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Review: EDGE (PC)

Puzzle games aren’t really my cup of tea, but I appreciate them more than most because they’re a very pure form of game; no narrative, no fluff, no ancillary guff. At the same time, this purity often translates into simplicity, which is then mixed with lots and lots of chaos to create complexity. It’s this particular design choice that actually bugs me then, because it smacks of laziness and a leaves many parts of the game feeling neglected or unfinished. So when I come across a puzzle game like EDGE from Two Tribes, I’m very, very happy.

Despite coming straight out of the mobile iOS scene (and a legal imbroglio with some rather intimidating folk), EDGE looks fresh, fit, and ready for action on the PC. It’s a mishmash of mechanics from the venerable classic Marble Madness and more recent Rolling Block-style maze games with a bit of Pac-Man-esque sensibility thrown in. Packaged in a clean, colorful, and catchy aesthetic, it doesn’t skimp on content or depth. The gameplay focuses on three primary things: speed, dexterity, and perspective. The reason why I’m so happy is because Two Tribes did a pretty fantastic job of creating a lot levels that rely on each of these skills in all their varying degrees. The difficulty curve is gentle, the teaching moments are few and unobtrusive, and the epiphanies feel well-deserved.

 

The novelty and namesake of the game is the EDGE, which has you balancing your cube self precariously between two of its surfaces. It’s a clever, intuitive mechanic that is implemented superbly. Plus, it’s not just for show: every moment you spend in this precarious maneuver (aptly named EDGE TIME) is subtracted from your total time for the level. This introduces a whole new layer of play into an otherwise tried- and-true formula. The fact that it feels so satisfying to EDGE your way about a level is simply icing on the cake.

A lot of this satisfaction is of course contingent upon one’s ability to control said cube self, and it’s here that there lie some small problems. The keyboard controls are responsive, but the quality of your equipment will influence your ability to take advantage of this fact. Luckily, there is gamepad support (which I didn’t get a chance to try) for those with less-than-optimal gear. At the same time, the simple controls combined with a fixed ¾ isometric view can cause some major visuo-motor neuron crossing, resulting in some embarrassing QWOP-style surprises (mostly death). But these are just niggles that are easily surmounted. Once those neural connections have been soldered shut, you’ll feel as elegant as your local professional musician.

Overall, EDGE is a very satisfying action puzzler, despite not being particularly puzzly. Its responsive, natural controls make for an addicting experience backed up by equally enjoyable visuals and sound. With a plethora of levels featuring varying degrees of challenge (with the addition of especially ingenious and beautiful bonus levels), a single playthrough will keep you busy long enough. Add achievements, leaderboards, and a grading system into the mix and you can probably kiss your productivity goodbye for the next few weeks.

Score : 8/10 Even after it’s over, you may find yourself with the urge to EDGE everything, just to pass the time.

About Tim Hsu

Tim Hsu is a chronic misanthrope, a hopeless romanticist, and technological existentialist. Aside from drowning his metaphysical woes in video games, he dabbles in music, writing, and is studying to be a doctor. You can contact him at sonicblastoise@gmail.com and read his ramblings at the Mediocrity Codex.

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