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
Outerlight will patch out the inconsistencies and interface issues, and the community around it will settle. The final delight: this game will get better. The last frustration: we're being made to wait. [Sept 2006, p.83]- Edge Magazine
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- Critic Score
It's in need of plenty more flair, not so much that it strains against what its buttoned-down framework is trying to achieve, but just to inject some feeling of variety into its skirmishes and sorties. [Sept 2006, p.88]- Edge Magazine
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There’s a nugget of brilliance at the heart of Micro Machines that’s too simple and solid to crush, it’s true, but the laughable track editor, fussy interface and baffling load times certainly don’t justify this release. [Aug 2006, p.93]- Edge Magazine
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- Critic Score
There’s a nugget of brilliance at the heart of Micro Machines that’s too simple and solid to crush, it’s true, but the laughable track editor, fussy interface and baffling load times certainly don’t justify this release. [Aug 2006, p.93]- Edge Magazine
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Titan Quest’s hyper-realism is, at least when above ground, dazzlingly picturesque, with lighting so natural you expect there to be an elemental resistance for sunburn. [Aug 2006, p.84]- Edge Magazine
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Ultimately, Urban Chaos doesn't have the reach to deliver what it promises, and ends up retreating into cliché. A few months more, a few dollars more and this could have made a much more defiant stand. [June 2006, p.93]- Edge Magazine
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- Critic Score
As a sideline between sessions with meatier games it's generally right on target. [Sept 2006, p.88]- Edge Magazine
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Ultimately, Urban Chaos doesn't have the reach to deliver what it promises, and ends up retreating into cliché. A few months more, a few dollars more and this could have made a much more defiant stand. [June 2006, p.93]- Edge Magazine
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It isn’t perfectly realised, but the subtleties of tactical planning and the bloodiness of frontline slashing combine to suggest a new way forward for realtime strategy. [Aug 2006, p.90]- Edge Magazine
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- Critic Score
MotoGP may only bring a handful of new bikes and tracks, but it’s still a handsome package. [July 2006, p.82]- Edge Magazine
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Astonishia ultimately proves to be little more than a charming catalogue of decade-old foibles and cliché. [Aug 2006, p.93]- Edge Magazine
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Despite the obvious staying power of the game’s mechanics that has made it a hit in all its various iterations, it strains to push itself beyond its one-note colour-matching principle into truly engaging puzzling. [Aug 2006, p.92]- Edge Magazine
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Half-Life’s narrative does nothing altogether new, and nothing to upturn the quite reasonable condescension of Roger Ebert and his peers in more mature media. But in an interactive genre bound to the traditions of the pop-up gun and invisible hero, it simply doesn’t get more sophisticated than this. [Aug 2006, p.80]- Edge Magazine
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Blood Money feels only slightly closer to the series’ ideal of a gameworld that’s both complex and cogent, and is more accessible and entertaining with it. [July 2006, p.80]- Edge Magazine
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Blood Money feels only slightly closer to the series’ ideal of a gameworld that’s both complex and cogent, and is more accessible and entertaining with it. [July 2006, p.80]- Edge Magazine
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Blood Money feels only slightly closer to the series’ ideal of a gameworld that’s both complex and cogent, and is more accessible and entertaining with it. [July 2006, p.80]- Edge Magazine
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Blood Money feels only slightly closer to the series' ideal of a gameworld that's both complex and cogent, and is more accessible and entertaining with it. [July 2006, p.80]- Edge Magazine
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- Critic Score
With the exceptions of deplorably bad cutscenes and haphazard signposting, there are few significant flaws here that a steadier gestation couldn’t have resolved. [Aug 2006, p.90]- Edge Magazine
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This thirdperson actioner spikes the familiar with flavour, and a tired but reliable vocabulary of wall-hugs, circle-strafe, grenade lobs and headshots with an invigorating Nu-Earth twang. [June 2006, p.94]- Edge Magazine
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- Critic Score
This thirdperson actioner spikes the familiar with flavour, and a tired but reliable vocabulary of wall-hugs, circle-strafe, grenade lobs and headshots with an invigorating Nu-Earth twang. [June 2006, p.94]- Edge Magazine
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What it lacks in personality it makes up for in solid mechanics and slick execution, and should do any tactical fanatic proud. [July 2006, p.90]- Edge Magazine
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Attempting to race beyond its own predetermined speed limits only results in frustration, but given the time to slow-burn and settle in at its own tempo the immensity of its offerings will rarely disappoint. [Aug 2006, p.87]- Edge Magazine
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- Critic Score
The portability that saw the game through its tour of every major format during the '90s has finally failed the test of time, and it's the trawl of the cursor between one lemming and the next that does this interpretation the most damage. [Mar 2006, p.92]- Edge Magazine
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- Critic Score
With the exceptions of deplorably bad cutscenes and haphazard signposting, there are few significant flaws here that a steadier gestation couldn't have resolved. [Aug 2006, p.90]- Edge Magazine
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- Critic Score
This thirdperson actioner spikes the familiar with flavour, and a tired but reliable vocabulary of wall-hugs, circle-strafe, grenade lobs and headshots with an invigorating Nu-Earth twang. [June 2006, p.94]- Edge Magazine
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In no way the cheap plug for the market gap that some have suggested, it may point the way forward for a new model of next-gen development. [July 2006, p.83]- Edge Magazine
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The overall impression is of a game that’s both bravely and badly designed, and weighted towards the latter. [July 2006, p.84]- Edge Magazine
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- Critic Score
The overall impression is of a game that's both bravely and badly designed, and weighted towards the latter. [July 2006, p.84]- Edge Magazine
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- Critic Score
Had The Official Game provided a consistent overall challenge, it would have been bearable, if unexciting. But it hasn’t, and it isn’t. [July 2006, p.88]- Edge Magazine
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- Critic Score
Had The Official Game provided a consistent overall challenge, it would have been bearable, if unexciting. But it hasn’t, and it isn’t. [July 2006, p.88]- Edge Magazine
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- Critic Score
Had The Official Game provided a consistent overall challenge, it would have been bearable, if unexciting. But it hasn’t, and it isn’t. [July 2006, p.88]- Edge Magazine
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- Critic Score
Had The Official Game provided a consistent overall challenge, it would have been bearable, if unexciting. But it hasn't, and it isn't. [July 2006, p.88]- Edge Magazine
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- Critic Score
Had The Official Game provided a consistent overall challenge, it would have been bearable, if unexciting. But it hasn't, and it isn't. [July 2006, p.88]- Edge Magazine
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- Critic Score
The overall impression is of a game that’s both bravely and badly designed, and weighted towards the latter. [July 2006, p.84]- Edge Magazine
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- Critic Score
In a family whose every member shouts from the rooftops, it risks palling into the background. Set it on its own, though – or besides absolutely any other 2D platformer – and it shines with dazzling kaleidoscopic brightness. [July 2006, p.78]- Edge Magazine
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Big Huge Games has dressed the RTS in its finest coat-tails, sent it on the most captivating of journeys and transformed its communication skills. There's no question it has become a creature with broader horizons and more refined taste, but there's also no question it's still a familiar figure. [June 2006, p.84]- Edge Magazine
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Sin Episodes promised us one part of an epic, but we’re in danger of getting a generic formula over several iterations, ageing technologically each time. [July 2006, p.85]- 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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Only a supreme apologist could suggest that such performance dips aren’t as damaging as they are disappointing, but conversely a realist should soon become capable of accepting them, momentary as they are. [Apr 2006, p.95]- Edge Magazine
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It’s all personality and no muscle, a prime victim for getting sand kicked in its face by the numerous RPG beefcakes currently swaggering around on PS2. [July 2006, p.92]- Edge Magazine
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In the end, though there is little average about either its elegant successes or its needless failings, between them they leave Lost Magic hanging in the balance. [June 2006, p.97]- Edge Magazine
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While these new ingredients can be magical, they’re not enough to produce a truly golden successor. Nevertheless, it’s still an RPG that contains some precious properties. [July 2006, p.90]- Edge Magazine
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Namco’s design process seems so addled by the multiform calls for improvement – the aforementioned mission design, multiplayer modes (which remain entirely offline), storylines and sheer content volume all trailing expectations – that it’s momentarily lost its focus. [July 2006, p.88]- Edge Magazine
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If you share director Ragnar Tornquist's view that being engaged in dialogue is a form of gameplay, then there's a richness here that few other titles have the ability or luxury to create. [June 2006, p.86]- Edge Magazine
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If you share director Ragnar Tornquist's view that being engaged in dialogue is a form of gameplay, then there's a richness here that few other titles have the ability or luxury to create. [June 2006, p.86]- Edge Magazine
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The fact that it’s just mental arithmetic simply doesn’t matter: all it makes you realise is that most games are mental arithmetic one way or another. [May 2006, p.95]- Edge Magazine
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The short-term gratification is gradually diminished by too-obvious regeneration of the damage you cause, and there's not enough variety of experience to sustain a monthly subscription. [June 2006, p.90]- Edge Magazine
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Some may argue over what the series should have become, but what’s important is that it has made that tough decision for itself, and established a rock solid foundation for inevitable, now justified successors. [May 2006, p.86]- Edge Magazine
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Some may argue over what the series should have become, but what’s important is that it has made that tough decision for itself, and established a rock solid foundation for inevitable, now justified successors. [May 2006, p.86]- Edge Magazine
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Some may argue over what the series should have become, but what’s important is that it has made that tough decision for itself, and established a rock solid foundation for inevitable, now justified successors. [May 2006, p.86]- Edge Magazine
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Were it not for its creative direction's admirable job of filling in its patchy mechanics' gaps it would be entirely skippable. With those gaps filled it's a charming, if flawed, achievement. [June 2006, p.96]- Edge Magazine
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Some may argue over what the series should have become, but what's important is that it has made that tough decision for itself, and established a rock solid foundation for inevitable, now justified successors. [May 2006, p.86]- Edge Magazine
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It's telling that the more dejected and hoarse your voice becomes, the easier it seems for the forces to understand their orders. Whoever programmed Odama's English speech recognition clearly wasn't having much fun either. [May 2006, p.90]- Edge Magazine
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Tourist Trophy is never anything more than you, a motorcycle, and the quest for the racing line. It’s more than accomplished enough to fulfil fanatics of bikes and simulations, but too dry for anyone else. [Apr 2006, p.86]- Edge Magazine
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Developer PAM has reinvented a game that no longer strives to be a thinking man’s alternative to Virtua, but something altogether superior. [May 2006, p.94]- Edge Magazine
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Were it not for the rich, recognisable and beloved settings that fall over themselves to get to the player, this would be a desperately bland game. But the power of those settings simply cannot be brushed aside. [June 2006, p.88]- Edge Magazine
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It’s on Live, though, that Ten Hammers truly explodes into life, the absolute requirement for tactics creating jumpy matches that outgun anything so far on Xbox or its baby brother. [Apr 2006, p.92]- Edge Magazine
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It’s on Live, though, that Ten Hammers truly explodes into life, the absolute requirement for tactics creating jumpy matches that outgun anything so far on Xbox or its baby brother. [Apr 2006, p.92]- Edge Magazine
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The Warrior's Code essentially has forgotten when to say no. Pulling itself outward in every direction at once, it stretches thin where it should be richest: at its core. [June 2006, p.95]- Edge Magazine
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Feisty and unapologetic, it’s a game that's happy to break the resolve of those who fail to accept its rules: play casual and compete at leisure. [June 2006, p.91]- Edge Magazine
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It's on Live, though, that Ten Hammers truly explodes into life, the absolute requirement for tactics creating jumpy matches that outgun anything so far on Xbox or its baby brother. [Apr 2006, p.92]- 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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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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In short, it’s a game with its spirit, its satisfaction and its structure intact. [Jan 2005, p.88]- Edge Magazine
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Despite a fair few moments of awe, the governing and familiar impression here is of compromise. The vivid aesthetic and precise audio of the console versions have respectively been mellowed and overplayed, the design beaten into handheld shape and accordingly bruised. [Apr 2006, p.93]- 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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It’s debatable whether Oblivion is a great adventure, but it’s certainly one of the broadest around and one that’s a willing canvas for a variety of approaches from its players. [May 2006, p.84]- Edge Magazine
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It’s debatable whether Oblivion is a great adventure, but it’s certainly one of the broadest around and one that’s a willing canvas for a variety of approaches from its players. [May 2006, p.84]- Edge Magazine
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Tetris DS should celebrate the game, but instead feels hollow with its shortfall of rewards and bonuses. [May 2006, p.97]- Edge Magazine
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The singleplayer adventure is yet another sprawling, puzzle-heavy artefact hunt which, truth be told, is far bigger than we had any right to expect. [May 2006, p.89]- Edge Magazine
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The frenetic, bite-sized missions are perfect for PSP, bursting with combat and highly detailed. Not before time, Sony has proved that PSP can run and gun with the big boys. [May 2006, p.96]- Edge Magazine
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Driver has escaped near-death with a captivating and colourful return, and one where everything from systems to cinematics is of a quality build. As surprises go, it’s a juggernaut. [Apr 2006, p.84]- Edge Magazine
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Ready At Dawn has successfully maintained its focus, making its debut game a standout title on a platform lacking in must-haves. [May 2006, p.91]- Edge Magazine
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Driver has escaped near-death with a captivating and colourful return, and one where everything from systems to cinematics is of a quality build. As surprises go, it's a juggernaut. [Apr 2006, p.84]- Edge Magazine
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It’s a game built with focus and one that’s going in a truly worthwhile direction, but that falls short of greatness. [Apr 2006, p.7]- Edge Magazine
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Its multiplayer component is far better suited to the game’s design potential than a singleplayer campaign that’s more the frontline rookie, dazzled and dazed by blast upon blast upon blast. [May 2006, p.88]- Edge Magazine
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You’d need to have a cold heart indeed not to enjoy a game where you get to see a giant cat using Drunken Master kung fu to break Al Capone out of Alcatraz. [June 2007, p.91]- Edge Magazine
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It delivers on its promise of realising pursuit scenarios in a fast-paced and energetic manner – it's a pleasing experience, but not exceptional. [Dec 2005, p.102]- Edge Magazine
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For a reinvention, it has an almost parodical lack of surprises: You’ve seen every abandoned village, sacked castle and anachronistic laboratory before, with the more striking imagery suggested by the game’s plague of tainted cherry blossoms all but ignored until the final stage. [Apr 2006, p.80]- Edge Magazine
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Criterion’s ability to make the technology and design of games seem harmonious is a significant strength in an industry where few can pull it off... Black is a fiery example of what can result. [Mar 2006, p.82]- Edge Magazine
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With design lifts from here, there and everywhere peppered throughout, it’s safe to say that the developer has rather appropriately played things by the numbers. [Mar 2006, p.88]- Edge Magazine
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Ultimately, the momentum needed to truly get Generation Of Chaos in motion is an enormous commitment, and it's a game that just - only just, by the skin of those teeth that need to be pulled - manages to offer enough of a reward to make the investment worthwhile. [June 2006, p.96]- Edge Magazine
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Criterion's ability to make the technology and design of games seem harmonious is a significant strength in an industry where few can pull it off... Black is a fiery example of what can result. [Mar 2006, p.82]- Edge Magazine
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There’s certainly something to be said for such a calming, stress-free adventure – a game that goes out of its way to provide a holiday as much as it does entertainment. [Mar 2006, p.95]- Edge Magazine
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Plagued by imbalance, the Round 3 career can serve up over 50 bouts before one goes the distance. The new stun punch – a thunderclap of a haymaker – helps to ensure first to third round knockouts for the vast majority of fights. [Apr 2006, p.82]- Edge Magazine
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Race Driver 3 understands that a processional win from pole is less fulfilling than a hard-fought, championship-saving fifth place from the back of the grid. And though it can’t exactly engineer those situations, it does everything in its power to make them more likely and leave them unpunished. [Mar 2006, p.87]- Edge Magazine
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Race Driver 3 understands that a processional win from pole is less fulfilling than a hard-fought, championship-saving fifth place from the back of the grid. And though it can’t exactly engineer those situations, it does everything in its power to make them more likely and leave them unpunished. [Mar 2006, p.87]- Edge Magazine
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- Critic Score
Race Driver 3 understands that a processional win from pole is less fulfilling than a hard-fought, championship-saving fifth place from the back of the grid. And though it can't exactly engineer those situations, it does everything in its power to make them more likely and leave them unpunished. [Mar 2006, p.87]- Edge Magazine
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Tycoon City’s desire to create a believable Big Apple has become an obsession, focusing on that end rather than the means of getting there. Where its peers extol freedom, this game calls the shots. [Mar 2006, p.90]- Edge Magazine
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It’s just not accurate or tangible enough to be rewarding, handling with the same kind of wool as Sonic’s 3D platformers. [Apr 2006, p.93]- Edge Magazine
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Getting monkey into position, and camera into position behind him, in time to make your desperate dash for a whirling mechanism has everything to do with the old-school frustrations of instant-death gaming and nothing to do with the effortless application of skill that the first game delivered so appealingly. [Feb 2006, p.91]- Edge Magazine
- Read full review
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- Critic Score
It's just not accurate or tangible enough to be rewarding, handling with the same kind of wool as Sonic's 3D platformers. [Apr 2006, p.93]- Edge Magazine
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- Critic Score
It's just not accurate or tangible enough to be rewarding, handling with the same kind of wool as Sonic's 3D platformers. [Apr 2006, p.93]- Edge Magazine
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- Critic Score
Plagued by imbalance, the Round 3 career can serve up over 50 bouts before one goes the distance. The new stun punch – a thunderclap of a haymaker – helps to ensure first to third round knockouts for the vast majority of fights. [Apr 2006, p.82]- Edge Magazine
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- Critic Score
Plagued by imbalance, the Round 3 career can serve up over 50 bouts before one goes the distance. The new stun punch – a thunderclap of a haymaker – helps to ensure first to third round knockouts for the vast majority of fights. [Apr 2006, p.82]- Edge Magazine
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- Critic Score
Plagued by imbalance, the Round 3 career can serve up over 50 bouts before one goes the distance. The new stun punch – a thunderclap of a haymaker – helps to ensure first to third round knockouts for the vast majority of fights. [Apr 2006, p.82]- 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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Much to its credit, Backbone Vancouver has done a masterful job in taking the complexity of Ensemble’s original and stripping it to its bare essentials for portable play. [Apr 2006, p.95]- Edge Magazine
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Pseudo may have avoided the formlessness that afflicts so much vehicular combat, but it has failed to play to its game’s strengths. The greasy, weightless, unmodulated handling and largely unimaginative course design aren’t remotely as satisfying as the raw, explosive scraps between racers. [Mar 2006, p.84]- 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