Fabio Canonico
On the one hand, it is nice to see how the gameplay offered by Company of Heroes Collection is still appreciable net of the many years that have passed, thanks to the full-bodied and varied campaigns within the production.
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Gord is a fascinating product, both thanks to its imagination and thanks to the playful elements that characterize it.
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Noob: The Factionless is a production plagued by too many problems for it to be a valid entertainment even for the young users to whom it is addressed.
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Warhammer 40,000: Boltgun is an inspired production, fully consistent with the intention of bringing the brutality of the imagery of the miniatures game into a boomer shooter all lead and blood.
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Dredge is an extremely fascinating game that has its foundations in simple but addictive ludics and eerie, distressing imagery.
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There is a great way to enjoy the videogame version of Blood Bowl: buy the second chapter, which unfortunately surpasses its successor in every possible sense.
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Company of Heroes 3 is certainly a solid production, whose path follows without particular deviations the path left by its two predecessors. But it is not a big problem that the gameplay has remained substantially unchanged, because that mixture between classic strategy (in greater dose) and simulation continues to work, to propose a delicious depth that never leads to the most rigorous complexity.
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Initially Wanted: Dead seems to pull it off, when one still appreciates its pleasurable imagery and is becoming familiar with its gameplay layout. It takes very little, however, for big and small wrinkles to come up, again and again, making the experience unsatisfying, frustrating, repetitive. Something is saved, of Soleil's game, but absolutely not enough to make it even vaguely enjoyable.
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OmegaBot is a very basic action platformer, certainly enjoyable, despite its brevity but devoid of real distinctive elements.
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Warhammer 40,000 Darktide is still not the production that miniatures game enthusiasts and Vermintide lovers were expecting. In what is the core of the gameplay experience, the slaughter of hordes of enemies, it works just fine, and diving into that riot of death leads to a macabre ecstasy. Lacking, however, is an adequate structure to support the ludics: too slender progression, poor variety of missions, questionable solutions implemented in the two stores.
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Lost Between Worlds is a contained DLC, yet it struggles to offer, in the approximately two hours needed to complete it, a completely satisfying experience.
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Asterigos: Curse of the Stars does everything discreetly, but nothing really well. It is a full-bodied production in practice, because it combines an extended narrative with a playful system full of interesting features.
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Scorn was intended to be an extremely impactful experience, capable of transporting the player into a world that is, in its own way, astonishing.
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RPG Time: The Legend of Wright is a video game with many qualities. The concept behind it is delicious and its application is to be applauded: there is a lot, a lot of inventiveness in the way in which always new and stimulating situations are proposed, daughters of a creative cue that embellishes with extreme effectiveness what is still a basic playful structure, but not for this reason slender.
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There is nothing that can entice and stimulate the player to face the twenty hours necessary to complete the full-bodied adventure of Lost Epic.
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Arcade Paradise is practically a matryoshka, because within a superstructure of management inspiration it inserts many different experiences, both on the playful and purely artistic front.
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Loopmancer is pure action at the service of a player who wants to exalt himself in violence. It is a game that basks in its viscerality and bizarreness and does not care about its imperfections: but those who have the pad in their hands notice it! And it's a bit of a shame, because if certain gameplay elements had been weighed with the balance and not cut with the cleaver, it would have been practically indispensable.
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So this is the magic of Tunic, the ability to combine tradition and innovation, using as main ingredient an element, the manual, which is really one of the most extraordinary devices ever seen recently in a videogame. It also has a certain symbolic and emotional value, for those who still remember the instruction manuals of twenty years ago. It doesn't matter if in the very last hours you feel the lack of an amalgam (narrative, above all, since also the story is quite obscure), that fully justifies the resolution of the most hidden puzzles (whose resolution is necessary to unlock the real ending): it is the small and negligible duty to pay to the creation of an exciting, intelligent and unique experience.
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Wytchwood elaborates the concept of fetch quest in its own way, building on it a quality experience.
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Firegirl: Hack 'n Splash Rescue would have a lot of potential, but at present it has too many problems to be enjoyable.
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