild Hearts has inherited just enough from Monster Hunter to keep us on the hook - and when it does sporadically come together, it feels like a worthy rival. [Issue#383, p.106]
    • Edge Magazine
    • 80 Metascore
    • 60 Critic Score
    A game of this size may please those who equate volume with value, but despite a handful of sensational moments, Shadow of War mostly proves that more can be so much less. [Christmas 2017, p.112]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    A party game collection for which you have to work far too hard to get much of a chance to party. [Jan 2007, p.82]
    • Edge Magazine
    • 67 Metascore
    • 60 Critic Score
    All the games, even the good ones, outlast their welcome. [Jan 2008, p.90]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    It's just a shame that this unique combination of still-alivers didn't result in something truly innovative.
    • 72 Metascore
    • 60 Critic Score
    Assuming you're simply content with content, Ubisoft busies you with donkey work. [Jan 2014, p.110]
    • Edge Magazine
    • 84 Metascore
    • 60 Critic Score
    There's a lot going on here, much of it captivating, some of it just for appearances and some of it annoying. [Issue#338, p.92]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    Real strategic thinking is less useful than exploiting the single-mindedness of the enemy AI. That rings true of many SRPGs, but can leave a cheap aftertaste to an otherwise decisive victory. [Sept 2004, p.102]
    • Edge Magazine
    • 77 Metascore
    • 60 Critic Score
    In quests played with up to three friends the experience improves, but the game does nothing clever, original or compelling enough to recommend local questing over MMOs. [May 2008, p.95]
    • Edge Magazine
    • 72 Metascore
    • 60 Critic Score
    There are some good laughs here, along with sporadic moments of showstopping spectacle. [Issue#422, p.102]
    • Edge Magazine
    • tbd Metascore
    • 60 Critic Score
    An imperfect, but highly original game that pokes affectionate fun at the not only very Japanese, but very human, desire for everybody to get along. [Issue#342, p.120]
    • Edge Magazine
    • 80 Metascore
    • 60 Critic Score
    There's no denying the milestone that Infinity Nikki marks for the Nikki series, taking it from a modest mobile dress-up app exclusive to China to an expansive global release of a stature rare for femicentric games. Yet... [Issue#406, p.116]
    • Edge Magazine
    • 79 Metascore
    • 60 Critic Score
    All we can say is that six hours of Resident Evil 3 is just enough - and we're aware that's both compliment and curse. [Issue#346, p.88]
    • Edge Magazine
    • 63 Metascore
    • 60 Critic Score
    Much remains to be done, certainly, but after a dire six months, Destiny is, at last, back on track. [Aug 2018, p.104]
    • Edge Magazine
    • 84 Metascore
    • 60 Critic Score
    Spiritfarer loses itself in so much tiresome back-and-forth, ladling on delightful incidental details in the hope that you won't notice that each character's story has become little more than an extended shopping list. [Issue#350, p.96]
    • Edge Magazine
    • 75 Metascore
    • 60 Critic Score
    The most contagious thing about Echoes Of Time is its humour, and there's no shortage of intrigue and mishap in the quests to come. Nor, however, is there a surplus. [May 2009, p.96]
    • Edge Magazine
    • 62 Metascore
    • 60 Critic Score
    The main quest’s predefined battles do throw up enemy combinations that require more complex tactics, but there’s no denying that, having breached the fourth wall, Behold Studios’ charming game is content to head back inside the building.
    • 75 Metascore
    • 60 Critic Score
    Whatever it becomes in time, the GT Sport of right now is defined by the features it leaves on the cutting-room floor, rather than those it adds. [Christmas 2017, p.118]
    • Edge Magazine
    • 76 Metascore
    • 60 Critic Score
    This is certainly the MOST tennis Camelot has served up, if not the smartest or slickest. [Issue#422, p.108]
    • Edge Magazine

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