Antonio Russo
- Outer Wilds
- Neva
- Fear & Hunger
Out of Sight is a game that transforms an experiment with perspective into a haunting narrative that manages to touch the player’s soul despite its structural shortcomings. Although issues with clunky controls and shallow puzzles limit its potential, it’s worth playing for its artistic direction and its superb audio design.
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INDUSTRIA 2 is a work deeply torn between the ambition of its developers and the harsh reality of a production process that has faced formidable obstacles. On the one hand, we are faced with an atmospheric experience of rare power, capable of transporting the player into a dystopian universe, while on the other hand, one cannot ignore the state of technical instability in which the title was released. Nora’s journey remains an experience worth having, but it is a journey that currently requires an excessive amount of patience, pending new patches that resolve these issues.
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Drop Duchy is a bold experiment in game design, blending Tetris-style mechanics with the progression found in deck-builders. Despite its delightful art style and fairly brilliant gameplay, the game suffers from significant repetition over time and a noticeable lack of narrative depth. It remains, however, an excellent debut title for Sleepy Mill Studio, recommended for those seeking roguelite-style puzzle challenges.
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PEPPERED stands out as one of the most thought-provoking experiences of recent times, capable of transforming simple mechanics into a distorting mirror of our fears about failure. The strength of this project lies in its ability to shake the player, forcing them to accept their choices and helping them understand the beauty behind every defeat. Despite its punishing approach, Mostly Games’ work shines with originality and coherence. In a world that pushes us toward success at all costs, PEPPERED reminds us that true victory lies in remaining human, with all our flaws.
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We can say that BEFORE I GO stands out as one of the boldest experiences of mid-2026, even as it bears the hallmarks of an independent production that has prioritized art over pure gameplay. We are looking at a title that, while not revolutionizing the Metroidvania genre, manages to carve out a niche for itself thanks to an artistic vision that challenges the industry giants.
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The Long Dark is not merely a form of entertainment; rather, it is an experience that demands immense patience—the kind needed to accept failure as an integral part of personal growth. Despite some shortcomings in both gameplay and graphics, the atmosphere amidst the ice is so powerful that it makes one overlook the technical flaws.
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Project Songbird is a work that isn’t afraid to reveal its own uncertainties in order to establish a dialogue with the player. Dakota’s descent into a forest that is only seemingly safe becomes a parable about the difficulty of staying true to oneself when the world demands conformity. Despite some technical shortcomings, the overall impression remains positive thanks to the great attention to atmosphere and sound design. It is an adventure that does not merely aim to scare, but invites reflection, suggesting that true darkness does not lurk in the woods, but rather in the constant doubt that one is not good enough to pursue one’s dreams.
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Marathon is an ambitious experiment that successfully brings a historic brand back into the spotlight through a well-executed artistic vision and gameplay that, while somewhat rigid, reaffirms Bungie’s talent for crafting excellent FPS mechanics. However, the sense that this is a product not yet fully polished—marred by terrible interface design—prevents it from reaching the pinnacle of extraction shooters.
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Angel Engine stands out as a bold experiment, one that captures the essence of the original web series while grappling with the challenges of independent production. Although the atmosphere and art direction are well-executed, the gameplay structure fails to sustain the narrative’s weight over the long term. This is a title that deserves the attention of fans of the original work and analog horror, though it requires a fair amount of patience to overlook the underlying repetitiveness that limits its potential.
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Neva: Prologue resolves the initial question regarding the real need to reveal the backstory of an already complete adventure, dispelling it the moment you are faced with the pure tenderness of the budding bond between the brave warrior and the four-legged pup. While the experience’s marked brevity and the partial rehash of threats already largely overcome in the past might understandably raise some eyebrows, the masterful recalibration of the challenge level and the clever reworking of the jumping mechanics through the delicate act of physical transport transform this expansion into a precious and satisfying exercise in style.
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Summing up this odyssey, we find ourselves faced with a work that thrives on constant playful and emotional contrasts, capable of eliciting laughter thanks to a satirical joke and then plunging the player into frustration due to disastrous technical aspects. Despite the developers' commendable desire to broaden the franchise's horizons by exploring mature themes such as the commodification of human beings by ruthless pharmaceutical corporations, the lack of adequate overall polish and the excessive verbosity of numerous passages end up heavily watering down the overall experience.
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Shogun Showdown is an example of how the simplicity of game design, supported by a concept, can be transformed into a depth capable of attracting the attention of lovers of the genre. Roboatino's production succeeds in maintaining high tension through a combat system that does not reward those who get distracted. The title manages to capture the sense of gratification that comes from overcoming a challenge, offering a balanced learning curve. A little gem from the indie world that deserves to be tried by anyone who loves strategy and roguelikes.
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Hank: Drowning On Dry Land is a profound intellectual experience which, despite its unfortunately limited longevity, manages to capture and convey the vision of a hero at the mercy of himself. Although there are some technical uncertainties, they do not invalidate the overall quality of a title that shines for its courage and solid basic mechanics.
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Pseudoregalia is a little platform gem that captures the pure essence of the genre while evolving its mechanics. Although the combat system and initial navigation may be a little rough around the edges, the title shines thanks to a movement system that is pure joy. It is a work dedicated to those who love a challenge, unguided exploration and that lost aesthetic charm of the early 2000s.
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Two Falls (Nishu Takuatshina) is not a video game for everyone, nor does it want to be. It is an experience that requires patience and a willingness to be transported to an era of cultural and spiritual clashes. This development studio's debut offers an honest and never banal look at colonial history and the roots of the Innu people. Despite some technical uncertainties, the title manages to impress with its enchanting atmosphere and profound message.
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Ritual of Raven proves to be a successful video game experiment, capable of shaking the foundations of a genre that too often lacks innovative ideas. The work done by Spellgarden Games delves deeply into the dynamics of interaction between the user and the world of Leynia, offering a vision that is different from the rest.
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ROUTINE is an atmospheric horror film, fascinating but imperfect: punitive, divisive and deliberately anachronistic, it foregoes jump scares in favour of loneliness, tension and powerful aesthetics, capable of imposing a unique vision despite its limitations.
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Ayasa: Shadows of Silence is a product where the artistic aspect dominates the entire experience, but which cannot sustain the entire production on a decadent gameplay structure. As it stands, the experience is so undermined by control issues, crippling bugs and sound gaps that Ayasa's journey is more a test of frustration than pleasure. This title is a beautiful dream trapped in corrupted code, a work that perhaps, after many months and many patches, will find its redemption.
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Solo Leveling: ARISE OVERDRIVE is a double-sided work, where the combat system is well designed and satisfying, but with a gameplay structure anchored to the mobile version of the title. Although the graphic impact of the characters and the fidelity of the animations manage to capture the attention, the overall experience ends up being inevitably diluted by an overly fragmented narrative, environments lacking in detail and technical issues. We are faced with a solid but still rough base, a title that will require substantial corrective measures and additional post-launch content to express its true potential.
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No Players Online is a natural evolution of the original concept, transforming what was a brief experience into a complete work, capable of satisfying those seeking a narrative that goes beyond linearity and the medium of gaming. Although the decision to alternate between 3D exploration phases and long investigation sessions may be an obstacle for those who prefer a more immediate pace, the production succeeds in allowing the user to experience the excitement of an ARG.
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