The latest issue of EDGE is now available to subscribers both physically and digitally, and issue 394 contains plenty of reviews to get you hooked. Prince of Persia: The Lost Crown scored well with the team at EDGE receiving a very sold 8/10, which is nothing to be sniffed at, especially not coming from the team at EDGE. Below you can see the final summary of the reviews along with the ratings.
The Final (+ post script)
“While of course it’s unreasonable to expect this kind of environmental response from every game, we’ll admit that we need a bit of an adjustment period when returning to worlds that are more cinematic than Lego sets. Most video games focus their interactions on other living creatures, whether controlled by the player or the computer. But after playing The Finals, or Teardown, or even Minecraft for a long time, it’s hard not to wonder if we should treat our in-game environment, a level, a stage, a map – as something to be played with as much as its inhabitants.” [8]
Prince of Persia: The Lost Crown
“It might seem unfortunate that a series so famous for depicting the brutal deaths of its protagonists would resort to common video game conventions like respawn and Game Over screens (Sargon’s death animation bears an uncanny resemblance to Samus Aran). But it’s a small concession when the result is a faster return to action. And if our new leading man is a more serious sort than his wisecracking predecessors, a similar playfulness comes through in the way you can flash death-defying maneuvers. All this makes The Lost Crown the most successful work of Ubisoft Montpellier since Rayman Legends. In a rebirth of this caliber, death is a moot point.” [8]
Wrath of Asgard 2
“Size alone, then, is not reason enough to recommend Asgard’s Wrath 2 – indeed, we question the wisdom of playing such a long game on hardware that needs to be recharged every few hours. It’s easier to admire its ambitious scope, as Meta’s answer to the bison-every-part headlines that accompany Nintendo’s new hardware, but the comparison makes us yearn for their refinement. Too often what’s on offer feels like a series of unfinished experiments – the shoulders of giants on which other VR games could be built.” [6]
Another code: Reminiscence
“However, this future technology raises uncomfortable questions, especially when it threatens to erase a character’s memories. Here, the narrative message is at odds with its cover, as Recollection’s very existence (not to mention the other game’s sweeping cuts) suggests that it’s better not to remember things as they were. Admittedly, the relentless march of technology complicates matters; Two Memories would certainly be impossible to accurately replicate on the Switch. Although the fact that the original versions of these games are not easily available (which in principle justifies these remakes) speaks of the strained relationship of their industry to the past. It’s an inconvenient truth to come out of what Nintendo was probably hoping would deliver a dose of warm and fuzzy. But as Ashley, recalling a friend’s advice, notes, “While facing the truth can be difficult, it’s always best in the end.” [6]
Go Mecha Ball
“That fair rush, then, wears off during countless plays, many of which are cut short more by accident than by mistake. With a more generous health boost and without such a huge difference between abilities and weapons, Go Mecha Ball’s biggest frustrations could be alleviated. As it stands – or spins – the combination of luck and skill required to succeed brings back the era of Gottlieb and Bally. In more ways than one, Whale Peak’s debut sure plays a wicked pinball.” [6]
Home Security Hotline
“As the days go by, things get more disturbing. Anonymous e-mails from a disgruntled employee warn that you are in danger. Distorted voices and irregular dial tones are annoying. And sporadic network outages force you to internalize as much of the bestiary as you can between calls (the hotline has a nasty habit of ringing just as you’re reading a particularly disturbing detail or listening to a cryptid cry). Fine voice performances mean the calls are often unsettling, though sometimes a chill runs up your spine as you realize the implications of your diagnosis. With a little more mechanical variety, this could be a secondary classic. Still, even within its modest parameters, it’s a great piece of world-building—one that leaves us looking anxiously around our own home after the clock has rung for the last time.” [7]
Raindrop Sprinters
“It couldn’t be clearer; sometimes you wonder if there is too little of it. But knowing that each playthrough contributes to unlocking other mods (see ‘Increment increments’) will keep you playing for at least a good few hours, by which time you’ll most likely figure out the conditions for unlocking the seven skills that the ‘badges’ increase (finishing without them is a tough challenge in itself , requiring five successful runs through what eventually becomes a stormy downpour). There’s real character to its presentation, too, from the four different jingles that accompany successful sprints to the anticipation-boosting Cambridge bells that precede a new run, the leaderboards celebrating the ‘top five brave cats’ and the end-of-game text – ‘That’s soooooooooooo !’ – it kind of alleviates the frustration of finishing a run too soon. It’s a reminder that good ideas are timeless. Another 40 years from now, we suspect it won’t age a day.” [8]