Federico De Santis
All things considered, Doom The Dark Ages Revelations gives up the wider maps, the dragon and the mech, and I don't mean that as a complaint at all, because I had enjoyed those detours in the right doses, yet it's clear that what's left here is just the Slayer with no frills, which happens to be exactly what everyone who came away from The Dark Ages disappointed had been asking for at the top of their lungs. To those people I'd say go and get it, because they'll find precisely what they were looking for, even if it remains curious that the lesson was only understood at the expansion stage. On the ending I can't push any further, since there's a moment that anyone who played Doom 2016 and Doom Eternal will feel land like a punch to the gut, and there's a destination reached that clearly opens the road to the next chapter. I hope that road really does get travelled, because in the meantime the studio has lost key figures and Hugo Martin's reassurances about the team's current size aren't enough to erase the names that walked out the door. What's left, thankfully, is an expansion made with heart, made with soul, and made above all with the Slayer's rage.
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When the lights go out on the Spirhalite Islands and the base returns to rocking silently on the sea, you’re left with the feeling that you’ve stumbled upon something rare, because what I feared would be mere filler turned out to be a profound, generous, and surprisingly vast adventure, one that weaves a treasure hunt into a progression that offers no respite. Setting aside technical aspects that could have been more daring and a few somewhat lackluster early islands, you find yourself caught up in a loop that’s as simple as it is hypnotic, where every run promises new loot and every piece of loot drives you toward the next, making it almost impossible to put the game down. Whether you’re a seasoned veteran or setting sail for these waters for the first time, my verdict remains the same: Splatoon Raiders is a treasure in every sense, and I can’t wait to see where this new series will take us next.
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In the end, I'm naturally drawn to compare the work done here to what Nintendo gave us not too many years ago with Paper Mario: The Thousand-Year Door, because in that case too a game was taken and recreated one to one, limited to a few quality-of-life tweaks, a refreshed visual department, and a revised soundtrack. The parallel feels apt to me, because it captures precisely the spirit of this Star Fox, namely absolute respect for the original and a desire to show it in the best possible light, without distorting its identity in any way. Bringing it all together at last, I feel comfortable defining Star Fox as a title that carries a heavy legacy on its shoulders and translates it into something appealing for a modern audience, while dragging along all the responsibilities that come with the territory. I know full well that it doesn't last long, and I can already picture the objections, yet it remains a game designed to be replayed, and from that standpoint I think it's fair to raise a few points with Velan, because one more level could have been added, perhaps drawing on the cut content from the original, which does exist, just as a brand-new solar system could have been included. Instead they chose the path of faithful treatment, executed flawlessly all the same and enriched by a masterful soundtrack that reinterprets the historic tracks with real taste. Still, there's a wish I carry with me as the review draws to a close, because I want to see Star Fox in something genuinely new, given that we've already seen the usual story of the team forced to stop Doctor Andross on countless occasions, considering that half the entries in the saga are remakes of the original. It's time to move forward, so I sincerely hope with all my heart that this is only the first stone laid on the road to new Star Fox games.
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GOALS delivers exactly what it promises, a responsive, scripting-free football game where your own skill decides everything. The decision to drop official licences in favour of unique, procedurally generated players, paired with a genuinely arcade feel, makes it surprisingly inviting even for someone who usually avoids the genre like I do. It is still held back by static attacking AI, thin launch content, and lingering questions around its pack economy, yet the foundation is solid enough to keep pulling me back onto the pitch.
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All things considered, Mouse P.I. For Hire is a game I’ve loved ever since the first trailer and continue to love even after the credits roll, albeit with a few significant reservations. It’s a solid, entertaining shooter, underpinned by outstanding art direction and a top-notch soundtrack, with personality to spare. At the same time, however, it displays some naivety in its writing and a few structural limitations that prevent the title from making the final leap towards the excellence that the 2024 previews had led us to hope for. As a debut, it remains a bold and highly distinctive achievement, and Fumi Games proves it has clear ideas and talent to spare for the future. I recommend it without hesitation to anyone looking for a boomer shooter with an unmistakable style and to those who love old-school cartoons.
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Marathon has the potential to be... in fact, it IS a perfect game, but only for a very small segment of the player base; for a ‘normal’ player, who plays Extraction alongside other games and genres, the barrier to entry is extremely high and shows no sign of lowering as you progress. If you have the patience to spend 10 hours just figuring out how to play, Marathon is absolutely the perfect game for you; if, on the other hand, you want to have fun without cursing the heavens, Helldivers II and ARC Raiders are definitely more your cup of tea.
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FBC Firebreak is not for everyone. It's not for those looking for a competitive shooter. It's not for those who want a new Remedy narrative epic. It's not even for those who want deep, layered co-op. It is a light game, to be consumed calmly or in one go, without pressure. It is a product that wants to intrigue new users, not hold veterans back for dozens of hours. With this in mind, the arrival on Xbox Game Pass and PlayStation Plus is a sensible move. It allows many to try it without buying it outright. Those who like it could then delve into Control, Alan Wake or other titles from the Finnish company. FBC Firebreak is a parallel project. It has a definite structure, a clear idea, solid execution. But it also has obvious limitations: little content, little variety, a longevity that does not go beyond ten hours. It is a cooperative shooter that stands out for its simplicity, clarity and the absence of any commercial superstructure. Remedy has chosen to take a different step, perhaps a more modest one, but one that is consistent with its own identity. It is not a revolutionary experiment, but it is a successful one. And in a multiplayer landscape where everything wants to go on forever, perhaps a game that only wants to be completed is not such a bad idea.
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DOOM: The Dark Ages is more than a sequel. It is a re-foundation. A declaration of intent. A celebration of everything that made the saga great, but also a challenge to its own limitations. It reduces, simplifies, cleans - but in doing so, adds weight, intensity, meaning. It is the most concentrated chapter of the new trilogy, but also the one densest with ideas. It recaptures the spirit of the classics, but reworks it in a modern, coherent structure. It is no longer a Slayer against the world, but a vengeful spirit carved in iron, spanning an era that is both ancient and future. Are there imperfections? Yes. Some sections with the Atlan could have offered more variety. The difficulty should have been better calibrated by default. But these are details, creases in an armour that remains solid and menacing. As a whole, The Dark Ages is a fully aware, confident DOOM, capable of reinventing itself once again and doing so fearlessly. The Doom Slayer is back and in the Dark Ages, brighter than ever.
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Bionic Bay is more than an excellent platformer. It is a successful experiment, a laboratory of ideas put into practice with precision and taste. It is a game that is not afraid to make you fall, as long as you get back up stronger. And in a landscape where originality often gives way to repetition, it represents a breath of fresh air. Whether you are an avid fan of precision platformers or simply looking for a different, living, instinctive experience, this title deserves to be played, observed, understood. Because behind its minimalist appearance, Bionic Bay hides a heart that beats wildly.
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A porting that transforms the nightmare of Part I into a technical, fluid and almost perfect dream.
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All in all, this edition of Final Fantasy VII Rebirth is an excellent port that repays the wait of PC gamers. The combination of a refined technical compartment, in-depth graphical options and solid performance makes this version the best one to immerse yourself in the new Avalanche epic. Even those who have already completed the game on PS5 may find new reasons to return to explore the adventure, buoyed by a technical compartment that enhances every detail. Square Enix has finally found the right balance between fidelity and performance, giving players a port that lives up to expectations.
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