Jose Antonio Calvo Ceniceros
The Tale of Cloud and Wind (QUByte Classics) gives the hungry old-school beat'em ups just what they want. Three very different characters, seven phases of increasing difficulty, tons of enemies to face, and even a story based on classic oriental texts. The repetition of enemies and settings fails a bit, even in a genre that draws so much from it, but the whole is fun and stimulating enough to get into without consideration.
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It's really nice to come across games like Intrepid Izzy from time to time. Simple, unpretentious, and fun and well-done enough to be enjoyed without any complications or ups and downs. A nice metroidvania with the peculiarity of putting beat'em up against the enemies, and a costume and power management system from our bedroom. There are no great heights, but also no falls, everything works as it should in this Dreamcast game, which other systems have also earned to enjoy.
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Whoever expects a coherent analysis of Choo-Choo Charles in this rubbish of a text box, go to the countless websites that will offer it. This is a game that has both its own personality, as well as its plethora of glitches, glitches, 'what are you doing', 'what's going on here', disgustingly basic design. Fight against a spider ghost locomotive that you are not going to kill. Limited movement, a 3D engine full of stuttering and people with eyes glued together... And this is great!... or not. But the review number stops there.
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Among the formulas that the wide spectrum of videogames presents today to return to games from the past, NEW Joe & Mac - Caveman Ninja chooses to be very classic... that is... what was in the original arcade, and something else in its extended mode. But with a redone in the graphic and sound section. Joe & Mac - Caveman Ninja was an arcade game that was as fun as it was hard, and that is given to us at the end of 2022. Not much has been touched, except for things on some levels -for better or worse-, in a title that was so hard when you tossed a coin playing alone, like fun and well focused when you had another colleague with another hair color and loincloth. It lacks more content to be a revival, but it will not take so long. And that it is still impossible to forget in the original and this remake the great visual identity and the leiv motiv of the plot.
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With the conscientious work of a single person in charge, Astronite is one of those games that we will like at a quick glance, but it will not easily settle in our heads given the vast artistic offer that 2D action and platform metroidvanias present. But it will as soon as we have the pad in our hands and spend hours with it. Through a classic approach well managed in control and situations, we will have a much more difficult game than what we have become accustomed to in this style in recent years. That can be a good thing, although it's not so good anymore that some complications and frustrations come from a hopeless approach to managing in-game currency, or some more intricate and restrictive moments and structural design than its genre could demand. But Astronite is still a recommendable and interesting game, a game that can also give you a good number of hours, compared to much shorter similar proposals. We simply have to know what we are going for and where we are going to get into.
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It is no longer that the metroidvanias have a pull that I hope will continue to last for many years. It is not the fact of hybridizing genres either, although here a plus of originality is achieved for it. It is to do it in a very good way, in a very fun adventure. The Knight Witch not only proposes metroidvania, bullet-hell and deck-building card, it is that it does it with great ease, understanding what it is, and adapting perfectly to any viewer who enjoys adventures, and not limiting himself to those skilled with the pad or niche shmup players, but also giving them challenge and bait. If the proposal attracts you and attracts your attention, but you think that this Metroidvania 'ship' game may not be for you, trust me, it is.
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Another special adventure emerges from a fragment of the creators of LIMBO and Inside, which with well-known forms intends to chart its own path as well. Somerville proposes family closeness and a great opening in its history and ties. An adventure of survival and discovery, expanded by the layer that adds manipulating extrasolar energies to solve its many situations and achieve something more personal and with its differential touch.
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Summarizing McPixel 3 in this piece of text is not easy. Super-crazy adventure, mega-crazy, and worthy of that real image hero that is Johnny Sins. Like him, McPixel will live all kinds of adventures and situations that he will face in more ways, although he will solve others like him. But most importantly, giving a fun game, which is enjoyed advancing and progressing, unlocking levels, getting secrets and curiosities. I firmly believe that we are facing one of the adventures of 2022, for one reason or another.
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It seemed to me as interesting as it was perhaps difficult to resurrect the Arkanoid franchise in the right way for our days. I can say that it has been achieved very satisfactorily, as I am a person who remembers the original Arkanoid from 1986 with a smile and many nerves and tensions. One of the things I've reconciled with the Taito franchise is its excellent Battle Royale aspect, which makes Eternal Battle mode matches extremely fun and fast-paced, whether or not there are human players to fight against. Even the Versus mode has been fun for me, in this game the fight against other capsules I think is the soul of it. But a Neo mode and another Retro mode -simulating an arcade cabinet from 1986- accompany for those who still want to pass the time fighting each phase and trying to reach the elusive and omnipresent Doh. A very interesting game both for long periods of time and for sporadic games without further worries.
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Puzzle games that manipulate the laws of physics have a new and very interesting representative in The Entropy Center. With the best device I have ever seen in this type of game, with well-planned puzzles and challenges, an intriguing and pure science-fiction plot, and high-end visuals, here is a must-see for those who like to give head.
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Can a game with less than ten colors on the screen, rusty can sound, and on top of that, being played with a simple action button, be not only an excellent adventure, but also a very accomplished horror game? OF COURSE! FAITH: The Unholy Trinity is a pleasant and even unexpected surprise due to the values it manages to achieve with its apparent simplicity, which is not such, because there is a well-cared job in its three chapters and multiple endings of each one. A trilogy that has been launched over the course of a few years, and that in this 2022 appears compiled in this unholy trinity. The story of a priest whose faith is shaken, a man struggling against the darkness around him and his mortal and doubting soul. And this in a fascinating game where its multiple endings and replays of its three chapters only add layers and interpretations.
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Scorn presents one of the most impressive visual and artistic sections that we can find in a video game. But the best thing is that it is much more than its wonderful staging, in an adventure of horror and disgust, in a journey of mystery and desolation, with a survival horror section that even seems classic due to its approach, open exploration and puzzles. . An experience for both sight and hearing, as well as for our trembling hands on the control pad, in an adventure that leaves a deep and suppurating mark.
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Atari Mania offers us 50 years of history for the longest-running video game company in this medium, although 'in that way', brought together in a great fruit salad of its milestones of the 70s and 80s. Its meta-referential proposal is so special from the tribute, as irregular when we play it. We are the protagonists of a "Wreck-It Ralph" adventure where the highlight of it are micro-games in the style of Wario Ware or Puzzle & Action, but without the degree of success and enjoyment with the pad in hand. Combining franchises in these quick tests is as ingenious as the frustration and bad milk that is done with many of them, taking its toll when it comes to advancing and completing a game that is not too long, which knows how to get smiles and charm from its sympathy and nostalgia -dedicated exclusively to those who know these games-, as our most angry side in the face of some tests that are not very well resolved and frustrating.
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The number that accompanies this extract is not worth much. Because in the monstrous, mammoth and even chaotic hurricane of action that Warhammer 40,000 - Shootas, Blood & Teef proposes, there is a great dividing line marked: what a solo player will find, and what we will have if we play accompanied, local cooperative or online until for four simultaneous players. In the first case, we have a Run'n Gun that draws from a particular design in control and arrangement of the action in arenas, or areas where the cleaning of enemies prevails over the 2D advance with jumps and dangers, staying in a campaign not too well solved for the lone wolves. In the second case, the chaos and action are multiplied, as well as the importance of coordination and collaboration between players, although this tidal wave of action on the screen is not always comfortable to place four main characters. But without a doubt, being that last facet that the game is really focused on. If you are interested in this game, and there are plenty of incentives for it, consider the way you will play Shootas, Blood & Teef, because the change of experience and the fun are totally opposite on both fronts.
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Airoheart goes well on the face and without any dissimulation: a game very similar in form and substance to the legendary Zelda: A Link to the Past. And that brings two good things, such as having a portion of neo-retro inspired by such a pinnacle of video games, and above all, that it has been made with excellent quality. Through an action-RPG, we will live a fabulous adventure, that many of us will "know" and that we will enjoy for it and for what Airoheart knows how to offer itself. Dungeons and a thorough exploration of the general map outside of them with the objects and resources obtained inside them, tremendously likeable characters that will 'speak' in 19 languages, a multitude of quests and secondary content, in a global adventure well drawn, accessible and of great enjoyment.
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No Place for Bravery is an interesting piece of goldsmithing that has been given a twist that is not new, but here it has the merit of seeming so at least. Under an umbrella of beautiful 2D art, in the form of an action adventure, we have nothing less than a sort of Sekiro. A soul-like game that goes further by appealing to direct combat and the lack of accessories, such as character level upgrades, weapons, magic... so that the calculated and precise fight is the most vital. All stuffed into a story of fantasy, epic, decadence and fatherhood. A lot of ambition of course, which is not always up to par. Rhythm and uneven situations, some problems in that combination of demanding combat and skill, in its 'action-RPG' proposal, without the RPG. But still worth it for more than just enjoying its hard-working graphics and sound.
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It is commendable as apparently retro games, or in classic ways, they know how to surprise you and feel current, using their beautiful old-school 2D aspect. Chenso Club offers us action, lots of action!, platforms, and development of vintage arcade. But it adds ingredients to the formula such as the roguelike, the procedural elements, the unlocking of its five bizarre protagonists, and making 'runs' to our measure when starting them and choosing the general difficulty. It is not perfect and there are strings of this bloody violin that still do not sound as they should, but there is promise for the future, of additions and tweaks, while what we have in the present is a dynamic and furious game, where we must learn to manage ourselves as well as have feline reflexes.
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It is paradoxical, because Shin chan: Me and the Professor on Summer Vacation -The Endless Seven-Day Journey-, could be offered as a game for younger people, due to its accessibility, simplicity and childlike charm in its beautiful visual proposal and innocent exploration and summer wandering. But it will be the adults who will launch into this bucolic and relaxed game, where dinosaurs roam freely through the streets of a small and charming town. Life simulator, or whatever you want to label it, we dedicate ourselves to hunting insects, fishing, helping people, making money, or enjoying its history and those of the people around it, it makes us feel part of the series or one of its the films of the character that has captivated so many of us. Although the way to do it has been through a game that will not always be suitable for everyone.
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With the wonderful growth of narrative games, experience-games, cinematic-games... You name it! In these years of independent releases, Voyage is not going to surprise you with its premise. And neither will it in its execution. Its values are a meritorious artistic performance, and offering that trip in a local cooperative, now also on all the consoles that are still alive. Whoever travels alone -as has been my case- will see faults, will not see more things, although the end of the adventure will be worthwhile. But whoever does it accompanied, will be two hours of their own for both people, giving even more meaning to what we do not see when we are alone.
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It's not easy, even with the huge variety of independent developments, to find something as complete as Lost in Play. To a simply formidable audiovisual invoice, with an exquisite work of animation, design and sound, is added a simple gameplay but that knows how to challenge the player, while maintaining an adequate pace of progress and narrative flow, with the addition of a help system so that everyone can enjoy in their own way and at their own pace an adventure that is clearly for all audiences.
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