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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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I share my love of science fiction, and Starfield was that game I looked forward to. Maybe my expectations were too high, I fully believed that they would be able to fulfill the promises made when the game was released so many years ago. However, what has been delivered seems to be more of a demonstration of ambition than an actual ability to deliver. Sure, Starfield has its merits, there are notable moments in the game, but in the end, I can't help but feel like the promise wasn't completely fulfilled, and that's undeniable.
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There are several epic, stunning-scale moments in which FromSoftware's artistic ingenuity prevails over the texture quality of an often austere and empty industrial world. It's a tough game, but the strong performance allows this strategic gameplay to put in your hands the customization of the path to victory. The upshot of this is that I would never have imagined putting Armored Core 6 among my favorites of the year.
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Thanks to modes like Franchise and Superstar, Madden NFL 24 manages to stream fun, even for those who won't even play online or bet on Ultimate Team. It's a shame that EA Sports' efforts to improve gameplay result in issues that actually hurt it, like the animations. You often see visually awkward moments where the game is clearly transitioning sharply between animations. Improvements in this aspect and in the latency in the menus would help Madden NFL 24 immensely.
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Immortals of Aveum is a conjunction of excellent ideas, from its narrative with hints of humor, which amuses and moves in the final stretch, through a gameplay with good mechanics and a huge abundance of playable options. A bit slow in developments in the initial phase, but that accelerates to a positivity of final events that captivated me. Were it not for this final acceleration in which it highlights what is good here, we would be facing a work with only a few good ideas. It was about 16 hours of gameplay, including explorations beyond the main narrative. Perhaps a sequel can finally tap into its full potential.
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Blasphemous 2 is the perfect example of a game made in the image of the classics of yore, but fully aware of the current contexts. As metroidvania, it is a game that is differentiated by its images and themes, but the difficulty of the gameplay and the demand it places on you are within what you are already used to. In an era where FromSoftware inspires more and more talent, Blasphemous 2 is yet another fine example of indie studios following the masters.
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Oxenfree 2 is not exactly the best representative of the term sequel, but it is a supernatural point and click adventure that values the points they conquer in the first. With adult characters and dramas to match, the walkie-talkie expands the drama, with more decisions that make you feel the pressure caused by the scarce time allowed by the dynamic system of dialogues, for greater immersion in the adventure. Add to this slight occasional puzzles and Oxenfree 2 may even be better than the first, but it is not a sequel that rises far above the original.
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Although the aesthetics suggest something in the style of Tecmo Bowl and an arcade experience, Legend Bowl is an unexpected bet on simulation, which uses its 16-bit look for a mixture of nostalgia with well-established feet today. Despite being able to amuse those who notice the NFL or want to dedicate the time to learning, with the focus on statistics and simulation, it still lacks some refinement and improvements to become what you really want to be. Maybe in a sequel.
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Gylt is a short game, lasts about 4 hours, is simple in its design and execution, but manages to entertain. Visual aesthetics are its strongest point, the use of a child as the protagonist means that it is better to avoid confrontations. While survival horror, Gylt feels like an initiation game designed for the younger ones, as it is not scary and the resource management is minimal. It is based on the same pillars on which the great references were built.
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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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Exoprimal turned out to be something unexpected for me because I couldn't imagine enjoying playing it so much, because when it comes to the gameplay, it manages to wear that electrifying and frenetic tone that I love so much at Capcom. However, the design that forces you to repeat the same mode (with few maps) to progress the narrative and get rewards such as cosmetics or modules, will test players' patience too much. Despite the electricity of an arcade-tone Capcom-leaning Overwatch-influenced experience, the PvE gameplay with final PvP stage makes Exoprimal a lot of fun and even different, but the design and structure around the gameplay leaves me totally confused.
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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 fact, having not previously played any amusement park simulators, Park Beyond was exactly what I expected. All sorts of actions I performed throughout the game and all the mechanics included were more than expected, but I don't consider that to be entirely a bad thing; It is not necessary to reinvent the wheel when it is in perfect condition. Throughout the time I've spent with the game, my main notes are related to its performance and, given its price of 50 euros on Steam, I had a more polished experience.
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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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Final Fantasy 16 has become one of my favorite games in the series and despite the problems of inconsistency in pace and quality (those fetch quests are really banal), the good is really good and that's what prevails. I confess that the linear design with larger areas is a breath of fresh air in the middle of the huge open worlds and I loved the action combat that pulls for your talent. The Game of Thrones-style storytelling and the use of Final Fantasy lore in such a bold way are worthy of applause.
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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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F1 23 is a good effort on Codemasters' part, in a franchise that is released year after year. It is a complicated task to implement major novelties in just 12 months, but this time it was noticed that they struggled. We have a more desirable Braking Point 2, an F1 World full of competitions and challenges, and the implementation of the Super License and Tech Level that give the depth that was missing. Those who feared the possibility of this being just a year dedicated to updating the drivers and cars, can rest assured. This season is one of the best of recent times in the universe of virtual Formula 1 racing.
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Diablo 4 is a game that reveals enormous competence in all quarters on the part of Blizzard, and a strong understanding of what a loot-focused dungeon crawler should be. The campaign is a footnote in the overall picture of Diablo 4, but get ready for the core mechanics and the endgame, where you'll easily find yourself surrendering to the gameplay cycle to progress through difficulties and constantly manage the highest risk vs. the greatest reward. The depth and robustness of class management and customization, the activities and the fun of the gameplay make Diablo 4 a very special game.
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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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