Latest EDGE review scores – My Nintendo News

Latest EDGE review scores

The latest edition of UK gaming magazine EDGE is available and Issue 395 has a number of big reviews including the controversial Suicide Squad: Kill The Justice League, Tekken 8 and Like A Dragon: Infinite Wealth The highest score obtained in this month’s edition by the team at EDGE was Tekken 8 which received a 9/10 from the normal stringent gaming magazine. Here’s all the reviews:

Like A Dragon: Infinite Wealth + post-script (“How Infinite Wealth’s sprawling universe avoids the perils of the MCU”)
“It feels rare to play a game that coheres so completely around its protagonist and his value system; rarer still given those values are puppyish enthusiasm, unquestioning compassion and the unashamed pursuit of interactive entertainment. In Kiryu’s day, the world contorted to honour the rules and regulations of cruel crime syndicates. Those who shamed the system would remove their little finger in penance. In Like A Dragon: Infinite Wealth, the little finger is only ever seen wiggling in a hang-loose hand gesture, with a button dedicated to greeting new friends. A world without yakuza bends to the will of kinder, stranger power.” [8]

Suicide Squad: Kill The Justice League + post-script (“If Looks Could Kill” about the UI)
“Their purpose, however, becomes clearer after the credits roll. While the main story can be played as a standalone singleplayer experience, Suicide Squad is firmly set up to continue as a live-service shooter. An endgame of sorts is already in place, complete with extra missions (albeit none we haven’t already seen during the campaign) and plenty more loot drops to collect. It’s all neatly justified via a nifty multiverse setup that feels narratively earned. But there’s no denying that this feels like straightforward filler, granting rewards without ever feeling rewarding. Much like the brainwashed metahumans the game asks us to put down, we expect the highs of this reluctant forever game are already behind it.” [6]

Pacific Drive
“Yet, as with the umpteenth trip to the repair shop lugging a poorly PC, something keeps us pressing on. Loyalty, perhaps? The game’s crafting and customisation systems work together to form an incredible sense of ownership: this is your car, specifically, rocking a mix of hammered-together gadgetry, mismatched paintjobs and undiagnosed Quirks that speak to your history together. If there’s any fear that this might be a simple case of Stockholm syndrome, it washes away once we’re back on the road, humming along to what could be a lost Fleetwood Mac album track on the radio, the car’s headlights repainting the Zone’s gorgeous-if-bleak scenery in sandstone-textured halogen. The zen state returns until it is inevitably punctured by the arrival of some fresh anomaly. But that only leaves car and driver closer together until it is vanquished. And so we push onward into the night, feet and tyres working towards the same unseen horizon, and whatever bonding experiences await along the way.” [8]

Banishers: Ghost Of New Eden
“Yet there is heart in Banishers, and it beats strongest in the doomed romance at its centre. There’s emotional heft in its ending, too, with — at least in our case – a clever twist that at once feels like a reflection of the path chosen and a comment on commitment and sacrifice. As an action RPG it is flawed, but as a choice-driven narrative adventure it is something of a triumph. Eden may be full of ghosts, but Don’t Nod ensures that our decisions end up haunting us most.” [7]

“To be clear, as you get into the weeds of exploring the farthest reaches of its map, Ultros remains a fully formed Metroidvania. But it’s one in which killing is easy, and the real challenge comes from finding another way forward. Hadoque thus shows that it’s possible to knock down one of the core pillars of a long-established genre and fill the gap without resorting to violence. Or returning to the ’60s theme, you could say Ultros shrewdly demonstrates the value of flower power.” [8]

Tekken 8
“Layer by layer, Tekken 8’s systems pile up in front of you, like bricks stacked before a martial arts master. Every moment of what follows, from the sparks that fly when fists and feet connect with flesh to the abundance of possibilities available to each fighter in any situation, has been designed to capture the sensation of breaking them in half. It remains to be seen whether Bandai Namco’s game can achieve what Street Fighter 6 hasn’t quite managed, and bring in a new generation of players, but this is the first time in decades decades that these longtime rivals have felt so well matched.” [9]

Solium Infernum
“These demons might be too much for some. Yet it’s telling that the group in question immediately begin to plan their next game – albeit for a month or two down the line, once everything has been ironed out. Because, after 15 years, there’s still nothing else that offers quite the same thrills as Solium Infernum, all that politesse while knives are sharpened behind backs. It’s not often we find ourselves sitting at the keyboard cackling aloud at our own evil plans like a Bond villain, nor firing up the PC late at night after an explosion of messages: the game’s clear favourite has decided to upend it all and pursue a quicker, bloodier victory instead. You’ll need to learn to do your taxes to make it in Hell, yes, but we can promise there’ll also be plenty of death.” [8]

Granule Fantasy: Relink
“With a relatively brief campaign allowing you to more quickly explore the depths of the postgame – where quests have exponentially higher PWR recommendations but reward you with more generous loot – Relink’s story is clearly a secondary concern. Even so, it’s a shame that unlockable crewmates are essentially sidelined from dialogue and cutscenes, aside from the optional Fate episodes (see ‘Ship to the end’). But when the camera swoops in as you trigger a showstopping blow, it’s hard to mind. After eight years in development – initially under PlatinumGames, the finished game retaining the developer’s trademark lustre – this long journey has had a happy ending Enough, indeed, to hope that this isn’t the end for this fine offshoot.” [7]

“Even failed runs have fascinating choices to chew over, and moments of heart-stopping triumph, as you scrape past the required chip tally with your final turn.Once or twice we worry it perhaps hews little too closely to the real thing, as we find ourselves adopting the gambler’s mentality: surely this is the one, we think, the last disastrous run having failed to curb our optimism. But when we interrogate our desire to return, it’s about more than just lizard-brain compulsion. As Sid Meier once said, games are a series of interesting
decisions. Well, Balatro has those in spades, hearts, clubs and diamonds besides.” [8]

Silent Hill: The Short Message
“Piling on the sadness and squalor at every turn, The Short Message has little of the nuance or psychological depth of earlier entries — and none of the ambiguities and lingering mysteries found in another Konami-published firstperson horror, likewise featuring cramped corridors and a looping structure, which this calls to mind. That particular playable teaser celebrates a milestone anniversary this year. This may not suffer the indignity of being delisted, but it’s highly unlikely anyone will remember it in a decade’s time.” [4]

Sokobond Express
“The crisp, slightly clinical look gives the sense that you’re conducting a scientific experiment in some pristine lab. After a fashion, the process evokes the work of a chemist, each test invariably failing on the first attempt and demanding a rethink before you emerge with a completed molecule — a charmingly written snippet of related trivia your reward for persevering. A mellow soundtrack, meanwhile, is the audio equivalent of a shoulder massage or a supportive whisper: soothing encouragement to keep at it. As a whole, it’s remarkably cohesive, a compound puzzler that should be added to your collection with express speed.” [8]



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