Fabio Canonico
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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It is not only a revival of the FPS of the past, and not even just a tribute, but it is their most punctual and effective actualization.
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Narita Boy is an extremely enjoyable action game with absurd, dreamy and lysergic aestethics.
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The Legend of Zelda: Skyward Sword HD is a good re-release of a game that renews, evolves or even upsets many of the distinctive elements of the series, but suffering from substantial rhythm problems in its second half.
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A carefree and delicate adventure for what is certainly the most relaxing golf video game ever.
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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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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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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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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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The third chapter in the Bravely saga fails to improve the main issues of the previous games: while Bravely Default II offers an astounding depth for its job system, that requires players to really understand its mechanisms, the game lacks all of those elements that make a JRPG really impactful, from a meaningful story to a deep characterization.
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Mario Golf: Super Rush manages to combine the proven interpretation of the game of golf according to Camelot with delicious gameplay news. From the point of view of content, however, it is not entirely convincing.
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Happy Game is a point and click adventure certainly effective in terrifying the player, less in his playful.
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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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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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Gord is a fascinating product, both thanks to its imagination and thanks to the playful elements that characterize it.
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Garden Story offers an enjoyable, light and relaxing experience, although not perfect, between action adventure and life simulator.
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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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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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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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Dredge is an extremely fascinating game that has its foundations in simple but addictive ludics and eerie, distressing imagery.
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