Edge Magazine's Scores

  • Games
For 2,727 reviews, this publication has graded:
  • 15% higher than the average critic
  • 3% same as the average critic
  • 82% lower than the average critic
On average, this publication grades 8.9 points lower than other critics. (0-100 point scale)
Average Game review score: 64
Highest review score: 100 LittleBigPlanet
Lowest review score: 10 FlatOut 3: Chaos & Destruction
Score distribution:
2727 game reviews
    • 65 Metascore
    • 50 Critic Score
    The inheritance of wearisome combat, embarrassing characterisation and impoverished audio now joins a bevy of PSP-specific issues... Revelations does succeed in living up to its name, but we’d hoped that such disappointments weren’t the surprise it had in store. [Feb 2006, p.93]
    • Edge Magazine
    • 65 Metascore
    • 20 Critic Score
    Objects that can be interacted with are circled with an icon, but this only appears if you are looking at exactly the right spot. Indeed, much of Rogue Ops is spent trying to make this cursed cursor appear. It's not a pleasant way to spend an evening. [Feb 2004, p.108]
    • Edge Magazine
    • 64 Metascore
    • 40 Critic Score
    Arzest has laid an egg here, but not of the golden variety.
    • 64 Metascore
    • 50 Critic Score
    The game is its own worst enemy, as its fully featured hands-on action never quite sits comfortably with roleplaying combat. [July 2010, p.99]
    • Edge Magazine
    • 64 Metascore
    • 40 Critic Score
    Whether there truly is a demand for the high-fidelity thrills found on other formats among shooter-starved Wii owners is largely academic, because Conduit 2 - like its predecessor - just isn't up to the task of providing them. [June 2011, p.92]
    • Edge Magazine
    • 64 Metascore
    • 50 Critic Score
    A bigger problem still is the absence of a motivation to work with other players. Objectives are usually thinly disguised fetch quests or encounters where you must defend a character, usually Cass, against waves of enemies.
    • 64 Metascore
    • 50 Critic Score
    At worst, it feels like a hollow exercise in brand extension, a game where the brand itself is utilised to provide a recognisable veneer, and nothing more. It’s an amiable but unremarkable card-battling title, a robust but unspectacular game. [Feb 2006, p.93]
    • Edge Magazine
    • 64 Metascore
    • 30 Critic Score
    There's practically no aspect that doesn't appear half-hearted. Black Isle's drawn-out death has undoubtedly poisoned Brotherhood, but it's hard to tell if there was ever a good game here to begin with. [May 2004, p.109]
    • Edge Magazine
    • 64 Metascore
    • 40 Critic Score
    Unless you possess a particular zeal for collecting and upgrading slightly different weapons, the familiarity of slicing through yet another batch of spawning creatures soon grinds way at the thin gameplay. [June 2009, p.97]
    • Edge Magazine
    • 64 Metascore
    • 50 Critic Score
    A hastily assembled three-in-one anachronism which proves just one thing: that terrifying and terrible are not mutually exclusive. [Apr 2010, p.93]
    • Edge Magazine
    • 64 Metascore
    • 40 Critic Score
    An ugly, throwaway cash grab. [March 2015, p.110]
    • Edge Magazine
    • 64 Metascore
    • 50 Critic Score
    There are a lot of interesting ideas in here. Roaming in smellovision mode is the game's greatest tool for making you feel like you're piloting an animal. It makes exploring a dull path feel way more exciting than it should be. [Jan 2004, p.102]
    • Edge Magazine
    • 64 Metascore
    • 60 Critic Score
    With Suda we’ve come to expect the unexpected, but the most disappointing thing about Killer Is Dead is that the unexpected has become predictable. By adhering too rigidly to its creator’s esoteric template, it gives us pretty much exactly what we were anticipating.
    • 64 Metascore
    • 30 Critic Score
    The Run doesn't have the structure or production values to carry off its concept. Even if it did, its successes would be smothered by a procession of awful technical flaws. Lacking charm and polish, only the Need For Speed name will sell the game – which will no doubt mean that it fares well enough. But in a year that has seen gaming's biggest franchises one-upping each 
other and demanding players' attention like never before, The Run simply doesn't cut it.
    • 64 Metascore
    • 60 Critic Score
    While Time Hollow fills a Phoenix Wright-shaped hole in our lives, we do prefer our chaos theory a little less tidy. [Apr 2009, p.123]
    • Edge Magazine
    • 64 Metascore
    • 60 Critic Score
    The bare-bones Training mode does little to help the inexperienced either. [Apr 2012, p.124]
    • Edge Magazine
    • 64 Metascore
    • 60 Critic Score
    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
    • 64 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
    • 64 Metascore
    • 50 Critic Score
    White Knight Chronicles is competent and solid without ever being beautiful or, you'll find yourself realising with a scratch of the head 15 hours in, particularly enjoyable. [Apr 2010, p.99]
    • Edge Magazine
    • 64 Metascore
    • 60 Critic Score
    Comparisons with "Halo" are inevitable. Unfortunately, Fire Warrior shows how developers can steal elements from superior games, while fundamentally misunderstanding why they worked so well in the first place. [Nov 2003, p.101]
    • Edge Magazine
    • 64 Metascore
    • 50 Critic Score
    Where it goes wrong is the finale. Almost every major choice is proven irrelevant, and barely any plot threads resolve. [Jan 2016, p.118]
    • Edge Magazine
    • 64 Metascore
    • 50 Critic Score
    Warrior Kings: Battles mixes and matches familiar mechanisms in interesting ways, but it proves that balancing real wargaming with resource-based empire building is as precarious a task as ever. [June 2003, p.105]
    • Edge Magazine
    • 64 Metascore
    • 40 Critic Score
    Its stripped-back beat-matching will leave you tapping your foot - but out of impatience as much as approval of its grimy dubstep. [Feb 2011, p.103]
    • Edge Magazine
    • 64 Metascore
    • 50 Critic Score
    As chaotic and unrefined as it is, however, it motors on with a definite sense of purpose and provides a solid sense of fulfilment, if not necessarily one of accomplishment. [Christmas 2005, p.110]
    • Edge Magazine
    • 64 Metascore
    • 50 Critic Score
    IGI2 straddles the same uneasy middle ground between (pseudo) realism and playability as its predecessor, and consequently strays from the realm of the enjoyable to that of the tedious far more often than is desirable. [March 2003, p.96]
    • Edge Magazine
    • 64 Metascore
    • 50 Critic Score
    A more novel addition is a crafting system lets you convert items you find into items and potions, but it functions more like a secondary currency than an alchemical minigame. There’s nothing egregiously wrong with Mini Ninjas, but nor is there a reason to give up on genre highlights like Punch Quest and Jetpack Joyride.
    • 64 Metascore
    • 70 Critic Score
    Deformable landscapes, multiple level routes, context sensitive controls, impeccable camera control, inventive boss level. Flipnic would be one hell of an adventure game. [Dec 2003, p.99]
    • Edge Magazine
    • 64 Metascore
    • 50 Critic Score
    The joy of Pirates of the Caribbean is to be found in the variety of the elements delivered - sword fights and canon battles happily sit alongside contraband trade route management. But ultimately none offer a tremendous amount of depth. [Nov 2003, p.107]
    • Edge Magazine
    • 64 Metascore
    • 50 Critic Score
    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.
    • 64 Metascore
    • 60 Critic Score
    Adrift is at its best when you're simply taking in the view and absorbing the gravity of your situation. [Tested with Oculus Rift; June 2016, p.104]
    • Edge Magazine
    • 64 Metascore
    • 30 Critic Score
    The original HOTD: Overkill is no holy grail of the genre, but it did spice up the ailing niche with some eccentricity and zany thrills. To see it massacred in this way is a shame both for the series and for iOS newcomers whose first taste of this most guilty of pleasures will be a sour one.
    • 64 Metascore
    • 50 Critic Score
    Sluggish loading times tend to cause frame-rate hiccups at the outset of a multiplayer game, and such issues are exacerbated in the busier environments with a full complement of players.
    • 64 Metascore
    • 50 Critic Score
    Rarely does dying feel like the player's fault and, in typical "Sonic Adventure" fashion, the best bits are when you find that the majority of control has been taken away from you, and you're flung around the world at escape velocity. [Mar 2004, p.105]
    • Edge Magazine
    • 64 Metascore
    • 60 Critic Score
    For now, SimCity is good for the reasons it’s always been good, and bad for reasons old and new. And yes, we wish we could play it on the train. But after spending two weeks as mayor of a series of teeming pocket metropolises, we’re still ready to spend more.
    • 64 Metascore
    • 60 Critic Score
    To enjoy EDF, you've always needed to be willing to compromise. Those days are gone. It's never felt so fluid. [Feb 2016, p.116]
    • Edge Magazine
    • 64 Metascore
    • 60 Critic Score
    But the lack of crispness in the controls undermines everything else here, and too often does the same to the player.
    • 64 Metascore
    • 60 Critic Score
    The concept at the core of Yosumin Live is robust, but it fails to hold up under extended play. Either Square Enix has happened upon a brilliant mechanic that has yet to fully bloom or one that it has been unable to sustain. The scant progression Yosumin has made in its transition from webgame to XBLA release indicates that perhaps it is the latter.
    • 64 Metascore
    • 40 Critic Score
    The game effectively highlights the difference between a sandbox which facilitates player experimentation, and a game environment that only allows prescribed actions. [May 2009, p.95]
    • Edge Magazine
    • 64 Metascore
    • 50 Critic Score
    It's a great deal of fun for the first 20 minutes, but once you've mastered your ships and applied your favourite skull decals, there's little to keep you hooked. [Tested with Oculus Rift; June 2016, p.110]
    • Edge Magazine
    • 64 Metascore
    • 50 Critic Score
    Many titles are likened to "Devil May Cry," but Van Helsing appropriates that game's structure with such brazen thoroughness that it might be seen as this generation's Great Giana Sisters. [July 2004, p.108]
    • Edge Magazine
    • 64 Metascore
    • 40 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
    • 64 Metascore
    • 50 Critic Score
    Tiberian Twilight finds the series at a crossroads, with its glory days gone and its future uncertain. [May 2010, p.100]
    • Edge Magazine
    • 64 Metascore
    • 50 Critic Score
    The convincing sense of speed is dulled by a lack of weight to the handling, while collisions betray some erratic physics: you can easily be shunted into a respawn by other racers, yet left relatively unscathed by a head-on smash into trees.
    • 64 Metascore
    • 50 Critic Score
    Strip out the poor parkour and clunky melee and all you’re left with is a shooter, and a workmanlike one at that.
    • 64 Metascore
    • 60 Critic Score
    For a game that trades a competitive level of complexity for more instant action-based appeal, it needs to be slicker in its presentation and explanations. [Jan 2007, p.80]
    • Edge Magazine
    • 64 Metascore
    • 70 Critic Score
    For players who have dismissed the mech genre in general and Armored Core in particular as requiring too much effort for too little reward, For Answer could offer a compelling reason to dabble. [Jan 2009, p.94]
    • Edge Magazine
    • 64 Metascore
    • 60 Critic Score
    No one thing ruins Cavorite, but its pile of minor faults eventually overshadow its charisma. The levels can be ingenious, and Dr Cavor's quirky animations and great gimmick feel fresh, but the experience soon devolves into attrition rather than a challenge.
    • 64 Metascore
    • 70 Critic Score
    The Baconing is undoubtedly a solid, entertaining addition to the series, but over-saturation has made this once brash and energetic adventure feel slightly predictable.
    • 64 Metascore
    • 60 Critic Score
    Where the game really succeeds, however, beyond providing a robust and solid, if unassuming model of explorative stealth and attack, is in fulfilling that old and oft-forgotten criterion - putting the gamer inside the movie. [Aug 2005, p.95]
    • Edge Magazine
    • 64 Metascore
    • 70 Critic Score
    Carve is briefly thrilling, but complete the final tournament and you're left treading water. [Mar 2004, p.102]
    • 64 Metascore
    • 50 Critic Score
    Techland has played fast and loose with a genre that need refining in to truly let pulses soar. The result is a game that's daft, sloppy fun begging for an injection of refinement. [Feb 2011, p.97]
    • Edge Magazine
    • 63 Metascore
    • 60 Critic Score
    An impressively comprehensive, reasonably captivating though ultimately flawed experience. [June 2005, p.95]
    • Edge Magazine
    • 63 Metascore
    • 60 Critic Score
    For the majority of Tintin's adventure you'll be happy to kill time hopping and skipping across its gorgeous stages, but unlike the contours of Hergé's timeless stories, there's no hidden treasure to be found beneath its dazzling veneer.
    • 63 Metascore
    • 40 Critic Score
    A soulless videogame that stands as a grave indictment of how stale a series can become if it loses its spark of creativity and imagination. [March 2005, p.93]
    • Edge Magazine
    • 63 Metascore
    • 50 Critic Score
    "Quotation Forthcoming"
    • Edge Magazine
    • 63 Metascore
    • 50 Critic Score
    It seems Buena Vista has gone from making lacklustre titles out of much-loved franchises to making a reasonable game from the coldest of franchises. [Mar 2007, p.82]
    • Edge Magazine
    • 63 Metascore
    • 60 Critic Score
    The voice acting, dialogue and narrative itself are all weak, thereby demanding that the underlying systems do all the heavy lifting in terms of player engagement - something they sustain, but only to a certain point. [Aug 2010, p.97]
    • Edge Magazine
    • 63 Metascore
    • 60 Critic Score
    In the great crapshoot of Namco thirdperson action games, it’s a better than average throw. [Nov 2006, p.92]
    • Edge Magazine
    • 63 Metascore
    • 50 Critic Score
    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]
    • 63 Metascore
    • 50 Critic Score
    Rather than expanding on what came before, too often it punishes the committed player, their weapons rendered obsolete, their best gear reset, their flair for teamwork hamstrung by aggressive mobs. [Feb 2015, p.118]
    • Edge Magazine
    • 63 Metascore
    • 70 Critic Score
    It refreshes with its purity of purpose and ambition, even if, as a mechanising of the grieving process, it’s a game few will wish to return to once completed.
    • 63 Metascore
    • 60 Critic Score
    Pid
    The cold heart beneath the cuddly surface fits the dark tone of the game, which beneath all the whimsy tells a melancholy story. Even so, players drawn in by Pid's dreamy visuals might end up feeling betrayed.
    • 63 Metascore
    • 20 Critic Score
    Objects that can be interacted with are circled with an icon, but this only appears if you are looking at exactly the right spot. Indeed, much of Rogue Ops is spent trying to make this cursed cursor appear. It's not a pleasant way to spend an evening. [Feb 2004, p.108]
    • Edge Magazine
    • 63 Metascore
    • 50 Critic Score
    Many titles are likened to "Devil May Cry," but Van Helsing appropriates that game's structure with such brazen thoroughness that it might be seen as this generation's Great Giana Sisters. [July 2004, p.108]
    • Edge Magazine
    • 63 Metascore
    • 30 Critic Score
    The frequent glitches and pop-up testify to a lack of preparation, and a question has to be asked about what exactly Treyarch has been doing for the past two years. [July 2007, p.89]
    • Edge Magazine
    • 63 Metascore
    • 50 Critic Score
    It's easy to over-rate launch titles thanks to the shock of the new, doubly so when the control scheme is as interesting as this one, but at its heart Red Steel is just another lever-pulling trawl through big rooms and S-shaped corridors. [Christmas 2006, p.77]
    • Edge Magazine
    • 63 Metascore
    • 50 Critic Score
    It’s the refusal to broaden the series’ horizons, though, which will serve to damage Sony’s oft-forgotten franchise most in the long run. It leaves Confrontation feeling stale and lost among the recent crowd of tac-shooters. [Christmas 2008, p.100]
    • Edge Magazine
    • 63 Metascore
    • 50 Critic Score
    The game's failure to monopolise on its squad dynamic relegates it to a shooter-by-numbers, and its appeal is then further undercut by the fact that, while Barker clearly has a sense for the grotesque, it is the only note that Jericho plays. [Dec 2007, p.91]
    • Edge Magazine
    • 63 Metascore
    • 70 Critic Score
    For its dramatic and cinematic flair, its lovingly crafted chaotic destruction and above all its network of interconnected personalities, it's an adventure that shouldn't be missed. [JPN Import; June 2006, p.92]
    • Edge Magazine
    • 63 Metascore
    • 30 Critic Score
    Successful only as an interactive showcase of Jurevicius' art – and arguably the Flash original was more effective in that regard – it's almost criminal that a world this vivid should be so wearying to explore.
    • 63 Metascore
    • 60 Critic Score
    While Cargo Commander might be an occasionally limited platform game, it's nonetheless an entertaining ode to the simple pleasures of an honest day's work.
    • 63 Metascore
    • 50 Critic Score
    The game's failure to monopolise on its squad dynamic relegates it to a shooter-by-numbers, and its appeal is then further undercut by the fact that, while Barker clearly has a sense for the grotesque, it is the only note that Jericho plays. [Dec 2007, p.91]
    • Edge Magazine
    • 63 Metascore
    • 40 Critic Score
    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.
    • 63 Metascore
    • 40 Critic Score
    Sonic games, and platformers in general, have always been about memorising the lay of the land, but rarely have mistakes been so costly or heavily punished, and it says much that one retailer’s preorder bonus consists solely of 25 additional lives.
    • 63 Metascore
    • 40 Critic Score
    There are some interesting ideas here, but in practice the game is overloaded with cut corners and blunting repetition. [Mar 2010, p.97]
    • Edge Magazine
    • 63 Metascore
    • 60 Critic Score
    The charismatic animation and evocative, sunset-hazed setting make up for a lot of the game's shortcomings, and although limited in lasting appeal, Miami Vice is solidly and imaginatively made. [Sept 2006, p.86]
    • Edge Magazine
    • 63 Metascore
    • 40 Critic Score
    Despite the obvious talent at work here, the studio has chosen to bury The Order's potential under a fug of dissociative, QTE-focused game design that's as stifling as the smog that creeps through its Victorian streets. [Apr 2015, p.106]
    • Edge Magazine
    • 63 Metascore
    • 70 Critic Score
    There’s just no accounting for an excruciating wipeout on the final lap when such possibilities are at the mercy of circumstances as much as they are at the player’s skill. But, played with a graceful, Zen-like acceptance – shit happens – Crash ‘n’ Burn is as enjoyable as it is easy to understand. [Jan 2005, p.97]
    • 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]
    • 63 Metascore
    • 50 Critic Score
    In-app purchases, however, are handled with more nuance and kept pleasingly out of sight.
    • 63 Metascore
    • 50 Critic Score
    Jumping damages the delicate balance of mechanics that makes the series so distinctive and pushes Rearmed 2 into the wider genre bracket of run-and-gun platforming. [Mar 2011, p.105]
    • Edge Magazine
    • 63 Metascore
    • 60 Critic Score
    Its most striking ideas don't fulfil their promise, and its successes are etched by pervasive minor flaws. The towering, terrifying city, and the lens through which it is shot, drag you onwards through the game's lesser parts, but you sense that the real crime in this whole bloody escapade is that it doesn't live up to its dark flashes of imagination.
    • 63 Metascore
    • 70 Critic Score
    You'll soon learn the groove: shoot, dodge, shoot, dodge. It should get tedious, but it doesn't. P.N.03 rewards skill above all else and mastery brings huge satisfaction. Grace under fire has rarely been done better. [June 2003, p.96]
    • Edge Magazine
    • 63 Metascore
    • 80 Critic Score
    Bladestorm works hard to appease both the keen strategist and the action-hungry player, while confidently answering critics who claim that Koei is nothing more than a one-trick warhorse. [Christmas 2007, p.95]
    • Edge Magazine
    • 63 Metascore
    • 60 Critic Score
    Despite its name's implications, this is a better game when you're following Lucky's nose, rather than his tail. [Tested with Oculus Rift; June 2016, p.119]
    • Edge Magazine
    • 63 Metascore
    • 50 Critic Score
    Rare’s late-‘90s obsession with currencies and unlockables, combined with the new additions to adventure mode, make Diddy Kong Racing feel at times like a maze of conditions and transactions in search of an actual game, and put many of its attractive new features behind bars with no word of how to free them. [Apr 2007, p.87]
    • Edge Magazine
    • 63 Metascore
    • 50 Critic Score
    Vanguard simply fails to deliver the pomp and bluster or the window dressing so essential in disguising the shortcomings inherent in "Call of Duty's" framework. [May 2007, p.92]
    • Edge Magazine
    • 63 Metascore
    • 60 Critic Score
    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.
    • 63 Metascore
    • 60 Critic Score
    This Arkham Origins is a brawny, brainless offering, then, that takes one aspect of the series and remixes it for iOS in a way that should temporarily scratch that Batman itch ahead of the main event.
    • 63 Metascore
    • 50 Critic Score
    While online play provides more convincing competition, with only eight riders supported the circuit will appear as underpopulated as the scenery. [Aug 2008, p.100]
    • Edge Magazine
    • 63 Metascore
    • 40 Critic Score
    Given that its bland combat is little enhanced by the ability to create cover, you suspect that the promises made for the technology have simply dug its own grave. [Dec 2008, p.90]
    • Edge Magazine
    • 63 Metascore
    • 60 Critic Score
    Sadly, the developer's good work is all but undone by its publisher's demanding IAP structure.
    • 63 Metascore
    • 80 Critic Score
    If there is a criticism, it's the essentially unvarying mission objectives. In the hands of a lesser developer, it might have resulted in a monotony over the game's long life span. That it never does is a testament to Drag-on Dragoon's excellence. [Dec 2003, p.98; JPN Import]
    • Edge Magazine
    • 63 Metascore
    • 40 Critic Score
    It's the cutest game we've seen in a while, but not nearly as good as it looks. [July 2010, p.105]
    • Edge Magazine
    • 63 Metascore
    • 50 Critic Score
    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.
    • 62 Metascore
    • 60 Critic Score
    Whereas Super Meat Boy accounted for its punishing difficulty by creating micro levels, most of which could be traversed successfully in just a minute or two, Wakfu frequently commits the cardinal sin of using extended sections of grind to raise the stakes during its seismic and vaguely arbitrary difficulty spikes.
    • 62 Metascore
    • 70 Critic Score
    Global Storm feels like the true heir to the Conflict: Desert Storm games in more than just surname, and remains a worthy war effort, despite there being other games that may do it grander or deeper. [Nov 2005, p.102]
    • Edge Magazine
    • 62 Metascore
    • 60 Critic Score
    You will get an hour and a half of play and several subsequent hours of thought out of your small investment. If that’s not who you are then Dominique Pamplemousse is unlikely to change that. This is about as far into the hinterland of indie as commercial games go. Historically, though, that tends to be where the most exciting changes begin.
    • 62 Metascore
    • 40 Critic Score
    There's a fine line between graphic artistry and immaturity, and while Alter Echo makes an attempt at the former, it probably falls into the latter. The hues are creative enough, and the faux-naturelle structures suitably curled and alien but perhaps the real problem is that a world made from plastic would look as dull as it sounds. [Nov 2003, p.109]
    • Edge Magazine
    • 62 Metascore
    • 30 Critic Score
    Technically, ... Dead Man's Hand is a mess - which is a shame because this could have been a whole barrel of fun. [May 2004, p.107]
    • Edge Magazine