Diego Cinelli
Season: a Letter to the Future is strange. When everything works perfectly and you find yourself in front of one of the stupendous landscapes that make it up, which tell long stories without the need for many words, it is a work of art that leaves you speechless. The freedom given to the player to define the shape of Estelle's adventure and literally bring the season's sunset diary to life is a breath of fresh air, but not strong enough to take flight and the story ends up stopping after a few bars, interrupting a speech suddenly, giving the impression of having left something unfinished.
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High on Life is a game that keeps its promises. Underneath a skin made up of over the top humor there is a biting irony towards a genre (old school FPS's) which has far too many tropes to make fun of (and here not even one is left behind). The sometimes chaotic level design, combined with not exactly exciting boss fights, risks overshadowing the merits of the Squanch Games game, but a good sum of game mechanics manages to keep everything afloat, waiting for the next joke and the resulting laugh.
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Sable is a difficult game to rate: if you think only of the quality of the work from an aesthetic and narrative point of view, the number at the bottom of the review should skyrocket. Exploration is everything here: the game really comes into its own when you take the liberty of setting your own course. Unfortunately, analyzing the work of Shedworks as a whole, one cannot help but notice how the technical limits weigh on a gameplay that is not particularly inspired, even going so far as to undermine the user's involvement during the game session.
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Moonscars is a video game that knows what kind of atmosphere it wants to create, how to create it and how to dance on those notes from the first to the last minute of play. The combat system is simple but satisfying and, although it needed more attention from a technical point of view and the story does everything to keep the player away (at least in the first hours), the adventure manages to entertain from start to finish.
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An action rpg that offers a solid combat system and interesting encounters (albeit with a never really demanding challenge), but fails to tell a story that can hold on to the player.
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We Are OFK is an intriguing visual novel, which in its best moments knows how to suck the player into the emotional vortex of the story, while following the birth of a group that is virtual, but strangely realistic.
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A soulsborne that lacks refinement, but manages to entertain thanks to an interesting combat system - even if the challenge is certainly not the most difficult ever to appear in this subgenre.
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DNF Duel is a surprisingly deep fighting game, that doesn't require a whole lot of learning to be enjoyed. Mechanically interesting and with a very diverse cast of fighters, this videogame has the potential to entertain both new players and old fans of this genre.
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From Yokai to creatures of the darkest Western legends: Sunbreak expands the world of Rise consistently - and not just through monsters. The techniques available to players multiply, in one of the most layered hunting experiences ever.
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Rough, sometimes intriguing, sometimes frustrating: Salt and Sacrifice does its job, but it doesn't always go smoothly. The Mage hunting sequences are clever, but the pieces of the puzzle sometimes simply don't fit together.
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Moss: Book II, the second part of Quill's journey is a much more complete and engaging experience. Building on the experience accumulated with the first chapter, Polyarc has built a sequel with ingenious puzzles and clashes with enemies that, although not particularly difficult , manage to maintain tension thanks to the variety of high interactions possible between the player, the environment, the enemies and the protagonist.
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Young Souls has a beat-em-up heart and an RPG brain. And, at the end of the day, when you jump into the fray, your heart commands. The action is compelling and has a good pace, and the self-irony that reigns in each text gives the game that extra something that helps it build its own identity.
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A compelling game, which loses a few shots due to a narrative that is not quite up to par.
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JETT - The Far Shore is an adventure that, at its best, conveys a sense of absolute freedom to the player in the exploration of an alien planet. The setting is full of ideas ... and it is a pity that many of these are not fully developed during the story. From a stylistic point of view, the contrast between the minimal graphic style and the orchestral soundtrack is excellent and gives a unique character to the work.
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Kena: Bridge of Spirits is an excellent debut. Even if the story ends a bit in the background, the beauty of the world, the animations and the combat system make the adventure of Kena and his friends Rot's truly memorable.
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TOEM is a light and funny story, which makes you put your hand to the camera much more often than necessary. Nothing can be done about it: the temptation to capture in an image the beauty, the light-heartedness and the joy of the creatures that inhabit this world is too much to ignore.
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Hoa is a sweet and light story, which systematically avoids complicating things too much to remain an adventure within everyone's reach - missing out on a few opportunities to challenge the players, while managing to maintain a good pace from start to finish.
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Pokémon Unite is a fun and carefree MOBA, at least until you realize how much time you have to spend accumulating resources to upgrade your characters without spending money. The premises are good, despite the fact that it is a game that risks very little: it will be the long-term strategies that will determine the goodness of the project and, of course, its success.
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With Guilty Gear -Strive-, Arc System Works has found a formula to make accessibility and depth coexist. The characters are memorable and the game mechanics guarantee always varied games, despite more limited move lists and combo routes than in the past.
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Monster Hunter Rise adds interesting elements to the basic formula of the series, also managing to present its contents to new players in a gradual manner. Yet it can't help but seem, in a sense, an unfinished game.
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