Vítor Alexandre
Without overflowing or incorporating something very different, Fae Farm doesn't diverge from the dominant formula for a real-life simulator. He lives and makes himself of routines. There's a magical arts component that makes the action quick and automated, though the challenges presented and the narrative fit some vulgarity. However, with the daily tasks and the forays into the dungeons, the game manages to sometimes create a persuasive effect, convincing at times.
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It is noticed that the producers created the game with family in mind. The challenge is not the most refined, it lacks a good dose of puzzles and that degree of production more careful, evidenced not only by the metroidvania but by titles like Rayman Legends that also operate in the horizontal side scroll. Here the characters move to reach the objectives and overcome the obstacles, dodging the enemies and avoiding the successive traps set on the way. It is therefore a long obstacle course, labyrinthine and accessible. Still with the typical trait and originality of a Disney animation.
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The pace of the game is high and steady in challenges, with few dead moments, no intrusive or drying dialogue. It is a direct and intense game in the missions, able to remember the catadupa of events and challenges of a Mario Galaxy, for example. And at the same time it is delightful in art, in a very planetary sphere and at the same time human and realistic, and also possessing an appreciable physics, although here and there with some frame rate breaks, which fortunately little or nothing affect the gameplay. There is almost a commotion when we leave behind these creatures, so essential in the multiple rescue missions, but it is possible to return to the PNF-404, with the salvation Otchin, for another dandori missions, in which organization and efficiency are essential for success. It's nice when a game exudes a message as well.
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In an obvious perception of evolution, M2, Taito and Inin Games offer both for PS4 and Switch (the analyzed version) a compilation of proven quality, with minimal latency times, impeccable sounds and a section of options and progression parameters that make visible the segments where the gains and failures happened, in the always essential repetitions. Infinite credits are almost essential to start playing, but the time invested here is regained in this realm of art between continuous firing and "lock on" attacks. Some more content would give other reasons to play or replay, still an edition enhanced with three good games, which is not only for Japan.
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If Kanai Ward's aesthetics, character design, art and environment are convincing, from a performance standpoint some frame rate breaks are detected, especially on the walk through the city. Some loadings are also time-consuming and there are passages where some approximations to objects or characters reveal fewer textures. Still and for the type of proposal that it proposes to build, in the universe of mystery and crime games, this title manages to entertain and provide a consistent challenge, with a pleasant variety of mechanics and segments of hints and clues, even if these mostly prove to be of great simplicity. However, it lacks the desirable balance between the slower moments of investigation with the fast pace of the mysterious labyrinth, to the point of providing a better rhythmic and more captivating experience.
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Visually, Milestone did a good job, even if it didn't eliminate some loadings. In any case, the representation of the riders is pleasant and their movements on top of the bike and in response to the contact of the tyres with the asphalt is consistent. Far from being remarkable a great improvement over the past edition but there seems to be some more brightness and color, especially if we control a Ducati rider, perhaps by the red color in contrast to the dark of the asphalt and the blue of the sky. Perhaps only the most diehard fans want to renew and enjoy the new entry into MotoGP. Although with some nice improvements and tweaks, both in the driving, in the career mode and in the dynamic weather conditions, there is nothing substantially new to justify the immediate entry into the tracks. Too bad the absence of the development of the "nine season 2009" mode, which revitalized the mythical duel between Rossi and Lorenzo.
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With racing trophies, mini-games and access to online racing, the content is far from in short supply. But it's the saturation effect, derived from the very accessibility or ease with which missions are completed and other times by their rudimentary nature that makes the experience less remarkable. In constant walking from one side to the other, it is in the moments of construction that a car is produced to taste. If other games of this toy brand left good memories after landing the controller, this driving title, while interesting, is not particularly surmountable in some area. It works well and manages to reach a wide audience, but you quickly forget the time spent on the road, leveling up.
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But at the same time it introduces with the Drive system a series of nuances and mechanics that enhance the strategy within the classic system, which will tell so much to veterans. Reinforced in the online component and more formative, it is the most friendly and simultaneously challenging Street Fighter. It injects new blood into an innovative, refreshing combat system that is at the same time endowed with the subtleties that make mastering a fighting game demanding.
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To the large size of the campaign and an exploration based on three layers or dimensions of Hyrule, there is an immense creative power, capable of modifying the experience, always with the puzzles in sight, the mental gymnastics supported by beautiful melodies, a refined language and a remarkable artistic dimension. Again called upon to return peace to Hyrule, Link comes close to the gods.
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In essence both Advance Wars have aged well. While the original remains a few holes above the Black Hole sequel, while this remake doesn't make major changes to the game's mechanics and epicenter, it did make it more enjoyable in some ways, especially in the compelling presentation of the original art and the commanders who control the operations, energetic and vibrant in encouraging the troops. It is a remake also more garnished in game modes. If for many fans of Advance Wars this return coincides with a challenge lost in time (and if they passed the version for Wii U), for those who have not played the originals there are two good arguments to do so.
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PGA Tour is a beautiful golf game, rich in content and dedicated to simulation, based on a gradual progression, based on an interesting system of accumulation of experience prior to the biggest tournaments. The capture of movements, swing and other possibilities of contact with the courses is quite realistic and the whole environment can impress by the details and degree of polish, not lacking very assertive comments and in reaction to your performance. There are still edges that can be cleaned up and certain tweaks can make the experience better. It's a good return by EA Sports to the world of golf, with licenses and tournaments to keep the community on par with the majors.
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Despite the improvements and news but also some defects and edges still to be cleared, especially from a technical point of view, this sixth edition of AMA Supercross will make more difference for those who have not played any of the previous editions. If you still have the fifth edition around, the changes are not of great importance, so it will make more sense to wait for a next edition.
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I haven't played Kirby's Forgotten Land yet, the first 3D adventure of this adorable character, just as I haven't played this adventure in the original Wii format. But aiming here for a return to the origins, this Deluxe version offers more content and a more contrasting and colorful definition of the characters and worlds presented. Copy skills are once again the highlight of this adventure, as they have many effects and possibilities of blows, combined with an immense extension in levels and mini-games, many of these contemplated in Megoland but also in magolor's ship. If Forgotten Land offered us open spaces and worlds in 3D, here the return to the origins returns us to the brightness and depth of the 2.5D of the levels presented in multiple segments.
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With classic and customizable matches online or local up to 6 players, Oddballers when pairing players offers a very fluid cadence of matches and mini-games filled with caricata, challenging situations, with plenty of game of the woods to the mix. The constant "loop" of these mini-games in operation to the end makes the experience quite fun, in which winning requires skill but also some luck. It is undoubtedly a successful game, although not as vast in options and mini-games as a Mario Party. Despite the guarantee of "crossplay" my fear is in the creation and maintenance of a community. Without it only by local route you can survive and still may not be enough. The matches are fluid but we dispute some with lag, to the point of forcing disconnection. Ubisoft has an interesting proposal here but the future of the game may be doomed or secured by whether or not there is additional content and community formation.
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All combined results in an experience that based on traditional bases and the foundations that have earned the series, is better overall, both in terms of argument as in the equipment management system and the combat system. By carrying the heroes of other campaigns through the emblems, Engage seems to risk everything for the sake of a narrative that gives all the guarantees, even when it ends up punching the player's stomach. The outfit and the character's character are other reinforced elements, as well as the remarkable voice work, both in Japanese and English. With the combat system, leisure options in Somniel and equipment management reinforced, Emblem reaches a new level in the growth of the series. It's my favorite Fire Emblem.
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Compared to other simulators, Package Inc is a modest production, but not least from the point of view of the challenge, since in its genesis contains elements typically arcade, in a kind of maximum possible to achieve in a time limit, showing at the same time a minimalist construction.
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It is in the background a kind of great interactive book, like a great manuscript capable of leading us to a better understanding of this sixteenth century. Nothing is left to chance. There aren't many games like this, esumsome any passion or desire of a designer, more than following a business orientation or selling a product that is known to be of popular taste. Maybe that's why Pentiment is a remarkable and convincing effort by 13 producers, almost a football team. And it is already known that a team united around a captain can go very far in this arduous journey of creation.
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Thirty years after the last Monkey Island signed by Ron Gilbert and Dave Grossman, Return to Monkey Island comes to us in this nostalgic and fascinating way with which we recognize old characters and a legendary unrevealed secret. It's a whole construct based on the power of narrative and how humorous and fun it can be in exploration segments, or simply in puzzle operations. The magic of Monkey Island is still there, the familiar tone of the voices toasts us with echoes of the past, but it is also a new adventure, filled with new characters and a fervent leap in the chapter of surprises, being visual art an element of this ability with which it successfully surprises. The contestatory voices have been silenced and today, both new players and veterans seek such secrecy with the same fervor as 30 years ago.
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I have no doubt that compared to Kingdom Battle, Sparks of Hope is in almost everything a superior game. The greater weight of real-time action produces more stimulating situations, with more fun, faster and combination-packed combat. Sometimes battles take place in large spaces, filled with enemies, so strategy and better combinations are indispensable. But in combat it is surely a forward, keeping the system in turn. Then there is a whole set of main, secondary missions and a lot of exploration in the intricate worlds, with outdoor and inland areas that invite you to visit. An iconic and humorous journey in this crossover of diametrically opposed characters though united in a single goal, defeat Cursa and save the galaxy.
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In online terms it is above all the consistency that prevails, and although many modes and game options are recovered there is a good variety of media at your disposal, with adjustments and new weapons that make battles even more chaotic. Splatoon 3 does not surf the giant wave of novelties, but consolidates the online and produces a very challenging and exciting "single player" campaign. Other modes will be added in time, so we'll also be keeping an eye on these upcoming additions.
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