While Bleeding Edge may be a 4v4 ‘brawler’, don’t take that to mean that it plays like Ninja Theory’s DmC. Instead, it’s a game of timing, positioning, and cooldown management. But without a complex meta or satisfying combat, it whiffs on the ‘Overwatch-butmelee’ promise. Whereas Blizzard’s shooter ends each match with highlights, I’m yet to see a highlight-worthy feat of skill or teamwork here.
I thought I’d be feeling hero fatigue at this point, but I do really love the backstories of Bleeding Edge’s 11 fighters. Buttercup is a biker who’s basically become a human motorcycle, and Kulev is a 125-yearold professor who achieved immortality by transferring his consciousness to a robotic viper that controls his zombified body. The industrial grunge and absurdity reminds me of Borderlands, but Bleeding Edge thankfully stops short of the cringey humour.
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Denne historien er fra June 2020-utgaven av PC Gamer.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent? Logg på
A New Dawn - The rise, fall and rise again of PC Gaming in Japan
The so-called 'Paso Kon' market (ie katakana's transliteration of 'Pasonaru Computa') in Japan was originally spearheaded in the 1980s by NEC's PC-8800 and, later, its PC-9800.
MARVEL: ULTIMATE ALLIANCE
Enter the multiverse of modness.
SLIDES RULE
Redeeming a hated puzzle mechanic with SLIDER
GODS AND MONSTERS
AGE OF MYTHOLOGY: RETOLD modernises a classic RTS with care
PHANTOM BLADE ZERO
Less Sekiro, more Wo Long: Fallen Dynasty
STARR-MAKING ROLE
Final Fantasy XVI's BEN STARR talks becoming a meme and dating summons
THIEF GOLD
Learning to forgive myself for knocking out every single guard.
HANDHELD GAMING PCs
In lieu of more powerful processors, handhelds are getting weirder
FAR FAR AWAY
STAR WARS OUTLAWS succeeds at the little things, but not much else shines
FINDING IMMORTALITY
Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a ‘stay-busy’ project by a small team at Black Isle Studios