Daniele D'Orefice
he PC version, provided you have quite powerful hardware, benefits from increased fluidity and a greater level of detail than console counterparts: those who have waited for the arrival of this edition can therefore breathe a sigh of relief.
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The stories that can be created or generated independently by Crusader Kings 3 are so varied and of such great quality, that Paradox's strategy could be called a masterpiece of emerging narrative.
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The arrival of Monster Hunter World on PC is not as triumphant as you would have expected. However, excluding technical and netcode issues, Capcom's impressive creature scratches as on console. It is curated, full of details, endowed with a surprising artistic imagery, especially with regard to the aesthetics of monsters. And it is also a pleasure to play, to master in its meticulous facets of gameplay, in the mathematical refinement of a build. Whether you play it just to experience the intoxication of facing a legendary beast, or to be caught by the wildest farming, Monster Hunter World knows how to guarantee a lot of satisfaction. And its value also lies in the scalability of the experience that - it is true - is not yet perfect, but it has certainly taken the right path.
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The greatest example that Age of Empires IV gives us is that it is possible to develop a historical game that approaches the subject giving it the right weight, without giving up working well in the multiplayer agon, where numbers, mathematics, are often the masters.
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Also for this reason the result is a solid title, with few smudges, which will surely make fans of digital strategy happy.
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In key moments, however, Spiritfarer always manages to take back the reins with grace, to enhance its themes and its message. And this is certainly a great merit.
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Styx: Shards of Darkness improves the level design of its prequel, and gives the protagonist several ways to complete the missions.
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With Gathering Storm, Civilization VI gets even richer and turns into a true mastodon of the 4X strategy. However, the "new" diplomacy and the World Congress pay the price of an outdated artificial intelligence that struggles to control all the aspects proposed by the Firaxis game, although it is necessary to attribute to the idea different merits
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The high definition reissue of Phantom Dust is an excellent opportunity to (re) discover a small cult title from the past. A game with a great personality that unfortunately remained confined only to Japan and North America, without ever reaching European territory. The version available on Xbox One and Windows 10 doesn't totally hide the wrinkles - after all, it's simply an HD re-creation of the original - but it doesn't look like a thirteen-year-old game either.
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Phoenix Point is a very cautious game, a repetition almost as it is of the formula of the original X-COM and those made by Firaxis. The title developed by Snapshot tries to take some steps forward, to dismantle some science fiction clichés with a much more avant-garde approach to narrative than the congeners, but dissolves most of the intentions because they are voluntarily trapped in traditionalism.
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Bad Dream: Coma is a simple graphic adventure, without original and intriguing ideas. But it's also a game full of charm, with a magnetic and powerful visual style.
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[Rad] pays homage to the 80s from a visual, musical and "spiritual" point of view with great success
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Narcosis is a disturbing adventure which captures the player with its fascinating and unforgettable mood.
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Spiders' latest game succeeds in lifting itself from the terrible mediocrity that enveloped The Techomancer, but it does so with an effort that, although commendable, is still not vigorous enough.
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The Elder Scrolls Online: Elsweyr is a curated expansion capable of exploring the culture and customs of the Khajiit people, one of the most interesting races in the world of The Elder Scrolls.
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What remains is still a game with a good atmosphere, which perfectly embodies - at least in the first part - the spirit of cinematographic films, also thanks to some clever and exquisite workmanship.
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Dragonhold is a content that totally conforms to the new course undertaken by The Elder Scrolls Online for several years now. For this reason, and also because of an uninspired writing, the story that closes the events of the Dragon Season has proved somewhat superficial.
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There's not much to say about The Elder Scrolls: Deadlands other than that it's an expansion pretty in line with the previous ones, but a little less brilliant as far as the setting is concerned. Fargrave is the only truly fascinating place and alone carries the entire content on its shoulders.
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Gamedec's writing is sterile and boring, and it's a shame, because even with a structure not as perfect as the one at his disposal he had some potential. As it is, the game struggles even to carve out its own space in a landscape where it is difficult to find such titles. The direction, however, is the right one: with some more care Anshar could in the future get to pack a good role-playing game sui generis. Gamedec, unfortunately, is not that good RPG.
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We Force Studios develops an action-platform full of bugs and lacking anything fun. Randall is a metroidvania without identity and personality.
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