PLAY's Scores

  • Games
For 679 reviews, this publication has graded:
  • 34% higher than the average critic
  • 8% same as the average critic
  • 58% lower than the average critic
On average, this publication grades 3.5 points lower than other critics. (0-100 point scale)
Average Game review score: 71
Highest review score: 100 Astro Bot
Lowest review score: 10 POSTAL 4: No Regerts
Score distribution:
  1. Negative: 29 out of 679
679 game reviews
    • tbd Metascore
    • 70 Critic Score
    PSVR’s first proper MMORPG almost buckles under the weight of its aspirations with long load times. However, it’s a firm foundation for Ramen VR to build on. [Issue#12, p.92]
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    • 77 Metascore
    • 70 Critic Score
    Going full detective on figuring out these languages can be joyous, though other, duller, modes of play can get in the way more often than we’d like. [Issue#36, p.81]
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    • 75 Metascore
    • 70 Critic Score
    The hand-drawn graphics enhance the 7 atmosphere of what is essentially an interactive indie arthouse horror. Not perfect, but far from mundane. [Issue#1, p.79]
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    • 80 Metascore
    • 70 Critic Score
    By not wandering far from the first game, UNIB2 provides a beat-’em-up experience that’s enjoyable, but much weaker in 2024 than it was in 2020. [Issue#39, p.97]
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    • 77 Metascore
    • 70 Critic Score
    This archipelago adventure is, in a word, lovely. While its open world can’t soul-jump out of making familiar wrong turns, we still enjoyed getting lost in it. [Issue#27, p.72]
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    • 64 Metascore
    • 70 Critic Score
    Supermassive provides a (slightly) deeper experience than you might expect from a VR lightgun game, although overall replay value remains questionable. [Issue#27, p.74]
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    • 79 Metascore
    • 70 Critic Score
    It’s a compelling loop for most of your playtime, as you always feel like you’re trying to unspool a dense tangle of genuinely great character threads with not quite enough resources to do so. You’re forced to make difficult choices about your priorities, thinking tactically about which events could benefit the most from high rolls and which you can make do on with lower ones. This unravels in the back half as the friction gives way and you can comfortably coast forever, taking out some of the bite for late-game events. [Issue#27, p.75]
    • PLAY
    • 73 Metascore
    • 70 Critic Score
    Moving around the map drains your sanity, and running out leaves you open to all sorts of nasty situations. We see party members abandon the undertaking, contract scurvy, and even turn to cannibalism. At least the donkey doesn’t leave us. This is a spirited, challenging, unpredictable scavenger hunt. Succeed or fail, you’ll have quite the tale to take back home. [Issue#13, p.79]
    • PLAY
    • 77 Metascore
    • 70 Critic Score
    The story and its telling are a little disappointing, as is the way you suddenly find yourself out of your depth if you’re slightly underlevelled. And we really want to get more hands-on with this world! Still, it’s a great (and great-looking) option for anybody with an itchy trigger finger. [Issue#13, p.79]
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    • 76 Metascore
    • 70 Critic Score
    Fantastic monochrome style and chilling writing makes this a great horror to spend time with, though it struggles to maintain the mood across lots of runs. [Issue#35, p.75]
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    • 78 Metascore
    • 70 Critic Score
    It’s always good to see Kiryu again, but the lack of other recognisable faces and fun side-quests makes this a mere time filler until Infinite Wealth arrives. [Issue#35, p.76]
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    • 77 Metascore
    • 70 Critic Score
    Little Goody Two Shoes is a colourful gift of genuine uneasiness tied up with a bow and laid out as a tasty and fully worthy ritual offering to nostalgia. [Issue#35, p.80]
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    • 84 Metascore
    • 70 Critic Score
    We could say more, but this is best seen for yourself. Excellent performances and mostly solid period-pastiche production design make this hard to look away from. [Issue#37, p.81]
    • PLAY
    • 76 Metascore
    • 70 Critic Score
    And it’s worth sticking around because Reshrined gets even more experimental after the opening two levels, veering off-script into uncharted territory. [Issue#17, p.74]
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    • 68 Metascore
    • 70 Critic Score
    Justice’s greatest problems lie at a technical level. It doesn’t fall down often, but when it does, it falls hard. Power through these issues and you’ll find a bloody good vampire adventure. The ending hints at a sequel; we hope it gets made. Justice is bat to the bone. [Issue#35, p.82]
    • PLAY
    • 72 Metascore
    • 70 Critic Score
    When leaning into its strengths as a mind-bending musical puzzler, Bedtime Digital’s sequel proves there’s still plenty of joy to be squeezed from Figment’s storybook charm and psychedelic conceit, particularly if you’ve got a friend to join you for local co-op. Just prepare to have its many earworms stuck wriggling in your own lugholes long after. [Issue#27, p.82]
    • PLAY
    • 68 Metascore
    • 70 Critic Score
    While admittedly a little buggy in places, this is a clever use of Isaac Asimov’s genre- leading science fiction, with enough invention and immersivity to impress. [Issue#35, p.83]
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    • 70 Metascore
    • 70 Critic Score
    While these segments are fun, they don’t seem entirely necessary. Repeating this process several times in the first half does become formulaic, yet the intriguing story makes it all compelling. The genre combination feels forced but given the narrative’s this good, Yurukill still gets our recommendation. [Issue#17, p.89]
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    • 75 Metascore
    • 70 Critic Score
    Characters you love to be around, a truly thrilling story, and some decent puzzles make for a fun, if perhaps sometimes too frictionless, ride. [Issue#27, p.84]
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    • 80 Metascore
    • 70 Critic Score
    At once stylish, clever, frustrating, and messy, Ghostrunner 2 isn’t simple to enjoy or recommend. But there’s no denying the quality of the design. [Issue#35, p.88]
    • PLAY
    • 81 Metascore
    • 70 Critic Score
    The shift to an open world mostly works, though the rest can feel a little lacking compared to other entries. But the cosy questing will hook you. [Issue#27, p.86]
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    • tbd Metascore
    • 70 Critic Score
    An interesting premise meets outstandingly written characters, but the gameplay is lacking. Might have made a better visual novel than a dungeon crawler. [Issue#35, p.90]
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    • 72 Metascore
    • 70 Critic Score
    RoboCop is dreadfully buggy but an obvious love for the licence plus some brilliantly realised shooting pushes aside any doubts you might have; it’s just FUN. [Issue#35, p.94]
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    • 72 Metascore
    • 70 Critic Score
    A series celebration that rides the line between edgy mature and camp humour, it’s great to hack through even if others do it better. [Issue#13, p.88]
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    • 77 Metascore
    • 70 Critic Score
    Your travels will be filled with seedy motels, grubby gas stations, and highway pit stops as Road 96 is a tale that’s constantly in motion. The story it weaves from your multiple playthroughs and different decisions is incredibly clever, and even though the political events that underpin the story are a little tedious, it manages to capture the freedom of travelling but also the tension of trying to survive. A road trip to remember. [Issue#15, p.87]
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    • 77 Metascore
    • 70 Critic Score
    An earnest, if occasionally frustrating, building adventure that boasts impressive technical detail and makes you want to dig out your old box of Lego. [Issue#15, p.84]
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    • 80 Metascore
    • 70 Critic Score
    The building blocks are all there, but As Dusk Falls veers between going overboard and playing it safe so frequently that the end result is just okay. [Issue#40, p.94]
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    • tbd Metascore
    • 70 Critic Score
    Despite the PS5 upgrades improving Resi 3 the most, it still doesn’t create an all-time horror great. Blockbuster zombie blasting is still a good time, though. [Issue#17, p.76]
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    • 78 Metascore
    • 70 Critic Score
    It’s hard to say no to a sunny adventure with Clive and friends, especially with a neat new combat style. But, slight on things to do, this isn’t a must-play addition. [Issue#41, p.82]
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    • 76 Metascore
    • 70 Critic Score
    This trilogy showcases why Shadowrun’s worth remembering. However, narrative ambitions are held back by ageing, limited presentation and mechanics. [Issue#17, p.82]
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    • 76 Metascore
    • 70 Critic Score
    A good choice if you enjoy an occasional slice of the retro-styled cake; just be aware that this game bites back. Hard. Stock up on patience, souldier. [Issue#17, p.90]
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    • 71 Metascore
    • 70 Critic Score
    You’ll want to get lost in the well-realised world. No single element is a revolution, and it’s sometimes a little thinly spread, but it’s still a successful adaptation. [Issue#41, p.86]
    • PLAY
    • 76 Metascore
    • 70 Critic Score
    A charming but flawed metroidvania that had the poor luck to be released in a year which has already seen two outstanding examples of the genre. [Issue#41, p.90]
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    • tbd Metascore
    • 70 Critic Score
    The narrative and aesthetic may boast a late medieval vibe, yet it combines with the tone and language’s modernity to create a silly juxtaposition that shouldn’t work but does. The only real area where The Procession To Calvary falls down is in some obtuse puzzle solutions that aren’t always immediately obvious. Couple this with an emphasis on backtracking,2 and there’s a slight sense of padding in an adventure that can be finished in one sitting. That said, what’s here is an adventure game quite unlike any other, one where sense and logic are out the arched window. [Issue#5, p.77]
    • PLAY
    • 69 Metascore
    • 70 Critic Score
    There’s an extra layer of complexity behind events such as judo that the quick and clear tutorials don’t let on about. This means it’s a game that welcomes people of all ages and skill levels, and allows them to play together. That’s the hashtag Olympic spirit! [Issue#4, p.77]
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    • 77 Metascore
    • 70 Critic Score
    The big feature this time around is what’s called War Scenarios. These are essentially larger-scale battles that take the tower defence action outside the castle.2 While good in theory, these levels being so open often makes managing the horde flow a bit of a chore, especially when compared to the more traditional compact mazes. Combine this with a couple of inconsistent difficulty spikes, and Orcs Must Die! 3 is a solid (if somewhat unsurprising) continuation of the strategic orc-slaying concept. [Issue#5, p.86]
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    • tbd Metascore
    • 70 Critic Score
    There are a few ways to get out of your series of unfortunate events, and while it’s relatively simple when you know how, the solution will take you an hour or two to stumble upon (and the hardest ending is truly devious). The game’s a bit of a one-trick pony, without much to come back for besides trophies, but really good fun while it lasts. [Issue#4, p.88]
    • PLAY
    • 67 Metascore
    • 70 Critic Score
    Such a fresh-feeling combat system always has you thinking two steps ahead, especially in scenarios when multiple styles of foe are clashing. They’ll fight each other in these instances, but if you’re running low on, say, Katana blades, a Lightning Rod might be your best option. Souls-ish elements do rear their head via alternate routes that make up for harsh checkpointing, encouraging you to get back in the fight (regardless of how tough that encounter is). Discard initial assumptions; Ultra Age is a surprisingly fun slice-fest.[Issue#7, p.78]
    • PLAY
    • 76 Metascore
    • 70 Critic Score
    Overall it’s a little formulaic (partly by design), yet its exciting shooting, colourful world, and decent story rescue it. [Issue#5, p.86]
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    • 76 Metascore
    • 70 Critic Score
    A spectacular battle system that adapts to heroes you meet on your journey is trapped in a package that hasn’t been polished enough to make it shine. [Issue#42, p.88]
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    • 81 Metascore
    • 70 Critic Score
    This four-hour foray into faith is unlike anything else you’ll play this year. Both incredibly bleak and beautiful, put your hands together for Indika. [Issue#42, p.90]
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    • 76 Metascore
    • 70 Critic Score
    Very familiar racing is given soul by the Nine side-mode. Career gameplay is methodical and punishing, but the game’s management element is a triumph. [Issue#15, p.92]
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    • 71 Metascore
    • 70 Critic Score
    Who knew a house in the north of England could make a great setting for science fiction? A smart twist on time travel that shines despite room for improvement. [Issue#42, p.91]
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    • 80 Metascore
    • 70 Critic Score
    This psychically gifted title has a killer look and telekinetically wielded right hook. Unfortunately, it fails to read our mind and outstays its welcome. [Issue#4, p.75]
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    • tbd Metascore
    • 70 Critic Score
    ot a care in the world but you and your balloon! What could be better? Wholesome collectathon Tasomachi is soothing on the heart and easy on the eyes. [Issue#15, p.95]
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    • 81 Metascore
    • 70 Critic Score
    It may feel like a weak alternative to a genuinely new action-based Monster Hunter game, but Wings Of Ruin still stands on its own merits as an RPG. [Issue#42, p.94]
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    • 82 Metascore
    • 70 Critic Score
    Unfocussed mechanics and not enough Herlock Sholmes means it doesn’t live up to its full potential, though series fans will have a hoot with the mysteries. [Issue#5, p.80]
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    • 78 Metascore
    • 70 Critic Score
    A slower-paced FIFA creates absorbing action that feels like a step forward for the series, but the dominance of FUT is becoming less and less inspiring. [Issue#7, p.76]
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    • 67 Metascore
    • 70 Critic Score
    Matches are absolute dino-might but the progression system misses the mark. There’s a lot to love here, but the story gets in the way of the best bits. [Issue#31, p.90]
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    • 81 Metascore
    • 70 Critic Score
    Matchmaking and communication could do with some work, but they’re can’t drag down what is undeniably a joyful experience… with the right people. [Issue#42, p.98]
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    • tbd Metascore
    • 70 Critic Score
    A genuinely different take on battle royale, with varied modes, but its rough edges often undermine the graceful traversal and combat a wuxia fantasy deserves. [Issue#31, p.92]
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    • 78 Metascore
    • 70 Critic Score
    Scourgebringer offers plenty of challenge, and an aggressively mobile main character makes its combat hard to resist. But as a roguelite, it could do with more variety. [Issue#15, p.90]
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    • 81 Metascore
    • 70 Critic Score
    A sprout that hasn’t quite managed to bloom. With expressive animation and beautiful art 7 direction there’s lots to enjoy, but gameplay languishes in the shade. [Issue#7, p.80]
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    • 66 Metascore
    • 70 Critic Score
    A good game for kids, sure, but adults will get even more out of it. Doesn’t quite meet 7 its potential, but this is a funny and clever little tale nonetheless. [Issue#5, p.91]
    • PLAY
    • 73 Metascore
    • 70 Critic Score
    Although some rough edges make the early access status clear, it’s already a fast-paced and highly competitive bundle of fun that can only get better from here.[Issue#5, p.92]
    • PLAY
    • 75 Metascore
    • 70 Critic Score
    Delivering 1v1000 hack-and-slash goodness, this is a more promising reboot than Dynasty Warriors’ last attempt. It leaves us curious about the series’ future. [Issue#5, p.76]
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    • 76 Metascore
    • 70 Critic Score
    Low on innovation, big on fun… and slimy microtransactions. Despite the shameless 7 money grab of certain modes, there’s lots for basketball fans to love. [Issue#7, p.91]
    • PLAY
    • 76 Metascore
    • 70 Critic Score
    There’s nonetheless a delight to interacting with this cheery colourful world, including a separate sandbox where you can spawn objects and build to your heart’s content, though it’s the silly but good-natured story that keeps you invested. There’s something amusing about trying earnestly to contribute to society one moment and then deciding to fling it all into the sea the next, safe in the knowledge you can always pull a lever to reset. [Issue#26, p.81]
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    • 73 Metascore
    • 70 Critic Score
    It’s nice to be able to investigate at street level, but there’s not much there. Buildings are empty, some textures are PS1 quality, and family names are repeated almost as often as advertising boards. A bit more love on the writing side of things would have made a huge difference as there’s lots of opportunity for humour. This, and more clarity on exactly what holds population growth back, could have made a good game great. [Issue#26, p.87]
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    • 62 Metascore
    • 70 Critic Score
    Unique twists on combat and environment design make this a charming soulslike, though rough edges may wear you down before you hit credits. [Issue#28, p.78]
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    • 63 Metascore
    • 70 Critic Score
    It’s not a masterpiece, but Backbone is still worth your time – just make sure you go in with your expectations for the quality of its story held in check. [Issue#8, p.91]
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    • 78 Metascore
    • 70 Critic Score
    A good update of a solid boxing game, but Championship Edition doesn’t make enough use of PSVR2’s capabilities and is, once again, far too short-lived. [Issue#28, p.79]
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    • 76 Metascore
    • 70 Critic Score
    Time-freezing and self-cloning bring some power-fantasy to the soulslike structure, but invisible walls and overfamiliarity stop it reaching the big leagues. [Issue#45, p.84]
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    • 71 Metascore
    • 70 Critic Score
    As much as we enjoy our first taste of Xuan-Yuan, it’s definitely rough around the edges. We experience framerate drops whenever we go near rivers, hitboxes not being where they should be, and some oddly endearing animation jank. But as long as you’re fine with that, you’ll have a good time hacking through it. [Issue#8, p.84]
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    • 74 Metascore
    • 70 Critic Score
    The activities are pretty simple, but charming characters accentuated with manga techniques makes your brief time in this Japanese seaside town a memorable one. [Issue#43, p.100]
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    • 79 Metascore
    • 70 Critic Score
    V Rising is flawed, and bits can drag, but in a world where great vampire games are more elusive than actual vampires, there’s a lot to like here. [Issue#43, p.101]
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    • 71 Metascore
    • 70 Critic Score
    The tale itself is slightly wonky by the end, but sharp puzzle design and a good understanding of VR space makes for an enjoyable, if rather brief, voyage. [Issue#28, p.86]
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    • 73 Metascore
    • 70 Critic Score
    Tweaks across the series improve on how each ability can be used, and Crysis 3 is a visual *chef’s kiss*. They all, however, fall apart in the final third and that none of these remasters offer online multiplayer is a crime – and oddly, for a game built on freedom, restrictive. [Issue#8, p.90]
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    • 81 Metascore
    • 70 Critic Score
    Seyka is a welcome addition to Aloy’s allies. However the DLC shows no intention of escaping the science fantasy nonsense the base game mired itself in. [Issue#28, p.88]
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    • 62 Metascore
    • 70 Critic Score
    A lot of fun (and weird storytelling choices) at a reasonable price, with no sweaty jungle of microtransactions, Concord has respect for both your time and your wallet. [Issue#45, p.92]
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    • 81 Metascore
    • 70 Critic Score
    Looks and plays like more of the same, but patient fans who have already played Zero and deeply invested in the wider Trails arc will be rewarded. [Issue#26, p.82]
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    • 74 Metascore
    • 70 Critic Score
    On the one hand, the combat systems in this collection remain a joy throughout, but on the other the pacing can feel a bit slow, and there aren’t enough modern additions. [Issue#28, p.92]
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    • 82 Metascore
    • 70 Critic Score
    A neat enough bonus that squanders its potential with awkward implementation, and a sense of tactility that never quite feels natural enough. [Issue#26, p.74]
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    • 77 Metascore
    • 70 Critic Score
    Variety, competition, and awful writing are at the heart of this enjoyable open-world racer. The rough edges are forgivable thanks to all the good old-fashioned fun. [Issue#8, p.88]
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    • tbd Metascore
    • 70 Critic Score
    Charming aesthetics veil a thought-provoking science-fiction adventure that puts you at the centre of the soon-to-be universe. Plus, there's a breakdancing crab. [Issue#11, p.88]
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    • 73 Metascore
    • 70 Critic Score
    Designed specifically to be played as part of an effective team, Rainbow Six Extraction is good fun like this, and undeniably less fun played any other way. [Issue#11, p.80]
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    • 71 Metascore
    • 70 Critic Score
    While not reinventing the wheel, this Star Trek take on the choice-driven narrative formula is worth a go, even if it is somewhat lacking in presentation. [Issue#29, p.80]
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    • 74 Metascore
    • 70 Critic Score
    This has much to offer aficionados of a certain era, with conundrums aplenty, multiple endings, and (unfortunately) more than its fair share of frustration. [Issue#29, p.83]
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    • 73 Metascore
    • 70 Critic Score
    A snappy length means the horror of The Bunker’s pitch-black darkness and wandering monster mostly don’t overstay their welcome. [Issue#29, p.84]
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    • 74 Metascore
    • 70 Critic Score
    Windjammers 2 is shallow, but it’s fun – unless you’re playing alone, then things get old fast. Stick to human opponents though, and you’ll definitely give a disc toss. [Issue#11, p.84]
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    • tbd Metascore
    • 70 Critic Score
    The one-two combo of violence and strategy works well… initially, at least. The further you progress, the more it seems that luck and grind play overactive roles. [Issue#29, p.91]
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    • 73 Metascore
    • 70 Critic Score
    Much more than a shooting gallery, Chorus is an enjoyable adventure that stumbles a bit over its own design. Come for a singalong – you’ll soon know the words. [Issue#10, p.88]
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    • tbd Metascore
    • 70 Critic Score
    Stopping and starting time adds an extra dimension to this compact metroidvania. A fine palate cleanser between the likes of Ultros and Prince Of Persia. [Issue#38, p.82]
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    • 78 Metascore
    • 70 Critic Score
    Executes all common elements of open- world RPGs with confidence, but it falls short of the games it emulates and is weakened by its bland protagonists. [Issue#38, p.84]
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    • 75 Metascore
    • 70 Critic Score
    Literally the old games running under new skin. The Modern controls are dreadful and III is stretched and frustrating, but the first game remains a masterpiece. [Issue#38, p.94]
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    • 75 Metascore
    • 70 Critic Score
    The novelty of grappling with gravity has never been this fun or challenging. A gorgeous, if demanding, patience-tester that makes every manoeuvre a thrill. [Issue#10, p.80]
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    • 67 Metascore
    • 70 Critic Score
    A competitive version of Crash Bandicoot’s platform template is a great idea and realised with style, but it really is just the same activity on repeat, for now. [Issue#30, p.89]
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    • 81 Metascore
    • 70 Critic Score
    Although it feels like there’s a lot of padding to justify another instalment, Reverie nonetheless gives the Trails series’ Crossbell arc a satisfying conclusion. [Issue#30, p.91]
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    • 74 Metascore
    • 70 Critic Score
    With its in-depth, interlocking systems, Rune Factory 4 offers you many hours of entertainment – but not all you can and need to do is equally entertaining. [Issue#10, p.90]
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    • tbd Metascore
    • 70 Critic Score
    Battlesector offers a solid campaign, but little else. Showing the Devastation Of Baal’s aftermath, it isn’t newcomer-friendly, but it’s good for Warhammer fans. [Issue#10, p.87]
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    • 79 Metascore
    • 70 Critic Score
    Delivers on its premise with breezy presentation and a variety of neatly rewarding puzzles. Not ground-breaking, but definitely an entertaining piece of escapism. [Issue#18, p.81]
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    • 82 Metascore
    • 70 Critic Score
    It may be a fantasy story filled with legends and monsters, but Röki also has a very human message of grief and loss at its core. It’s an adventure game filled with childlike wonder, with an ending that will give your heartstrings a mighty tug. [Issue#9, p.90]
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    • tbd Metascore
    • 70 Critic Score
    Deeper and more surprising than you might expect, yet not quite as tightly designed as you might hope. Still, Time On Frog Island flies, because you’re having fun. [Issue#18, p.74]
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    • 73 Metascore
    • 70 Critic Score
    Definitely an acquired taste. It takes a while to make sense of, but once it clicks, it becomes a trippy arcade shooter that gets right inside your head. [Issue#38, p.97]
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    • 74 Metascore
    • 70 Critic Score
    Charming presentation and snappy golf action. But the roguelike structure can hinder more than help, making fresh runs more gruelling than interesting. [Issue#19, p.91]
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    • 56 Metascore
    • 70 Critic Score
    You might think such an eclectic mix of mechanics would render Epic Chef’s brand of simulation exhausting, but all blend together well for the most part. Annoying loading screens between areas do break up the pace, and some tasks can feel a bit too much like busywork. Overall, however, Epic Chef is more sweet than sour. A scrumptious addition to the life sim genre. [Issue#9, p.90]
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    • 75 Metascore
    • 70 Critic Score
    A fun brawler that’s peppered with enjoyable over-the-top action sequences and deeply edgy and cheesy writing, which you’ll either love or absolutely hate. [Issue#19, p.97]
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    • 77 Metascore
    • 70 Critic Score
    It’s a game of two halves: one moment you’re bashing monsters in typical JRPG fashion, the next you’re taking friends on dates to the gymnasium and building takoyaki stands. While varied, this loop can feel repetitive as enemies mostly offer little challenge and date interactions follow predictable formulas. Still, with engaging characters and a coming-of-age story of personal growth and female friendship to root for, there’s a magical adventure to be discovered here – if you can get past the repetitive activity. [Issue#9, p.90]
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    • 74 Metascore
    • 60 Critic Score
    Nice retro-modern visuals can’t prevent this bitesize action RPG from the bloat of tedious filler, making Rising a weak appetiser for the forthcoming Hundred Heroes. [Issue#16, p.152]
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    • 63 Metascore
    • 60 Critic Score
    We applaud how Kao punches above its weight with great form, but its more ambitious strikes fail to land, making this feel lightweight at best. [Issue#16, p.138]
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