Jose Antonio Calvo Ceniceros
My soul is torn between what playing TEN has meant for me and what TEN actually offers as a game. In the first case, I ended up disgusted and angry as a game hadn't made me achieve for years. But in the second, the very particular conception, with the brutal and twisted design of each habituation, as well as the improvement system for our character, or those final bosses at the end of each floor, denote a work that is as calculated as it is extremely cruel. Thus, TEN is a game that I do not want to see again, not even in distant photographs, which, however, will delight those who understand and sympathize with that network of connected pieces greased with blood, sweat and tears to move through them. in its infernal ten floors.
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Games like Soda Crisis are necessary, so I say. Furious action, pad skills, fast jumping and platforming, and adrenaline rushing out of your ears would be a quick summary. This is an excellent Run'n Gun and, above all, measured and calculated to the millimeter. With a nineties flavor and a more current look and manner, Soda Crisis is an experience to discover, pure direct enjoyment while adding layers such as the sick collection of improvements for our strange protagonist, and the intelligent management of them, offering different configurations to taste of the player and his style of play. A game that can be returned to over and over again, still killing that alien threat that its crazy story proposes.
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Another return to the past with current technical architecture. Because the definitive edition of this Samurai Riot, launched five years ago, is a brawler with swords and direct contact. Wako Factory launched a title with an arcade flavor, which is not as sweet as it should be on the palate. In this definitive edition, aspects are polished, and it offers Nintendo Switch users the possibility of enjoying a very striking 'me against the neighborhood' with beautiful artistic invoice, but not as well tuned in gameplay as it should be. Although the possibility of making decisions, opening new phases, improving the characters, and above all, the always vicious 2Players mode also add up and make the game interesting and recommendable.
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"Meh, another LIMBO game." Because when there is a milestone in art, it is normal to look at yourself in it. But Silt knows how to be a debtor and a creator, also in another brief adventure in black and white. But Spiral Circus Games have printed their differentiating element in the way of facing the adventure underwater, instead of being another "platform with a child". Because the gameplay is enriched and expanded with its particular system of possessing beings that open the way for us with their own qualities. Precisely for this reason, because it goes beyond the inspiration it uses, it's a shame not because Silt is short, but because it isn't longer with these interesting mechanics that ask for more More!
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In this excellent state for shoot'em ups, Remote Life is another very interesting proposal. A three-year effort by a single person, Mario Malagrino, who can be proud of the result. Three years later comes the jump to consoles, so that more people can enjoy this 'euroshmup' with so much work behind it, and the result is a game that will satisfy fans of the genre, although it may not suit those who are not. so much. A gameplay with some edges, in a demanding game and with an exquisite visual imagery, added to its perfect mission system to distribute the games to taste. A successful and pampered old-school arcade, although rough at times.
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If Rolling Gunner was already a title with a good reception and packaging, within its cave of users, this edition with the addition of 'Over Power', what comes is to expand, loosen and satisfy more users of direct action and fast games . Rolling Gunner was already an excellent bullet-hell shmup, more accessible and open than it was a couple of decades ago, although tough nonetheless. And now an edition is released on PlayStation 4 that with this '+' scales even better between casual quick games, all kinds of challenges and settings, and the extreme challenge that those pros of the subgenre demand. The neo retro is not only offering games that polish and tweak past mechanics, but also knowing how to make steps in them so that anyone stays, or goes up, to the one they prefer.
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A return to the past twenty-three years in the future. Ganryu 2: Hakuma Kojiro is a tasty arcade game well understood and transferred pure to our days. Action and platforms, Strider and Revenge of Shinobi, VISCO and StoryBird Studio, Japan and France respectfully shake hands and achieve a game that continues to shine today with everyone and because of its values from past times.
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Road 96 is an excellent storytelling adventure, earning the nickname 'adventure' better than others in its field. Various playable situations, monitor the parameters of the protagonist, make decisions with frank consequences, improve with each new attempt and keep traveling to find the desired freedom.
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Three people travel to an exotic island in the near future. Using an impossible technology, in an unimaginable place, we have an adventure to discover and understand. Sephonie is a 3D platformer with a dour engine that takes away much of the charm it's intended to achieve. But with a good playable base, and music that catches and envelops you to greatly endow that charm that its artistic section does not finish transmitting.
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A wonderful pre-Columbian 'Ori', which uses the cultural and artistic resources of its well-used Peruvian cultural inspiration to deliver a solid platforming action adventure. A restless spark of sunlight, with a rabid and special command to give a vibrant and fun game. And with a high-level artistic and musical invoice. Say it loud!
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We are facing a great adventure. A human hybridized with fox DNA, a ñapas who is sent to fix a beacon, and who ends up becoming a full-fledged space adventure. FixFox is packed with narrative and gameplay moments, exploration, puzzles, and eating delicious local cuisine, as we unravel a story that has a lot to tell, and does so in a fantastic way.
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The game-travel experience is already well established and matured. Onde seems to return to the foundations of when this construct was modernized thanks to the explosion of the independent game, which curiously here would drink from a study sponsored by a large company. Onde is basic in its control and large and exuberant in sensations and audiovisual construction. Each of us will feel this trip in a different way and we will make it totally our own.
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We can enjoy Infernax as a good neo-retro that takes us back to past times, but with a polished, fairer and more satisfying development and gameplay. But we are also facing an excellent adventure with its own specific weight that, with its very well managed combination of action, platforms and RPG, pleases anyone who has not had to live through those simple, although also more complicated, years of 8-bit systems. A job as measured as it is fun and enjoyable, whatever type of player you are.
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I firmly believe that DIRIGO Games has achieved a very special game based on combining unusual ingredients in his magician's pot. The Wild West combined with Lovecraft, Poe and even Richard Corben or Frank Miller, in a frenetic, precise, scalable First Person Shooter that gives little to the player. Taste of the genre in a classic way, mixed with the unleashed and healthy indie that we live in today, Kingdom of the Dead is a proposal that does not expand and exploit, but cannot leave you indifferent either.
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Game-story-sensory experience... Exo One offers us a journey of very simple but interesting control. A way of traveling through the universe in grandiloquent settings, but also clearly introspective. An adventure through the cosmos, through exoworlds alien to ours, and yet, with the necessary emotional connections in those scenarios and in the development of the story. An interesting and far-reaching science-fiction adventure through a simple sphere that runs, jumps, glides, and gets heavier.
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Desperate and comforting. Screams of rage, and blows to the chest of satisfaction. The formula is well known, but little traveled even in the independent scene for obvious reasons. Richard Hörnig succeeds in creating his own Super Meat Boy, his bouncing head, in increasingly horrific and exhilarating levels. Will you endure as many and as many phases, with more as many, and as many, and as many, and as many, and as many, and as many deaths? You should, if pure platforming and extreme precision don't hold you back. Haiki is an eclogue about recovering humanity and overthrowing evil, in the form of a platformer that is as simple as possible to understand and control, and as hard as the twelve (thirteen) labors of Herakles not to complete, but to master. Not all of us will be prepared for this, but those who go deep into the proposal will find a millimetric, careful and comforting design. But... it won't be easy to get to the bottom.
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Original idea, playable design even more original, but with a contained and little used execution. Freddy Spaghetti 2 is the new iteration of one of those crazy ideas that are so popular on the outskirts of video game development. And it deserves our eye on it, but both its lack of ambition to continue developing the enormous potential of the game, as well as a simpler level design, and an enormous shortness in duration, leave this game from interesting to curious. And it's not a small thing either, huh?
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Apple Slash is a very satisfying, straightforward, and well-oiled experience, marred by its short duration. Leave wanting more, and I hope there is. Because what we have here at the level of adventure and, above all, action, not only works but also leaves a clear feeling of being able to grow without problems that spoil the good taste that will leave anyone who deservedly approaches it.
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In a curious combination of mechanics and even genres, the use of two very different characters creates a well resolved and interesting style of gameplay. Puzzles, platforming, stealth... wrapped by a setting and artwork that combines the fascinating with the tenebrous in a very well balanced adventure with personality.
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The Alien Cube is a highly recommended horror narrative adventure for those who sympathize with and are consumers of this way of playing stories, enhanced by its excellent visual part, along with a very careful sound. The story is not long, it is not complicated in its progress, and the game system is simple and without great challenges, perfect to enjoy a four hours of a Lovecraftian horror story from another world.
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