BEFORE WE BEGIN:
Clair Obscur: Expedition 33 is the first game from the French team Sandfall Interactive. It’s a dive between past and future, with a game that revives the iconic turn-based mechanics of games like Final Fantasy and refreshes them, bringing a breath of fresh air to a genre in decline. It’s a game that can certainly satisfy a large audience, though it leans more toward casual gamers and enthusiasts. THE GOMMAGE:
The beginning of Expedition 33 is particularly narrative-driven. Players take on the role of Gustave, a young thirty-year-old scholar and researcher, forced to attend a farewell party. Players soon discover that this farewell party has a peculiarity tied to the central plot: due to a series of events caused by a mysterious figure called “the Painter,” all members of the population of a certain age, corresponding to a number on a large monolith, are obliterated. Unfortunately, that number decreases year by year, leading up to the events of the game, the year 33. CODEX GIGAS:
The story of Expedition 33 is intricate, though not overly complex. Avoiding spoilers as much as possible, the game revolves around the Painter, a mysterious divine figure whom the protagonists must reach to stop. Along the journey, they encounter various peculiar characters who defy the logic they learned from previous expedition books. These encounters are key for understanding the story and are recurring elements that shape it step by step. The game’s strength lies in its plot twists, which, though few, are highly impactful. PAINTING THE WHITE:
The gameplay of this title is highly fragmented, composed of several concepts. Starting with combat, it adopts turn-based mechanics, with a menu of available attacks and points to execute them. Attacks require a series of QTEs (Quick Time Events), and failure reduces their effectiveness or causes them to fail entirely. The defensive aspect allows the player to dodge or parry attacks, leading to counterattacks or specific moves. Outside combat, the game offers basic exploration with items, gear, and attacks to use in battle. The game’s overworld features a minor Metroidvania mechanic, where certain areas are accessible only in the later stages. Characters also have a complex perk system for customization, which allows for varied gameplay, though it can sometimes feel confusing or unbalanced. PAINTING THE COLORS:
The graphics of Expedition 33 are a major strength, marred by significant drops due to technical issues. The art direction is sublime, with expressive, impressive vistas and many unique ideas. However, this is weakened by extensive map repetition, poor technical support, especially in the overworld where some elements have PS2-era resolution, and very poor movement animations for a game with otherwise visually appealing elements. In combat, while the animations and visual effects are spectacular, these effects often clutter the screen during critical gameplay moments requiring parries, which are frequently obscured by screen shake or the effects themselves. ABSOLUTE EAR:
The game’s audio is its true gem, standing out among current market offerings. The soundtrack is incredibly immersive, elevating scenes that would otherwise be mediocre or forgettable. A minor drawback is that some tracks feel out of place in certain areas or boss fights, giving the boss a tone that does not match its visual or emotional presence. NOT A PERFECT GAME, BUT A PERFECT START:
Expedition 33 is an excellent launch title. It revives aged elements and makes them enjoyable again, with a well-structured narrative and a satisfying, fun combat system, despite technical inconsistencies, especially related to parries. Exploration is interesting but often limited to traversing corridors with wandering enemies. The lack of a level system for enemies, though present for protagonists, forces players to face foes not designed for their level, only to return later, wasting considerable time. The game is mostly linear, with secondary activities that are poorly designed or neglected, like the Gaestral mini-games, often clunky or inconsistent, and the few side quests, usually resolved through combat with already encountered enemies. The post-game content is bland and repetitive: while new areas are available, enemies are mostly recycled, sometimes with new moves, sometimes not. The reward system also feels unfair at times, giving little-use items or prioritizing only certain characters. RATINGS
Gameplay: 7
Music: 10
Story: 8
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SPACE GEMBEFORE WE BEGIN:Outer Wilds is a hidden gem released for all major consoles in 2019 by Mobius Studios and published by Annapurna Interactive. This review will be seasoned with both voluntary and involuntary spoilers, as even discussing anything present in this game could be considered a spoiler. If you haven't played it, finish it and come back to savor this review.ERASURE:The beginning of Outer Wilds is very peculiar. It's designed to evoke different feelings in the player. The first thing you see is the sky with various planets of the solar system orbiting around the sun. From here, the player can explore the town where they find themselves, discovering various curiosities about the world and the universe. This serves to get acquainted and understand some of the game mechanics before delving into the still unknown universe. The true start of the game concludes when the player is framed by the Nomai statue, marking their destiny from that point onward, locking them in a time loop, or at least, that's what it seems.EVOLUTION:The story of this video game gem is challenging to explain due to its genre, being an open universe. Essentially, it revolves around an infinite galaxy, where life and death cycle continuously, even within the stars themselves. In particular, we embody a very young species that has managed to explore the small galaxy outside its planet thanks to a few skilled pilots. Leaving the planet, they discovered many artifacts and remains of an old civilization that left many messages through inscriptions, including those related to the catastrophic event that befell them. The main objective is to understand, through exploration, what happened and, above all, what this time loop is. All of this is driven by gameplay and graphics magically exploited to give each hour of gameplay something new and interesting to do. Without exaggerating, the ending is very unique and subjective, meaning different things depending on the period of one's life when experiencing it.DISCOVERY:The gameplay of this title can be explained in a very simple yet complex way. Simply put, it's a space exploration game with puzzle elements. In a more complex sense, this game has invented a new genre, which I like to call Brainia. This genre is based on one thing: the use of the brain. But not as you would in a puzzle game. This genre combines MetroidVania mechanics, where specific abilities need to be unlocked to progress in the map, but eliminates the abilities. Everything is achievable from the first second of the game. The point is that at the beginning of the game, you don't know how to do anything. As you progress through the story and dialogues, through deaths and ingenuity, a conclusion materializes in front of your eyes until finally, completely autonomously, you reach it. From a technical point of view, the game has many mechanics, anti-gravity, a jetpack that varies based on the gravity of the planets and their gravitational attraction. Scientifically accurate physics. A video probe that allows you to see the surroundings and audio that lets you hear distant frequencies. Needless to say, all of this is essential to completing the game.REALIZATION:The graphic department of this game is very simple, especially given the small size of the team. If we overlook the minor flaw of reused assets, the graphics are always very clean and simple. This is because, by design, certain points on the map must be sparse to avoid exploration, while others are rich and full of details. The design is very distinctive, especially of the planets, and the level design itself is formidable. The play of lights and shadows that the sun casts on the planets is highly immersive and **** LOOP:The audio department is the icing on the cake. Every event, every action, every dialogue in the game is accompanied by music or a sound effect perfect for the moment and always dedicated to immersing the player in the character and this wonderful world. Each song, when heard, represents exactly something recognizable. Moreover, in-game sound elements have been used as a true form of gameplay, not just acoustics, but I'll let you play to understand.RESTART:The DLC of this game deserves a separate chapter and should not be spoiled in any way. The only things to mention are that, from some points of view, it is highly better than the base game and introduces an entirely different genre into the gameplay. The only advice, play it **** YES, A 10!Outer Wilds is one of the very few existing games to invent a new genre and be so little known. To praise the game further would seem redundant, so PLEASE, do yourself a favor, go play it, and discover this gem, sharing it with as many people as possible.RATINGSGameplay: 10Music: 10Story: 10_
MGS 3: Dung Eater THE VIRTUOUS:The game starts in true Kojima style with a long cutscene aimed at immersing the player in the middle of a story they know nothing about, allowing it to be revealed as they progress through the game. You find yourself in the shoes of Snake. After retrieving Snake's equipment stuck on a branch, the game begins at 100% of its potential, or close to **** BIRTH:This paragraph will underline the narrative structure and its depth, avoiding direct spoilers. In essence, MGS3's story follows Kojima's standard. A story that starts from point A and ends at point O; the player is introduced at point F without knowing anything about any other points, and from O onwards, these are parts they will only discover in other games. All of this is accompanied by an information density that starts at 0 and increases towards the end, where 80% of the information you have is in the ending itself. Math is not an opinion, and yes, throughout the entire story, you discover 20% of the truth, which is essentially nothing. But this would be good if all the characters were perfectly characterized. This is the case with its predecessor. In the case of this Metal Gear, most characters are either background characters, almost mannequins to destroy, or emotionless robots. Of course, there are obvious exceptions, notable from the beginning of the gameplay. There is no shortage of a multitude of excellent codec dialogues, providing a frightening amount of non-game-related **** STUMP:The gameplay of this game takes several steps forward and many steps back compared to its predecessor. Starting with the menus: a new camouflage system has been implemented to blend in with the environment. This is done through a menu that allows you to change clothes and facial camo, which increases or decreases Snake's visibility. Similarly, other functions and menus have been added; one for the backpack, used to move weapons from the inventory to quick items, one for healing where you can heal Snake's limbs and conditions, and a new food system, which mainly involves many different foods that can be hunted in the forest. Moving on to pure gameplay, the camera can now be changed from rails to shoulder, a new hand-to-hand combat system has been implemented, to follow the game's plot, and a very extensive wildlife system has been built, with obvious resulting **** GEAR:Aesthetically, the game is much superior from a technical standpoint but much inferior from a visual balance point of view. Faces and animations have been greatly improved compared to the predecessor, and the amount of on-screen props is frightening for a console like the PS2. Also, on the VFX side, this game is ahead of its time, and this is undeniable. Not to be overlooked is the character design, which is always **** DREAM:Nothing to say, starting from the dubbing to the music and sound effects, everything is **** WHY 7?!The answer will be very direct, and subjectivity will be minimized as much as possible.Metal Gear Solid 3 is an EXTREMELY overrated game. This title was released for the PS2, a high-caliber console, and many players were born on this platform, perhaps with this game. The second refers to those who loved this game because they know what comes after it and appreciate it by making comparisons. Personally, I played the entire saga blindly, so I didn't perceive this, and I could analyze the game for what it offers on the table, which is very little. But not little compared to the market, compared to MGS 2. Taking a look. There are more characters, but much less characterized and sometimes dehumanized (even when they shouldn't be). The movement has a better camera but always seems more wooden and slow, in addition to having many mechanics that are secret but shouldn't be, simply because of the poor tutorial. The boss fights are many but very sparse, also due to technical issues. The story was appreciated more because Raiden was no longer the protagonist, and this brought love to this chapter when objectively Raiden has a writing light-years ahead of Naked Snake and any character (except one) in this game. The final twist is inferior from every point of view compared to the predecessor, which tried and succeeded in predicting the now current future. The three mechanics mentioned earlier are new, but each of these menus greatly reduces the fluidity of the gameplay, with the need to pause the game too many times for healing (another problem with the game's pathetic healing system tied to real-world time outside the game). The camo system would have been nice if the player had to figure out how to adapt, but all the values that vary with the camo are listed by the menu itself, nullifying the skill required. The weapons are all unbalanced, either too weak or too strong. Finally, the overall difficulty of the game is very, very low, at any chosen level. .RATINGSGameplay: 7Music: 8Story: 7
DO NOT ENTER THIS DUNGEONEnter the Gungeon has a hidden major issue that has caused many players to rate it lower. It managed to deceive thousands of players in the first few hours of the game, leading them to believe that the game is infinite and always different when, in fact, it's not. This created a great reputation among the vast majority of players who played for the first dozens of hours, not experiencing the true "Rogue Lite" experience. The quotation marks refer to the fact that this Rogue title has nothing of the sort. The game relies entirely on unlocking and keeping a large number of items, which are retained in subsequent runs. Without this component, the game becomes nearly impossible, as the default unlocked weapons are so scarce and unusable that progress is almost ****, why does this game seem so new and exciting on each run in the first ten hours?The developers were extremely clever about this. Out of about 200 items, 50 are unlocked initially, with about four playable characters. This means that after each completed run, the player will unlock a new weapon, creating a small initial cycle of novelty where, of course, the game always seems fresh. Along with this, some very rare bosses and enemies will also appear, adding to the sense of initial novelty. We come to the point where the player defeats the final boss of the game for the first time, in about their first 10 runs. Well, it won't mean anything; literally. This is because to actually progress in the story, you need to obtain a series of items in the previous floors. Once obtained, defeat the dragon, do the ending, and get an item, usually of little consequence. So, you decide to defeat the final boss again out of curiosity, even though the game almost discourages you from doing so. Then you discover that there is an additional floor, and you marvel at this vastness, and in the meantime, you may also discover the existence of secret and unique floors. You beat it, and finally, in about ten hours, you finish the game. Congratulations! You've completed the game.Well, from here, the game loses everything it could offer, namely a strong desire to defeat an imposing final boss and discover the hidden story of the Gungeon. Now all that remains is to try to play again, unlock more weapons, and complete the endgame challenges that the developers have created for players who want to experience a typical roguelike experience, the one that initially led them to install the game. Starting with RNG. The entire game is purely centered around this. First, the damned ammo. These are obviously used to reload weapons, the only way to deal damage to enemies. These are almost entirely based on a random percentage that allows the player to find them after completing a room or in a shop, with no absolute certainty. This leads to situations that are less rare than the drops of these, where the player will run out of ammo for their weapons because the game has decided to give them, say, 20 different and very powerful weapons but not the ammo to use them. Needless to say, this often leads to almost certain failure in the current run.Moving on to the repetitiveness of the game: there are about 20 bosses, half of which are unique and unchanged in their respective floors. Their difficulty is divided into bosses that are unnecessarily weak, beatable even with the weakest weapons in the game, and impossible bosses, with such imbalanced difficulty that they require game-breaking items to complete. Even the two types of final bosses have difficulty problems because the secret one has three damage phases after an entire floor, which, besides being the largest and most difficult in the game, offers NOTHING to the player, and also has frame-perfect attacks and unbalanced hitboxes. The canonical boss, on the other hand, strips the player of ALL the equipment earned during the run, and of course, defeat results in a complete reset. There is no need to emphasize how abominable this is. The challenges:The first one is a simple boss rush that offers no reason to be played since it only unlocks one weapon on the first completion and doesn't even provide in-game currency for each **** rainbow run is a mode in which the player is deprived of any motivation to explore the map since every weapon and equipment is removed from the game, in exchange for a chest with 8 items, one of which is collectible, in each **** speedrun mode speeds up the game, making it smoother and less **** challenge mode is the hell of this game because it significantly increases the RNG feature described earlier. Each room will have from one to three DEbuffs, which can create situations where it is literally impossible to avoid taking damage. To conclude this ordeal, Enter the Gungeon is highly discouraged for completionists and those who want to play a true roguelike. Yes, there are positive points, but they are the ones that can be seen even in a game trailer...
FUTURE FROM THE PASTBEFORE WE BEGIN:MGS 2: Sons of Liberty is a video game produced by Konami and directed by Hideo Kojima. It was originally released for the PlayStation 2 in 2001 and then remastered the following year with an alternate title, MGS 2: Substance. The title was also completed for the Xbox 360 in the HD **** SNAKE:This chapter of the Saga begins by boasting fantastic direction right from the first few seconds, as Kojima started testing in the first installment. After just a few hours of watching the first in-game cutscene, we will finally take control of the great soldier Solid Snake in all his glory. We find ourselves aboard a mysterious naval ship suspected to house a new prototype of Metal Gear. Our task is to infiltrate the ship to uncover more about the matter, discovering various familiar faces and new, extremely well-characterized characters along the way. The quality and attention to detail in the game are immediately **** NEEDLE IN THE DETAILS:The gameplay in this title is both complex and detailed, as well as simple and limited, depending on the selected difficulty level. Many basic stealth mechanics from the predecessor have been retained, such as stun guns, first-person aiming with weapons, and basic actions like using items or hiding in various spots. The noticeable differences lie in the intelligence of the enemies, who exhibit realistic patterns and interactions, from calling for reinforcements if they suspect something to engaging in banter with other guards. Countless other details can be discovered as you progress in the story, some of which are very secretive and subtle. Some game areas can be explored in different ways with alternative approaches, utilizing secret areas and acquired items. Moreover, a significant portion of the game features different movements, which I won't spoil. The bosses, while limited in number, are extremely well-structured and offer various approaches and secrets to defeat them. Finally, the codec serves as an endless source of story and assistance for the various puzzles throughout the game, which are scattered throughout the campaign to keep the player **** SEA IS MOVING:Aesthetically, this game was at the forefront of the PlayStation 2 (until its sequel). This is because it had a substantial budget and development time, as well as a new facial animation system that made characters expressive and clean. The environments, thanks to the console's technical advancements, were made much more complete, detailed, and immersive. Unfortunately, the backgrounds may appear sparse but are never a real hindrance to gameplay. The aesthetic care given to certain posters, walls, clothing, and in-game objects has made it an immortal gem, still enjoyable in modern times.!:The audio department, while simple, follows the same standard as the other aspects of the game, featuring music appropriate to the gameplay situations and accurate sound effects. Furthermore, the limited voice acting available in a few languages allowed the voice actors to give their best, resulting in several iconic voices in the world of video **** WHY A 9?PROS:It's extremely difficult to talk about the immense strengths this game offers without giving away spoilers, but I'll try. This is one of the very few titles that manages to bring together all media to their maximum potential, not just in gaming. This is because Kojima, that genius, managed to develop a terrifying meta-narrative that is still remembered to this day. Furthermore, the perfect characterization of certain characters is astounding and makes one wonder why there are still titles that cannot replicate it, even to a fraction. The dialogue of certain characters is so well-written that it made me, in first person, ponder how realistic they are. The character design, music, story, together form a unique and unforgettable experience. Without giving away spoilers, thanks to this title, Kojima managed not only to critique the society of its time but also the current one, predicting a detailed future nearly 20 years ago.CONS:Incredibly, what doesn't work in this game is what Kojima did not oversee and what resulted from fan complaints, which were somewhat misguided. I'm referring to the "Snake Tales," which are essentially a reproduction of the entire campaign, played only as regular Snake, without voice acting, animated scenes, and with extremely annoying walls of text to read. To make matters worse, these are at the highest difficulty level, and without the exploration possibilities of the base game, it quickly becomes a nightmare. Additionally, the VR missions are excessively exaggerated, with a completion time of about 20 hours for missions repeated more than six times.RATINGSGameplay: 9Music: 8Story: 10_
FUTURE FROM THE PAST BEFORE WE BEGIN: MGS 2: Sons of Liberty is a video game produced by Konami and directed by Hideo Kojima. It was originally released for the PlayStation 2 in 2001 and then remastered the following year with an alternate title, MGS 2: Substance. The title was also completed for the Xbox 360 in the HD Collection. WET SNAKE: This chapter of the Saga begins by boasting fantastic direction right from the first few seconds, as Kojima started testing in the first installment. After just a few hours of watching the first in-game cutscene, we will finally take control of the great soldier Solid Snake in all his glory. We find ourselves aboard a mysterious naval ship suspected to house a new prototype of Metal Gear. Our task is to infiltrate the ship to uncover more about the matter, discovering various familiar faces and new, extremely well-characterized characters along the way. The quality and attention to detail in the game are immediately notable. THE NEEDLE IN THE DETAILS: The gameplay in this title is both complex and detailed, as well as simple and limited, depending on the selected difficulty level. Many basic stealth mechanics from the predecessor have been retained, such as stun guns, first-person aiming with weapons, and basic actions like using items or hiding in various spots. The noticeable differences lie in the intelligence of the enemies, who exhibit realistic patterns and interactions, from calling for reinforcements if they suspect something to engaging in banter with other guards. Countless other details can be discovered as you progress in the story, some of which are very secretive and subtle. Some game areas can be explored in different ways with alternative approaches, utilizing secret areas and acquired items. Moreover, a significant portion of the game features different movements, which I won't spoil. The bosses, while limited in number, are extremely well-structured and offer various approaches and secrets to defeat them. Finally, the codec serves as an endless source of story and assistance for the various puzzles throughout the game, which are scattered throughout the campaign to keep the player engaged. THE SEA IS MOVING: Aesthetically, this game was at the forefront of the PlayStation 2 (until its sequel). This is because it had a substantial budget and development time, as well as a new facial animation system that made characters expressive and clean. The environments, thanks to the console's technical advancements, were made much more complete, detailed, and immersive. Unfortunately, the backgrounds may appear sparse but are never a real hindrance to gameplay. The aesthetic care given to certain posters, walls, clothing, and in-game objects has made it an immortal gem, still enjoyable in modern times. !: The audio department, while simple, follows the same standard as the other aspects of the game, featuring music appropriate to the gameplay situations and accurate sound effects. Furthermore, the limited voice acting available in a few languages allowed the voice actors to give their best, resulting in several iconic voices in the world of video games. BUT WHY A 9? PROS: It's extremely difficult to talk about the immense strengths this game offers without giving away spoilers, but I'll try. This is one of the very few titles that manages to bring together all media to their maximum potential, not just in gaming. This is because Kojima, that genius, managed to develop a terrifying meta-narrative that is still remembered to this day. Furthermore, the perfect characterization of certain characters is astounding and makes one wonder why there are still titles that cannot replicate it, even to a fraction. The dialogue of certain characters is so well-written that it made me, in first person, ponder how realistic they are. The character design, music, story, together form a unique and unforgettable experience. Without giving away spoilers, thanks to this title, Kojima managed not only to critique the society of its time but also the current one, predicting a detailed future nearly 20 years ago. CONS: Incredibly, what doesn't work in this game is what Kojima did not oversee and what resulted from fan complaints, which were somewhat misguided. I'm referring to the "Snake Tales," which are essentially a reproduction of the entire campaign, played only as regular Snake, without voice acting, animated scenes, and with extremely annoying walls of text to read. To make matters worse, these are at the highest difficulty level, and without the exploration possibilities of the base game, it quickly becomes a nightmare. Additionally, the VR missions are excessively exaggerated, with a completion time of about 20 hours for missions repeated more than six times. RATINGS
Gameplay: 9
Music: 8
Story: 10
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STAINLESS BEGINNING Mini-Review: The first great chapter ever produced in the long-running Metal Gear saga, created in 1986, was built in two different versions, one for MSX and the other for NES. These versions differ primarily in terms of aesthetics and level design, with the Nintendo version being significantly inferior in technical aspects, featuring fewer objects and mechanics. MSX VERSION: The MSX version of the first Metal Gear provides a concise introduction to the game's story. The player will assume the role of Solid Snake, a soldier from the special forces, who is contacted by Big Boss, the leader of an expedition aimed at destroying a new weapon of mass destruction located in Alaska: Metal Gear, a bipedal nuclear-equipped machine. Snake's mission is to destroy this weapon and rescue its creator and his daughter. The gameplay introduced a groundbreaking innovation in the gaming landscape at the time, known as stealth. It's worth noting that for such an early game, the possibility of having multiple gameplay approaches was a significant innovation and surprise, setting a standard for that era and even today. A substantial part of the game features a metroidvania-like structure, where obtaining items allows the player to progress through the game map and access previously inaccessible areas. The game's difficulty, although mitigated by manual save points, is extreme, with several punishing areas and trial-and-error traps, which rightfully transform the experience from entertaining to frustrating. The artificial intelligence, if it can be called that, is sufficiently developed and often leaves room for player maneuvering. One major aspect that would be unacceptable in modern times but was necessary back then to extend gameplay time is the cryptic nature of the game, leading to backtracking loops to progress in the story, resulting in hours spent wasting time trying to find the right path. Furthermore, while the game doesn't force stealth gameplay, it does require rather precise actions, and deviating from them leads to an annoying about-face (especially when dealing with hostages to be saved). All in all, it's an excellent game, characterized by its aesthetics, audio, and gameplay. NES Version: This title is a version very similar to the MSX one, with slight differences in content, such as an initial stage set in a forest and a final stage that replaces the battle against Metal Gear with a computer. Numerous other features have been removed or changed, including some shortcuts, the persistent alarm across several rooms, the checkpoint system, and enemy patterns, as well as the arrangement of items on the map. Finally, the visual aspect is visibly limited by the NES's color capabilities, which are numerically inferior to the MSX. Comparison: As previously emphasized, the MSX version is significantly better in several aspects, including aesthetics, audio, level design, challenge, and contextualization, especially concerning the final boss. Even the button layout is optimized compared to the NES version. The latter version is more punitive, and although the checkpoints work brilliantly at times, it presents a greater challenge.
WHITE NIGHTS BEFORE WE BEGIN: Ender Lilies: Quietus of the Knight is a video game produced by Binary Haze Interactive and published on January 21, 2021. The game was completed 100% on Xbox Series X. SOME RAIN MUST FALL: Ender Lilies begins with a small visual introduction to the game world, introducing the player to the great evil afflicting the planet. Endless corrupted rain has turned all living creatures into impure and immortal beings. The only salvation from this fate lies in the young white maidens, girls who can deprive the creatures of their corruption. The player wakes up inside a broken capsule, assuming the role of one of these maidens, Lily, the last descendant of the white priestess. From there on, the goal is to purify the still sentient creatures in order to restore what this realm once was, bringing back serenity and stopping the endless rain. WHITE ECLIPSES BLACK: This title faithfully brings all the mechanics that characterize a pure Metroidvania: different abilities unlockable throughout the game that open up previously inaccessible paths, a currency to upgrade abilities, various secret and non-secret bosses to face, and multiple paths that can be taken simultaneously. Additionally, Ender Lilies takes a lot of inspiration from Hollow Knight, with explicit references like benches and relics, similar to the aforementioned game's charms. The game's unique selling point and distinguishing feature from the rest is the type of attack available to the player. Lily will use the souls of purified fighters to defeat enemies, and it's possible to use up to three simultaneously, and six thanks to the convenient set swapping. PALE COLORS: The game's graphics are well-crafted, with different parallax layers that change for each game area. The use of muted colors to enhance the mood and devastation of this land is fully exploited. Furthermore, the visual effects add an extra boost to the gameplay. One drawback of the game is the limited variety of enemies and the similarly lacking diversity of the bosses, which are not very powerful or distinct. WINTER: The audio component is what stands out prominently above everything else. Most of the game's soundtracks are original and elegant. The latter adjective is the one that resonates throughout the game, contrasting with the chaos generated by the rain. The sound effects complement the visuals and enhance the game's combat, making it very fluid and entertaining. BUT WHY 8? PROS: The game, despite being a classic Metroidvania, adds a touch of novelty to the combat, supported by excellent audiovisual effects that keep the experience flowing towards the end without becoming boring or repetitive. Moreover, the challenge offered by the central bosses is balanced and entertaining, unlike the mini-bosses, which can be easily defeated with powerful abilities. The originality of the story context is well-structured and leaves room for curiosity. The exploration is also very interesting, and each map has multiple secrets, some of which are difficult to find. Additionally, it is highly appreciated that you can replay boss fights and engage in a boss rush, as well as the ability to modify all game parameters such as enemy and protagonist health and attack to create a greater personal challenge. CONS: The cons of this game are varied but highly subjective. Starting with the overly obvious inspiration from Hollow Knight and other Metroidvania games, such as Castlevania: Order of Ecclesia, from which it borrows the combat style. RATINGS Gameplay: 8 Music: 8.5 Story: 7 _
WHITE NIGHTS BEFORE WE BEGIN: Ender Lilies: Quietus of the Knight is a video game produced by Binary Haze Interactive and published on January 21, 2021. The game was completed 100% on Xbox Series X. SOME RAIN MUST FALL: Ender Lilies begins with a small visual introduction to the game world, introducing the player to the great evil afflicting the planet. Endless corrupted rain has turned all living creatures into impure and immortal beings. The only salvation from this fate lies in the young white maidens, girls who can deprive the creatures of their corruption. The player wakes up inside a broken capsule, assuming the role of one of these maidens, Lily, the last descendant of the white priestess. From there on, the goal is to purify the still sentient creatures in order to restore what this realm once was, bringing back serenity and stopping the endless rain. WHITE ECLIPSES BLACK: This title faithfully brings all the mechanics that characterize a pure Metroidvania: different abilities unlockable throughout the game that open up previously inaccessible paths, a currency to upgrade abilities, various secret and non-secret bosses to face, and multiple paths that can be taken simultaneously. Additionally, Ender Lilies takes a lot of inspiration from Hollow Knight, with explicit references like benches and relics, similar to the aforementioned game's charms. The game's unique selling point and distinguishing feature from the rest is the type of attack available to the player. Lily will use the souls of purified fighters to defeat enemies, and it's possible to use up to three simultaneously, and six thanks to the convenient set swapping. PALE COLORS: The game's graphics are well-crafted, with different parallax layers that change for each game area. The use of muted colors to enhance the mood and devastation of this land is fully exploited. Furthermore, the visual effects add an extra boost to the gameplay. One drawback of the game is the limited variety of enemies and the similarly lacking diversity of the bosses, which are not very powerful or distinct. WINTER: The audio component is what stands out prominently above everything else. Most of the game's soundtracks are original and elegant. The latter adjective is the one that resonates throughout the game, contrasting with the chaos generated by the rain. The sound effects complement the visuals and enhance the game's combat, making it very fluid and entertaining. BUT WHY 8? PROS: The game, despite being a classic Metroidvania, adds a touch of novelty to the combat, supported by excellent audiovisual effects that keep the experience flowing towards the end without becoming boring or repetitive. Moreover, the challenge offered by the central bosses is balanced and entertaining, unlike the mini-bosses, which can be easily defeated with powerful abilities. The originality of the story context is well-structured and leaves room for curiosity. The exploration is also very interesting, and each map has multiple secrets, some of which are difficult to find. Additionally, it is highly appreciated that you can replay boss fights and engage in a boss rush, as well as the ability to modify all game parameters such as enemy and protagonist health and attack to create a greater personal challenge. CONS: The cons of this game are varied but highly subjective. Starting with the overly obvious inspiration from Hollow Knight and other Metroidvania games, such as Castlevania: Order of Ecclesia, from which it borrows the combat style. RATINGS Gameplay: 8 Music: 8.5 Story: 7 _
WHITE NIGHTS BEFORE WE BEGIN: Ender Lilies: Quietus of the Knight is a video game produced by Binary Haze Interactive and published on January 21, 2021. The game was completed 100% on Xbox Series X. SOME RAIN MUST FALL: Ender Lilies begins with a small visual introduction to the game world, introducing the player to the great evil afflicting the planet. Endless corrupted rain has turned all living creatures into impure and immortal beings. The only salvation from this fate lies in the young white maidens, girls who can deprive the creatures of their corruption. The player wakes up inside a broken capsule, assuming the role of one of these maidens, Lily, the last descendant of the white priestess. From there on, the goal is to purify the still sentient creatures in order to restore what this realm once was, bringing back serenity and stopping the endless rain. WHITE ECLIPSES BLACK: This title faithfully brings all the mechanics that characterize a pure Metroidvania: different abilities unlockable throughout the game that open up previously inaccessible paths, a currency to upgrade abilities, various secret and non-secret bosses to face, and multiple paths that can be taken simultaneously. Additionally, Ender Lilies takes a lot of inspiration from Hollow Knight, with explicit references like benches and relics, similar to the aforementioned game's charms. The game's unique selling point and distinguishing feature from the rest is the type of attack available to the player. Lily will use the souls of purified fighters to defeat enemies, and it's possible to use up to three simultaneously, and six thanks to the convenient set swapping. PALE COLORS: The game's graphics are well-crafted, with different parallax layers that change for each game area. The use of muted colors to enhance the mood and devastation of this land is fully exploited. Furthermore, the visual effects add an extra boost to the gameplay. One drawback of the game is the limited variety of enemies and the similarly lacking diversity of the bosses, which are not very powerful or distinct. WINTER: The audio component is what stands out prominently above everything else. Most of the game's soundtracks are original and elegant. The latter adjective is the one that resonates throughout the game, contrasting with the chaos generated by the rain. The sound effects complement the visuals and enhance the game's combat, making it very fluid and entertaining. BUT WHY 8? PROS: The game, despite being a classic Metroidvania, adds a touch of novelty to the combat, supported by excellent audiovisual effects that keep the experience flowing towards the end without becoming boring or repetitive. Moreover, the challenge offered by the central bosses is balanced and entertaining, unlike the mini-bosses, which can be easily defeated with powerful abilities. The originality of the story context is well-structured and leaves room for curiosity. The exploration is also very interesting, and each map has multiple secrets, some of which are difficult to find. Additionally, it is highly appreciated that you can replay boss fights and engage in a boss rush, as well as the ability to modify all game parameters such as enemy and protagonist health and attack to create a greater personal challenge. CONS: The cons of this game are varied but highly subjective. Starting with the overly obvious inspiration from Hollow Knight and other Metroidvania games, such as Castlevania: Order of Ecclesia, from which it borrows the combat style. RATINGS Gameplay: 8 Music: 8.5 Story: 7 _
WHITE NIGHTS BEFORE WE BEGIN: Ender Lilies: Quietus of the Knight is a video game produced by Binary Haze Interactive and published on January 21, 2021. The game was completed 100% on Xbox Series X. SOME RAIN MUST FALL: Ender Lilies begins with a small visual introduction to the game world, introducing the player to the great evil afflicting the planet. Endless corrupted rain has turned all living creatures into impure and immortal beings. The only salvation from this fate lies in the young white maidens, girls who can deprive the creatures of their corruption. The player wakes up inside a broken capsule, assuming the role of one of these maidens, Lily, the last descendant of the white priestess. From there on, the goal is to purify the still sentient creatures in order to restore what this realm once was, bringing back serenity and stopping the endless rain. WHITE ECLIPSES BLACK: This title faithfully brings all the mechanics that characterize a pure Metroidvania: different abilities unlockable throughout the game that open up previously inaccessible paths, a currency to upgrade abilities, various secret and non-secret bosses to face, and multiple paths that can be taken simultaneously. Additionally, Ender Lilies takes a lot of inspiration from Hollow Knight, with explicit references like benches and relics, similar to the aforementioned game's charms. The game's unique selling point and distinguishing feature from the rest is the type of attack available to the player. Lily will use the souls of purified fighters to defeat enemies, and it's possible to use up to three simultaneously, and six thanks to the convenient set swapping. PALE COLORS: The game's graphics are well-crafted, with different parallax layers that change for each game area. The use of muted colors to enhance the mood and devastation of this land is fully exploited. Furthermore, the visual effects add an extra boost to the gameplay. One drawback of the game is the limited variety of enemies and the similarly lacking diversity of the bosses, which are not very powerful or distinct. WINTER: The audio component is what stands out prominently above everything else. Most of the game's soundtracks are original and elegant. The latter adjective is the one that resonates throughout the game, contrasting with the chaos generated by the rain. The sound effects complement the visuals and enhance the game's combat, making it very fluid and entertaining. BUT WHY 8? PROS: The game, despite being a classic Metroidvania, adds a touch of novelty to the combat, supported by excellent audiovisual effects that keep the experience flowing towards the end without becoming boring or repetitive. Moreover, the challenge offered by the central bosses is balanced and entertaining, unlike the mini-bosses, which can be easily defeated with powerful abilities. The originality of the story context is well-structured and leaves room for curiosity. The exploration is also very interesting, and each map has multiple secrets, some of which are difficult to find. Additionally, it is highly appreciated that you can replay boss fights and engage in a boss rush, as well as the ability to modify all game parameters such as enemy and protagonist health and attack to create a greater personal challenge. CONS: The cons of this game are varied but highly subjective. Starting with the overly obvious inspiration from Hollow Knight and other Metroidvania games, such as Castlevania: Order of Ecclesia, from which it borrows the combat style. RATINGS Gameplay: 8 Music: 8.5 Story: 7 _
WHITE NIGHTS BEFORE WE BEGIN: Ender Lilies: Quietus of the Knight is a video game produced by Binary Haze Interactive and published on January 21, 2021. The game was completed 100% on Xbox Series X. SOME RAIN MUST FALL: Ender Lilies begins with a small visual introduction to the game world, introducing the player to the great evil afflicting the planet. Endless corrupted rain has turned all living creatures into impure and immortal beings. The only salvation from this fate lies in the young white maidens, girls who can deprive the creatures of their corruption. The player wakes up inside a broken capsule, assuming the role of one of these maidens, Lily, the last descendant of the white priestess. From there on, the goal is to purify the still sentient creatures in order to restore what this realm once was, bringing back serenity and stopping the endless rain. WHITE ECLIPSES BLACK: This title faithfully brings all the mechanics that characterize a pure Metroidvania: different abilities unlockable throughout the game that open up previously inaccessible paths, a currency to upgrade abilities, various secret and non-secret bosses to face, and multiple paths that can be taken simultaneously. Additionally, Ender Lilies takes a lot of inspiration from Hollow Knight, with explicit references like benches and relics, similar to the aforementioned game's charms. The game's unique selling point and distinguishing feature from the rest is the type of attack available to the player. Lily will use the souls of purified fighters to defeat enemies, and it's possible to use up to three simultaneously, and six thanks to the convenient set swapping. PALE COLORS: The game's graphics are well-crafted, with different parallax layers that change for each game area. The use of muted colors to enhance the mood and devastation of this land is fully exploited. Furthermore, the visual effects add an extra boost to the gameplay. One drawback of the game is the limited variety of enemies and the similarly lacking diversity of the bosses, which are not very powerful or distinct. WINTER: The audio component is what stands out prominently above everything else. Most of the game's soundtracks are original and elegant. The latter adjective is the one that resonates throughout the game, contrasting with the chaos generated by the rain. The sound effects complement the visuals and enhance the game's combat, making it very fluid and entertaining. BUT WHY 8? PROS: The game, despite being a classic Metroidvania, adds a touch of novelty to the combat, supported by excellent audiovisual effects that keep the experience flowing towards the end without becoming boring or repetitive. Moreover, the challenge offered by the central bosses is balanced and entertaining, unlike the mini-bosses, which can be easily defeated with powerful abilities. The originality of the story context is well-structured and leaves room for curiosity. The exploration is also very interesting, and each map has multiple secrets, some of which are difficult to find. Additionally, it is highly appreciated that you can replay boss fights and engage in a boss rush, as well as the ability to modify all game parameters such as enemy and protagonist health and attack to create a greater personal challenge. CONS: The cons of this game are varied but highly subjective. Starting with the overly obvious inspiration from Hollow Knight and other Metroidvania games, such as Castlevania: Order of Ecclesia, from which it borrows the combat style. RATINGS Gameplay: 8 Music: 8.5 Story: 7 _
WHITE NIGHTS BEFORE WE BEGIN: Ender Lilies: Quietus of the Knight is a video game produced by Binary Haze Interactive and published on January 21, 2021. The game was completed 100% on Xbox Series X. SOME RAIN MUST FALL: Ender Lilies begins with a small visual introduction to the game world, introducing the player to the great evil afflicting the planet. Endless corrupted rain has turned all living creatures into impure and immortal beings. The only salvation from this fate lies in the young white maidens, girls who can deprive the creatures of their corruption. The player wakes up inside a broken capsule, assuming the role of one of these maidens, Lily, the last descendant of the white priestess. From there on, the goal is to purify the still sentient creatures in order to restore what this realm once was, bringing back serenity and stopping the endless rain. WHITE ECLIPSES BLACK: This title faithfully brings all the mechanics that characterize a pure Metroidvania: different abilities unlockable throughout the game that open up previously inaccessible paths, a currency to upgrade abilities, various secret and non-secret bosses to face, and multiple paths that can be taken simultaneously. Additionally, Ender Lilies takes a lot of inspiration from Hollow Knight, with explicit references like benches and relics, similar to the aforementioned game's charms. The game's unique selling point and distinguishing feature from the rest is the type of attack available to the player. Lily will use the souls of purified fighters to defeat enemies, and it's possible to use up to three simultaneously, and six thanks to the convenient set swapping. PALE COLORS: The game's graphics are well-crafted, with different parallax layers that change for each game area. The use of muted colors to enhance the mood and devastation of this land is fully exploited. Furthermore, the visual effects add an extra boost to the gameplay. One drawback of the game is the limited variety of enemies and the similarly lacking diversity of the bosses, which are not very powerful or distinct. WINTER: The audio component is what stands out prominently above everything else. Most of the game's soundtracks are original and elegant. The latter adjective is the one that resonates throughout the game, contrasting with the chaos generated by the rain. The sound effects complement the visuals and enhance the game's combat, making it very fluid and entertaining. BUT WHY 8? PROS: The game, despite being a classic Metroidvania, adds a touch of novelty to the combat, supported by excellent audiovisual effects that keep the experience flowing towards the end without becoming boring or repetitive. Moreover, the challenge offered by the central bosses is balanced and entertaining, unlike the mini-bosses, which can be easily defeated with powerful abilities. The originality of the story context is well-structured and leaves room for curiosity. The exploration is also very interesting, and each map has multiple secrets, some of which are difficult to find. Additionally, it is highly appreciated that you can replay boss fights and engage in a boss rush, as well as the ability to modify all game parameters such as enemy and protagonist health and attack to create a greater personal challenge. CONS: The cons of this game are varied but highly subjective. Starting with the overly obvious inspiration from Hollow Knight and other Metroidvania games, such as Castlevania: Order of Ecclesia, from which it borrows the combat style. RATINGS Gameplay: 8 Music: 8.5 Story: 7 _
JOURNEY TO THE CORE BEFORE WE START: No Man's Sky was developed and published by Hello Games and released in 2016. This title was released under completely adverse conditions compared to those presented at various conventions and fairs, and therefore, it was heavily criticized. After dozens of updates, the game became very similar to what was originally announced. The title has been fully released on Game Pass PC. THE TAKE OFF: No Man's Sky, as a pure survival game, instantly throws the player into the clutches of a planet immersed in the infinite universe. This planet can randomly be peaceful or malevolent, making the first steps more or less challenging depending on the type. The initial stages mainly involve learning the basics of survival, as well as constructing a small personal base. After these steps, the player will be unleashed into the universe of the Atlas, a mysterious deity or legend that requires the player to reach the center of the universe. As an interlude, the player can literally explore endless planets, take on dozens of side missions, and build bases on planets or immense frigates. STALENESS UNIVERSE: The gameplay of No Man's Sky is as varied as it is repetitive. In addition to the mere survival aspect of collecting resources, surviving in hostile planets, and fighting sentinels, players can venture into cooperative missions and raids on frigates and outposts. Furthermore, a small part of the game certainly involves space battles, albeit very simple ones. The true heart of the gameplay in this immense title lies in the exploration of thousands of planets, which often differ greatly, and the various space wrecks. A small mechanic that encourages exploration is the bestiary and encyclopedia of creatures and objects on the planets, offering small rewards in currency. WHAT COLOR IS THE SPACE?: Graphically, it is rather average, with a wide variety of designs and coloration of the different worlds. Certainly, the imagination behind some plants and creatures is exceptional. SCATTERED ECHOES: The audio component, like the graphics, is average. However, its great merit lies in creating extremely relaxing and mesmerizing situations, with fitting soundtracks for deep space. BUT WHY 7? PROS: No Man's Sky is currently an extremely enjoyable and relaxing title to play and explore. The vastness and creativity of the game world rarely become tiresome, and the game's writing is unique and detailed, keeping the player engaged. Additionally, the main story, being very philosophical, will certainly stimulate the minds of the most imaginative players. CONS: The major problem with No Man's Sky lies in the immense repetitiveness that it reaches within a few days of gameplay. Every space station, NPC, planetary base, frigate, and most dialogues will always and uniformly be the same. Moreover, the game's strong survival aspect often leads to tedious farming sequences for normal gameplay actions. All these factors make it a highly enjoyable game even today, but it certainly doesn't lack some issues dating back to its release. RATINGS: Gameplay: 6.5 Music: 7.5 Story: 7 Survival: 6 _
JOURNEY TO THE CORE BEFORE WE START: No Man's Sky was developed and published by Hello Games and released in 2016. This title was released under completely adverse conditions compared to those presented at various conventions and fairs, and therefore, it was heavily criticized. After dozens of updates, the game became very similar to what was originally announced. The title has been fully released on Game Pass PC. THE TAKE OFF: No Man's Sky, as a pure survival game, instantly throws the player into the clutches of a planet immersed in the infinite universe. This planet can randomly be peaceful or malevolent, making the first steps more or less challenging depending on the type. The initial stages mainly involve learning the basics of survival, as well as constructing a small personal base. After these steps, the player will be unleashed into the universe of the Atlas, a mysterious deity or legend that requires the player to reach the center of the universe. As an interlude, the player can literally explore endless planets, take on dozens of side missions, and build bases on planets or immense frigates. STALENESS UNIVERSE: The gameplay of No Man's Sky is as varied as it is repetitive. In addition to the mere survival aspect of collecting resources, surviving in hostile planets, and fighting sentinels, players can venture into cooperative missions and raids on frigates and outposts. Furthermore, a small part of the game certainly involves space battles, albeit very simple ones. The true heart of the gameplay in this immense title lies in the exploration of thousands of planets, which often differ greatly, and the various space wrecks. A small mechanic that encourages exploration is the bestiary and encyclopedia of creatures and objects on the planets, offering small rewards in currency. WHAT COLOR IS THE SPACE?: Graphically, it is rather average, with a wide variety of designs and coloration of the different worlds. Certainly, the imagination behind some plants and creatures is exceptional. SCATTERED ECHOES: The audio component, like the graphics, is average. However, its great merit lies in creating extremely relaxing and mesmerizing situations, with fitting soundtracks for deep space. BUT WHY 7? PROS: No Man's Sky is currently an extremely enjoyable and relaxing title to play and explore. The vastness and creativity of the game world rarely become tiresome, and the game's writing is unique and detailed, keeping the player engaged. Additionally, the main story, being very philosophical, will certainly stimulate the minds of the most imaginative players. CONS: The major problem with No Man's Sky lies in the immense repetitiveness that it reaches within a few days of gameplay. Every space station, NPC, planetary base, frigate, and most dialogues will always and uniformly be the same. Moreover, the game's strong survival aspect often leads to tedious farming sequences for normal gameplay actions. All these factors make it a highly enjoyable game even today, but it certainly doesn't lack some issues dating back to its release. RATINGS: Gameplay: 6.5 Music: 7.5 Story: 7 Survival: 6 _
JOURNEY TO THE CORE BEFORE WE START: No Man's Sky was developed and published by Hello Games and released in 2016. This title was released under completely adverse conditions compared to those presented at various conventions and fairs, and therefore, it was heavily criticized. After dozens of updates, the game became very similar to what was originally announced. The title has been fully released on Game Pass PC. THE TAKE OFF: No Man's Sky, as a pure survival game, instantly throws the player into the clutches of a planet immersed in the infinite universe. This planet can randomly be peaceful or malevolent, making the first steps more or less challenging depending on the type. The initial stages mainly involve learning the basics of survival, as well as constructing a small personal base. After these steps, the player will be unleashed into the universe of the Atlas, a mysterious deity or legend that requires the player to reach the center of the universe. As an interlude, the player can literally explore endless planets, take on dozens of side missions, and build bases on planets or immense frigates. STALENESS UNIVERSE: The gameplay of No Man's Sky is as varied as it is repetitive. In addition to the mere survival aspect of collecting resources, surviving in hostile planets, and fighting sentinels, players can venture into cooperative missions and raids on frigates and outposts. Furthermore, a small part of the game certainly involves space battles, albeit very simple ones. The true heart of the gameplay in this immense title lies in the exploration of thousands of planets, which often differ greatly, and the various space wrecks. A small mechanic that encourages exploration is the bestiary and encyclopedia of creatures and objects on the planets, offering small rewards in currency. WHAT COLOR IS THE SPACE?: Graphically, it is rather average, with a wide variety of designs and coloration of the different worlds. Certainly, the imagination behind some plants and creatures is exceptional. SCATTERED ECHOES: The audio component, like the graphics, is average. However, its great merit lies in creating extremely relaxing and mesmerizing situations, with fitting soundtracks for deep space. BUT WHY 7? PROS: No Man's Sky is currently an extremely enjoyable and relaxing title to play and explore. The vastness and creativity of the game world rarely become tiresome, and the game's writing is unique and detailed, keeping the player engaged. Additionally, the main story, being very philosophical, will certainly stimulate the minds of the most imaginative players. CONS: The major problem with No Man's Sky lies in the immense repetitiveness that it reaches within a few days of gameplay. Every space station, NPC, planetary base, frigate, and most dialogues will always and uniformly be the same. Moreover, the game's strong survival aspect often leads to tedious farming sequences for normal gameplay actions. All these factors make it a highly enjoyable game even today, but it certainly doesn't lack some issues dating back to its release. RATINGS: Gameplay: 6.5 Music: 7.5 Story: 7 Survival: 6 _
JOURNEY TO THE CORE BEFORE WE START: No Man's Sky was developed and published by Hello Games and released in 2016. This title was released under completely adverse conditions compared to those presented at various conventions and fairs, and therefore, it was heavily criticized. After dozens of updates, the game became very similar to what was originally announced. The title has been fully released on Game Pass PC. THE TAKE OFF: No Man's Sky, as a pure survival game, instantly throws the player into the clutches of a planet immersed in the infinite universe. This planet can randomly be peaceful or malevolent, making the first steps more or less challenging depending on the type. The initial stages mainly involve learning the basics of survival, as well as constructing a small personal base. After these steps, the player will be unleashed into the universe of the Atlas, a mysterious deity or legend that requires the player to reach the center of the universe. As an interlude, the player can literally explore endless planets, take on dozens of side missions, and build bases on planets or immense frigates. STALENESS UNIVERSE: The gameplay of No Man's Sky is as varied as it is repetitive. In addition to the mere survival aspect of collecting resources, surviving in hostile planets, and fighting sentinels, players can venture into cooperative missions and raids on frigates and outposts. Furthermore, a small part of the game certainly involves space battles, albeit very simple ones. The true heart of the gameplay in this immense title lies in the exploration of thousands of planets, which often differ greatly, and the various space wrecks. A small mechanic that encourages exploration is the bestiary and encyclopedia of creatures and objects on the planets, offering small rewards in currency. WHAT COLOR IS THE SPACE?: Graphically, it is rather average, with a wide variety of designs and coloration of the different worlds. Certainly, the imagination behind some plants and creatures is exceptional. SCATTERED ECHOES: The audio component, like the graphics, is average. However, its great merit lies in creating extremely relaxing and mesmerizing situations, with fitting soundtracks for deep space. BUT WHY 7? PROS: No Man's Sky is currently an extremely enjoyable and relaxing title to play and explore. The vastness and creativity of the game world rarely become tiresome, and the game's writing is unique and detailed, keeping the player engaged. Additionally, the main story, being very philosophical, will certainly stimulate the minds of the most imaginative players. CONS: The major problem with No Man's Sky lies in the immense repetitiveness that it reaches within a few days of gameplay. Every space station, NPC, planetary base, frigate, and most dialogues will always and uniformly be the same. Moreover, the game's strong survival aspect often leads to tedious farming sequences for normal gameplay actions. All these factors make it a highly enjoyable game even today, but it certainly doesn't lack some issues dating back to its release. RATINGS: Gameplay: 6.5 Music: 7.5 Story: 7 Survival: 6 _
JOURNEY TO THE CORE BEFORE WE START: No Man's Sky was developed and published by Hello Games and released in 2016. This title was released under completely adverse conditions compared to those presented at various conventions and fairs, and therefore, it was heavily criticized. After dozens of updates, the game became very similar to what was originally announced. The title has been fully released on Game Pass PC. THE TAKE OFF: No Man's Sky, as a pure survival game, instantly throws the player into the clutches of a planet immersed in the infinite universe. This planet can randomly be peaceful or malevolent, making the first steps more or less challenging depending on the type. The initial stages mainly involve learning the basics of survival, as well as constructing a small personal base. After these steps, the player will be unleashed into the universe of the Atlas, a mysterious deity or legend that requires the player to reach the center of the universe. As an interlude, the player can literally explore endless planets, take on dozens of side missions, and build bases on planets or immense frigates. STALENESS UNIVERSE: The gameplay of No Man's Sky is as varied as it is repetitive. In addition to the mere survival aspect of collecting resources, surviving in hostile planets, and fighting sentinels, players can venture into cooperative missions and raids on frigates and outposts. Furthermore, a small part of the game certainly involves space battles, albeit very simple ones. The true heart of the gameplay in this immense title lies in the exploration of thousands of planets, which often differ greatly, and the various space wrecks. A small mechanic that encourages exploration is the bestiary and encyclopedia of creatures and objects on the planets, offering small rewards in currency. WHAT COLOR IS THE SPACE?: Graphically, it is rather average, with a wide variety of designs and coloration of the different worlds. Certainly, the imagination behind some plants and creatures is exceptional. SCATTERED ECHOES: The audio component, like the graphics, is average. However, its great merit lies in creating extremely relaxing and mesmerizing situations, with fitting soundtracks for deep space. BUT WHY 7? PROS: No Man's Sky is currently an extremely enjoyable and relaxing title to play and explore. The vastness and creativity of the game world rarely become tiresome, and the game's writing is unique and detailed, keeping the player engaged. Additionally, the main story, being very philosophical, will certainly stimulate the minds of the most imaginative players. CONS: The major problem with No Man's Sky lies in the immense repetitiveness that it reaches within a few days of gameplay. Every space station, NPC, planetary base, frigate, and most dialogues will always and uniformly be the same. Moreover, the game's strong survival aspect often leads to tedious farming sequences for normal gameplay actions. All these factors make it a highly enjoyable game even today, but it certainly doesn't lack some issues dating back to its release. RATINGS: Gameplay: 6.5 Music: 7.5 Story: 7 Survival: 6 _
A NEW JOURNEY INTO THE DEAD SPACE BEFORE WE START: Dead Space Remake was developed by Motive Studio and published by Electronic Arts. This title is a true reproduction of the original 2008 game, produced by the now-defunct Visceral Games. This product sets itself apart from the various remakes in today's market by offering new mechanics and paths compared to the original. The game has been 100% completed on Xbox Series X. THE NIGHTMARE BEGINS, AGAIN: Dead Space Remake begins with an introductory scene to the game's story, showcasing the various members of the expedition, including the legendary engineer Isaac Clarke, the protagonist of the entire trilogy. Unlike the original, he now has an uncovered face and sets the stage for the continuous feast of visual and auditory delights that this remake offers to players of all categories. In fact, this cutscene fully showcases the graphical muscle it brings, with extreme attention to detail and visual effects, coupled with technically impressive audio. After this sequence, the player finds themselves guiding the engineer through the doors of the USG Ishimura, a massive galactic spacecraft dedicated to mining giant stars. LOST IN SPACE-SHIP: By now, the gaming industry has accustomed us to seeing great remakes adding a couple, or even no new mechanics compared to the originals. Fortunately, Dead Space doesn't disappoint in this regard either. Several sections have been updated and modified to provide a different experience even for those who have played the original. One significant mechanic that has significantly changed the approach to certain areas is the energy convoy system. This allows the player to redirect energy to specific structures such as elevators or doors at the expense of life support systems or, even worse, lights. This obviously adds more variety compared to Dead Space's typical linearity and gives the player more decision-making power. Finally, the last two major changes are the addition of more interactive objects on the map for defensive use, such as carts or pipes that can be used as spears, and the ability to explore a fully interconnected Ishimura, blocked only by security doors accessible during the story. THE VISIONS IMPROVED THE GRAPHIC: It's challenging not to fall into banality when talking about a remake that has improved every single aspect of the game. The lighting has been extensively enhanced and structured to evoke different sensations such as anxiety and anguish, or tranquility and solitude. The colors, faithful in every situation, perfectly convey the feeling of being immersed in deep space. The attention to detail, whether it's the decorative posters, billboards, wall writings, or various objects found throughout the game, builds a silent narrative necessary for such a dark title. Of course, there are some minor flaws, such as the animations, which are still below par compared to the rest, and some final cutscenes that feel hastily thought out and concluded. SOMETHING IS COMING: The audio department, even more than the graphics, showcases a remarkable technical level. For this title, a new 3D audio technology was used, which utilizes extremely realistic sound waves that bounce off surfaces just like in the real world. It's worth noting that you need headphones with 3D audio to fully exploit this feature, but the regular audio, which is meticulously crafted, is still impressive in its own right. Focusing on the 3D audio, it's one of the best, if not the best, on the market, and it's especially utilized to its full potential in a game like this. By using this feature, you can hear enemies climbing walls or rooftops, allowing you to predict their direction. You can hear entities approaching from walls several meters away. Not only does this make the experience smoother, but it also makes it extremely more horrifying and scary due to the unpredictability of certain sounds. WHY A 10? (9.5) PROS: Dead Space Remake, a reproduction of an already established masterpiece, improves upon 95% of the original, offering a multitude of new mechanics and approaches, a backtracking system, and terrifying audio and visual aspects. These aspects make it feel like a new game even for those like me who have completed the first Dead Space multiple times. Additionally, it provides access to the Impossible difficulty right from the first playthrough, a brilliant choice that allows veterans to enjoy a completely balanced challenge from the start. CONS: The negative aspects of this masterpiece are limited to the simple question, "Was it necessary?" This is because the original Dead Space from 2008 didn't need a remake. I believe that every fan of the saga would have appreciated a sequel or spin-off of the trilogy much more than this reproduction. RATINGS: Gameplay: 10 Music: 10 Story: 9.5 Horror: 10 _
A NEW JOURNEY INTO THE DEAD SPACE BEFORE WE START: Dead Space Remake was developed by Motive Studio and published by Electronic Arts. This title is a true reproduction of the original 2008 game, produced by the now-defunct Visceral Games. This product sets itself apart from the various remakes in today's market by offering new mechanics and paths compared to the original. The game has been 100% completed on Xbox Series X. THE NIGHTMARE BEGINS, AGAIN: Dead Space Remake begins with an introductory scene to the game's story, showcasing the various members of the expedition, including the legendary engineer Isaac Clarke, the protagonist of the entire trilogy. Unlike the original, he now has an uncovered face and sets the stage for the continuous feast of visual and auditory delights that this remake offers to players of all categories. In fact, this cutscene fully showcases the graphical muscle it brings, with extreme attention to detail and visual effects, coupled with technically impressive audio. After this sequence, the player finds themselves guiding the engineer through the doors of the USG Ishimura, a massive galactic spacecraft dedicated to mining giant stars. LOST IN SPACE-SHIP: By now, the gaming industry has accustomed us to seeing great remakes adding a couple, or even no new mechanics compared to the originals. Fortunately, Dead Space doesn't disappoint in this regard either. Several sections have been updated and modified to provide a different experience even for those who have played the original. One significant mechanic that has significantly changed the approach to certain areas is the energy convoy system. This allows the player to redirect energy to specific structures such as elevators or doors at the expense of life support systems or, even worse, lights. This obviously adds more variety compared to Dead Space's typical linearity and gives the player more decision-making power. Finally, the last two major changes are the addition of more interactive objects on the map for defensive use, such as carts or pipes that can be used as spears, and the ability to explore a fully interconnected Ishimura, blocked only by security doors accessible during the story. THE VISIONS IMPROVED THE GRAPHIC: It's challenging not to fall into banality when talking about a remake that has improved every single aspect of the game. The lighting has been extensively enhanced and structured to evoke different sensations such as anxiety and anguish, or tranquility and solitude. The colors, faithful in every situation, perfectly convey the feeling of being immersed in deep space. The attention to detail, whether it's the decorative posters, billboards, wall writings, or various objects found throughout the game, builds a silent narrative necessary for such a dark title. Of course, there are some minor flaws, such as the animations, which are still below par compared to the rest, and some final cutscenes that feel hastily thought out and concluded. SOMETHING IS COMING: The audio department, even more than the graphics, showcases a remarkable technical level. For this title, a new 3D audio technology was used, which utilizes extremely realistic sound waves that bounce off surfaces just like in the real world. It's worth noting that you need headphones with 3D audio to fully exploit this feature, but the regular audio, which is meticulously crafted, is still impressive in its own right. Focusing on the 3D audio, it's one of the best, if not the best, on the market, and it's especially utilized to its full potential in a game like this. By using this feature, you can hear enemies climbing walls or rooftops, allowing you to predict their direction. You can hear entities approaching from walls several meters away. Not only does this make the experience smoother, but it also makes it extremely more horrifying and scary due to the unpredictability of certain sounds. WHY A 10? (9.5) PROS: Dead Space Remake, a reproduction of an already established masterpiece, improves upon 95% of the original, offering a multitude of new mechanics and approaches, a backtracking system, and terrifying audio and visual aspects. These aspects make it feel like a new game even for those like me who have completed the first Dead Space multiple times. Additionally, it provides access to the Impossible difficulty right from the first playthrough, a brilliant choice that allows veterans to enjoy a completely balanced challenge from the start. CONS: The negative aspects of this masterpiece are limited to the simple question, "Was it necessary?" This is because the original Dead Space from 2008 didn't need a remake. I believe that every fan of the saga would have appreciated a sequel or spin-off of the trilogy much more than this reproduction. RATINGS: Gameplay: 10 Music: 10 Story: 9.5 Horror: 10 _
A NEW JOURNEY INTO THE DEAD SPACE BEFORE WE START: Dead Space Remake was developed by Motive Studio and published by Electronic Arts. This title is a true reproduction of the original 2008 game, produced by the now-defunct Visceral Games. This product sets itself apart from the various remakes in today's market by offering new mechanics and paths compared to the original. The game has been 100% completed on Xbox Series X. THE NIGHTMARE BEGINS, AGAIN: Dead Space Remake begins with an introductory scene to the game's story, showcasing the various members of the expedition, including the legendary engineer Isaac Clarke, the protagonist of the entire trilogy. Unlike the original, he now has an uncovered face and sets the stage for the continuous feast of visual and auditory delights that this remake offers to players of all categories. In fact, this cutscene fully showcases the graphical muscle it brings, with extreme attention to detail and visual effects, coupled with technically impressive audio. After this sequence, the player finds themselves guiding the engineer through the doors of the USG Ishimura, a massive galactic spacecraft dedicated to mining giant stars. LOST IN SPACE-SHIP: By now, the gaming industry has accustomed us to seeing great remakes adding a couple, or even no new mechanics compared to the originals. Fortunately, Dead Space doesn't disappoint in this regard either. Several sections have been updated and modified to provide a different experience even for those who have played the original. One significant mechanic that has significantly changed the approach to certain areas is the energy convoy system. This allows the player to redirect energy to specific structures such as elevators or doors at the expense of life support systems or, even worse, lights. This obviously adds more variety compared to Dead Space's typical linearity and gives the player more decision-making power. Finally, the last two major changes are the addition of more interactive objects on the map for defensive use, such as carts or pipes that can be used as spears, and the ability to explore a fully interconnected Ishimura, blocked only by security doors accessible during the story. THE VISIONS IMPROVED THE GRAPHIC: It's challenging not to fall into banality when talking about a remake that has improved every single aspect of the game. The lighting has been extensively enhanced and structured to evoke different sensations such as anxiety and anguish, or tranquility and solitude. The colors, faithful in every situation, perfectly convey the feeling of being immersed in deep space. The attention to detail, whether it's the decorative posters, billboards, wall writings, or various objects found throughout the game, builds a silent narrative necessary for such a dark title. Of course, there are some minor flaws, such as the animations, which are still below par compared to the rest, and some final cutscenes that feel hastily thought out and concluded. SOMETHING IS COMING: The audio department, even more than the graphics, showcases a remarkable technical level. For this title, a new 3D audio technology was used, which utilizes extremely realistic sound waves that bounce off surfaces just like in the real world. It's worth noting that you need headphones with 3D audio to fully exploit this feature, but the regular audio, which is meticulously crafted, is still impressive in its own right. Focusing on the 3D audio, it's one of the best, if not the best, on the market, and it's especially utilized to its full potential in a game like this. By using this feature, you can hear enemies climbing walls or rooftops, allowing you to predict their direction. You can hear entities approaching from walls several meters away. Not only does this make the experience smoother, but it also makes it extremely more horrifying and scary due to the unpredictability of certain sounds. WHY A 10? (9.5) PROS: Dead Space Remake, a reproduction of an already established masterpiece, improves upon 95% of the original, offering a multitude of new mechanics and approaches, a backtracking system, and terrifying audio and visual aspects. These aspects make it feel like a new game even for those like me who have completed the first Dead Space multiple times. Additionally, it provides access to the Impossible difficulty right from the first playthrough, a brilliant choice that allows veterans to enjoy a completely balanced challenge from the start. CONS: The negative aspects of this masterpiece are limited to the simple question, "Was it necessary?" This is because the original Dead Space from 2008 didn't need a remake. I believe that every fan of the saga would have appreciated a sequel or spin-off of the trilogy much more than this reproduction. RATINGS: Gameplay: 10 Music: 10 Story: 9.5 Horror: 10 _
INSIDE THE BRAIN’S PUZZLE BEFORE WE START: Inside is a Puzzle-Platform video game developed by Playdead and published on June 29, 2016. The game was completed 100% on Xbox Series X. BREAKING IN: Inside is an extremely linear title based on silent storytelling through the game's continuous animated backgrounds. The early gameplay stages do not differ much from what the player will encounter throughout the entirety of the story, allowing them to face any adversity from the beginning. Most of the mechanics are highly intuitive, thanks to the simplicity of the usable buttons, the jump and the grab. The dark and macabre setting of the story is easily discernible from the initial deaths, which are quite easy to come across due to the non-trivial difficulty of this title. OUT OF BODY EXPERIENCE: As mentioned earlier, with limited interaction buttons, Inside focuses on the complexity of its puzzles, which are almost always distinct from one another but interconnected enough to prevent the player from feeling disoriented. Some sections of the game are quite challenging to overcome without experiencing fatalities, but as it relies partially on trial and error, they never become frustrating or predictable, aided by a multitude of death animations. As the title suggests, the mechanic on which many puzzles revolve is the ability to control other humanoids by entering their bodies, utilized for both platforming sections and structured puzzles. In addition to the extremely linear story, there are several collectibles that lead to highly crafted secondary areas. FADING TO BLACK: Graphically, Inside blends a minimalistic style, employing flat colors and graphics, with a 3D approach characterized by a pronounced depth of field and rich details. The story is entirely conveyed through events in the background or foreground, with people interacting with the game environment or the player themselves, often pursuing them to capture. The background, therefore, is not merely a passive element to observe but always interactive with the current gameplay situation the player is trying to complete. THAT BARK: The audio component is relatively straightforward, with background soundtracks suitable for each passage. BUT WHY 8? PROS: The extreme simplicity of Inside is one of its defining characteristics, making it a relaxing and fast-paced game to play. Furthermore, the puzzles are never predictable or boring, nor too difficult or frustrating. Additionally, the story is as simple as it is effective. CONS: The lack of a noteworthy soundtrack is a significant drawback for such an authorial game, making certain areas feel rather bare and playable without audio with few issues and shortcomings. Additionally, at times, the game feels too linear, with levels that give a sense of déjà vu. RATINGS: Gameplay: 8.5 Music: 7 Story: 7 Puzzles: 8.5 _
INSIDE THE BRAIN’S PUZZLE BEFORE WE START: Inside is a Puzzle-Platform video game developed by Playdead and published on June 29, 2016. The game was completed 100% on Xbox Series X. BREAKING IN: Inside is an extremely linear title based on silent storytelling through the game's continuous animated backgrounds. The early gameplay stages do not differ much from what the player will encounter throughout the entirety of the story, allowing them to face any adversity from the beginning. Most of the mechanics are highly intuitive, thanks to the simplicity of the usable buttons, the jump and the grab. The dark and macabre setting of the story is easily discernible from the initial deaths, which are quite easy to come across due to the non-trivial difficulty of this title. OUT OF BODY EXPERIENCE: As mentioned earlier, with limited interaction buttons, Inside focuses on the complexity of its puzzles, which are almost always distinct from one another but interconnected enough to prevent the player from feeling disoriented. Some sections of the game are quite challenging to overcome without experiencing fatalities, but as it relies partially on trial and error, they never become frustrating or predictable, aided by a multitude of death animations. As the title suggests, the mechanic on which many puzzles revolve is the ability to control other humanoids by entering their bodies, utilized for both platforming sections and structured puzzles. In addition to the extremely linear story, there are several collectibles that lead to highly crafted secondary areas. FADING TO BLACK: Graphically, Inside blends a minimalistic style, employing flat colors and graphics, with a 3D approach characterized by a pronounced depth of field and rich details. The story is entirely conveyed through events in the background or foreground, with people interacting with the game environment or the player themselves, often pursuing them to capture. The background, therefore, is not merely a passive element to observe but always interactive with the current gameplay situation the player is trying to complete. THAT BARK: The audio component is relatively straightforward, with background soundtracks suitable for each passage. BUT WHY 8? PROS: The extreme simplicity of Inside is one of its defining characteristics, making it a relaxing and fast-paced game to play. Furthermore, the puzzles are never predictable or boring, nor too difficult or frustrating. Additionally, the story is as simple as it is effective. CONS: The lack of a noteworthy soundtrack is a significant drawback for such an authorial game, making certain areas feel rather bare and playable without audio with few issues and shortcomings. Additionally, at times, the game feels too linear, with levels that give a sense of déjà vu. RATINGS: Gameplay: 8.5 Music: 7 Story: 7 Puzzles: 8.5 _
INSIDE THE BRAIN’S PUZZLE BEFORE WE START: Inside is a Puzzle-Platform video game developed by Playdead and published on June 29, 2016. The game was completed 100% on Xbox Series X. BREAKING IN: Inside is an extremely linear title based on silent storytelling through the game's continuous animated backgrounds. The early gameplay stages do not differ much from what the player will encounter throughout the entirety of the story, allowing them to face any adversity from the beginning. Most of the mechanics are highly intuitive, thanks to the simplicity of the usable buttons, the jump and the grab. The dark and macabre setting of the story is easily discernible from the initial deaths, which are quite easy to come across due to the non-trivial difficulty of this title. OUT OF BODY EXPERIENCE: As mentioned earlier, with limited interaction buttons, Inside focuses on the complexity of its puzzles, which are almost always distinct from one another but interconnected enough to prevent the player from feeling disoriented. Some sections of the game are quite challenging to overcome without experiencing fatalities, but as it relies partially on trial and error, they never become frustrating or predictable, aided by a multitude of death animations. As the title suggests, the mechanic on which many puzzles revolve is the ability to control other humanoids by entering their bodies, utilized for both platforming sections and structured puzzles. In addition to the extremely linear story, there are several collectibles that lead to highly crafted secondary areas. FADING TO BLACK: Graphically, Inside blends a minimalistic style, employing flat colors and graphics, with a 3D approach characterized by a pronounced depth of field and rich details. The story is entirely conveyed through events in the background or foreground, with people interacting with the game environment or the player themselves, often pursuing them to capture. The background, therefore, is not merely a passive element to observe but always interactive with the current gameplay situation the player is trying to complete. THAT BARK: The audio component is relatively straightforward, with background soundtracks suitable for each passage. BUT WHY 8? PROS: The extreme simplicity of Inside is one of its defining characteristics, making it a relaxing and fast-paced game to play. Furthermore, the puzzles are never predictable or boring, nor too difficult or frustrating. Additionally, the story is as simple as it is effective. CONS: The lack of a noteworthy soundtrack is a significant drawback for such an authorial game, making certain areas feel rather bare and playable without audio with few issues and shortcomings. Additionally, at times, the game feels too linear, with levels that give a sense of déjà vu. RATINGS: Gameplay: 8.5 Music: 7 Story: 7 Puzzles: 8.5 _
INSIDE THE BRAIN’S PUZZLE BEFORE WE START: Inside is a Puzzle-Platform video game developed by Playdead and published on June 29, 2016. The game was completed 100% on Xbox Series X. BREAKING IN: Inside is an extremely linear title based on silent storytelling through the game's continuous animated backgrounds. The early gameplay stages do not differ much from what the player will encounter throughout the entirety of the story, allowing them to face any adversity from the beginning. Most of the mechanics are highly intuitive, thanks to the simplicity of the usable buttons, the jump and the grab. The dark and macabre setting of the story is easily discernible from the initial deaths, which are quite easy to come across due to the non-trivial difficulty of this title. OUT OF BODY EXPERIENCE: As mentioned earlier, with limited interaction buttons, Inside focuses on the complexity of its puzzles, which are almost always distinct from one another but interconnected enough to prevent the player from feeling disoriented. Some sections of the game are quite challenging to overcome without experiencing fatalities, but as it relies partially on trial and error, they never become frustrating or predictable, aided by a multitude of death animations. As the title suggests, the mechanic on which many puzzles revolve is the ability to control other humanoids by entering their bodies, utilized for both platforming sections and structured puzzles. In addition to the extremely linear story, there are several collectibles that lead to highly crafted secondary areas. FADING TO BLACK: Graphically, Inside blends a minimalistic style, employing flat colors and graphics, with a 3D approach characterized by a pronounced depth of field and rich details. The story is entirely conveyed through events in the background or foreground, with people interacting with the game environment or the player themselves, often pursuing them to capture. The background, therefore, is not merely a passive element to observe but always interactive with the current gameplay situation the player is trying to complete. THAT BARK: The audio component is relatively straightforward, with background soundtracks suitable for each passage. BUT WHY 8? PROS: The extreme simplicity of Inside is one of its defining characteristics, making it a relaxing and fast-paced game to play. Furthermore, the puzzles are never predictable or boring, nor too difficult or frustrating. Additionally, the story is as simple as it is effective. CONS: The lack of a noteworthy soundtrack is a significant drawback for such an authorial game, making certain areas feel rather bare and playable without audio with few issues and shortcomings. Additionally, at times, the game feels too linear, with levels that give a sense of déjà vu. RATINGS: Gameplay: 8.5 Music: 7 Story: 7 Puzzles: 8.5 _
GOOSEBUMPS BEFORE STARTING: Little Nightmares 2 was announced on February 10, 2021; developed by Tarsier Studios and published by Supermassive Games and Bandai Namco. The game was completed 100% on Xbox Series X, with additional graphical improvements compared to the old-gen version. TUNING THE TV: Little Nightmares 2 begins with a short scene depicting a long corridor with a closed door. The door bears the eye symbol from the first chapter, clearly hinting at the interconnection between the two games, establishing it from the start. In the following few seconds, the player finds themselves controlling a new little character, completely unknown, with a paper bag covering their face. This character doesn't seem to possess any special abilities and moves similarly to Six, the protagonist of the first Little Nightmares. The early stages of the game take place in a large, dark, and evidently inhabited forest. These areas serve as a way for the player to learn the various game mechanics in order to utilize them as soon as possible. ESCAPING FROM YOUR SHADOW: Little Nightmares 2 combines the simplicity of controls for the main character, including running, grabbing, stealthy walking, and calling, with the complexity and intricacy of puzzles present in different game environments. These puzzles continuously vary throughout the chapters and require strategy and reflexes from players, as well as a good level of stealth to avoid being discovered by enemies. The game is packed with chasing sequences, complex puzzles, enemies with different attack styles, and many platforming sections. The 5 chapters of the game are distinctly divided into completely different areas, each with at least one unique mechanic. Additionally, there are various collectibles ranging from huggable glitch children to wearable hats. It's worth noting the ability to choose which chapters to play. Fortunately, the presence of an allied artificial intelligence doesn't cause problems during stealth sections and manages to provide a sense of tranquility in the darkest levels. YELLOW FEAR: The art design of this game is stunning, with attention to detail in every aspect, in every moment of the game and in every situation. Each enemy has numerous unique animations based on player interaction. The variety of 3D models in this game is astonishing and, even though they are often repeated, they never give a sense of déjà vu. Furthermore, the attention to detail in the various rooms, which effectively tells a silent story to the player, is always delightful. Finally, the script is the game's highlight and is considered one of the best ever seen in the gaming landscape. STATIC SYMPHONY: The sound department of Little Nightmares 2 has significantly improved compared to the first title, with a much larger and memorable list of original music. The sound design is well executed in most situations, allowing the player to avoid hidden dangers or to tremble in their seat, hoping not to be caught. BUT WHY 9? PROS: Personally, Little Nightmares 2 is one of the most beautiful and touching horror adventures in the gaming world, with impeccable aesthetics and attention to detail that rival any AAA game. The addition of an ally definitely reduces the anxiety of solitude but adds an infinite number of fantastic interactions, along with the typical hand-in-hand running reminiscent of ICO for PlayStation 2. CONS: Beside some glitches, which are nearly unavoidable given the vast array of different mechanics, the game is almost perfect. The one detail that prevents it from reaching a 10 lies in the ending, which gives the impression of being rushed, possibly due to the impending release date. The final section of the game explains very little about the past and future world of the game and connects the two console titles in a somewhat hidden manner. Nevertheless, both games are still unforgettable gems. RATINGS: Gameplay: 10 Music: 9,5 Story: 8 Horror: 9,5 _
GOOSEBUMPS BEFORE STARTING: Little Nightmares 2 was announced on February 10, 2021; developed by Tarsier Studios and published by Supermassive Games and Bandai Namco. The game was completed 100% on Xbox Series X, with additional graphical improvements compared to the old-gen version. TUNING THE TV: Little Nightmares 2 begins with a short scene depicting a long corridor with a closed door. The door bears the eye symbol from the first chapter, clearly hinting at the interconnection between the two games, establishing it from the start. In the following few seconds, the player finds themselves controlling a new little character, completely unknown, with a paper bag covering their face. This character doesn't seem to possess any special abilities and moves similarly to Six, the protagonist of the first Little Nightmares. The early stages of the game take place in a large, dark, and evidently inhabited forest. These areas serve as a way for the player to learn the various game mechanics in order to utilize them as soon as possible. ESCAPING FROM YOUR SHADOW: Little Nightmares 2 combines the simplicity of controls for the main character, including running, grabbing, stealthy walking, and calling, with the complexity and intricacy of puzzles present in different game environments. These puzzles continuously vary throughout the chapters and require strategy and reflexes from players, as well as a good level of stealth to avoid being discovered by enemies. The game is packed with chasing sequences, complex puzzles, enemies with different attack styles, and many platforming sections. The 5 chapters of the game are distinctly divided into completely different areas, each with at least one unique mechanic. Additionally, there are various collectibles ranging from huggable glitch children to wearable hats. It's worth noting the ability to choose which chapters to play. Fortunately, the presence of an allied artificial intelligence doesn't cause problems during stealth sections and manages to provide a sense of tranquility in the darkest levels. YELLOW FEAR: The art design of this game is stunning, with attention to detail in every aspect, in every moment of the game and in every situation. Each enemy has numerous unique animations based on player interaction. The variety of 3D models in this game is astonishing and, even though they are often repeated, they never give a sense of déjà vu. Furthermore, the attention to detail in the various rooms, which effectively tells a silent story to the player, is always delightful. Finally, the script is the game's highlight and is considered one of the best ever seen in the gaming landscape. STATIC SYMPHONY: The sound department of Little Nightmares 2 has significantly improved compared to the first title, with a much larger and memorable list of original music. The sound design is well executed in most situations, allowing the player to avoid hidden dangers or to tremble in their seat, hoping not to be caught. BUT WHY 9? PROS: Personally, Little Nightmares 2 is one of the most beautiful and touching horror adventures in the gaming world, with impeccable aesthetics and attention to detail that rival any AAA game. The addition of an ally definitely reduces the anxiety of solitude but adds an infinite number of fantastic interactions, along with the typical hand-in-hand running reminiscent of ICO for PlayStation 2. CONS: Beside some glitches, which are nearly unavoidable given the vast array of different mechanics, the game is almost perfect. The one detail that prevents it from reaching a 10 lies in the ending, which gives the impression of being rushed, possibly due to the impending release date. The final section of the game explains very little about the past and future world of the game and connects the two console titles in a somewhat hidden manner. Nevertheless, both games are still unforgettable gems. RATINGS: Gameplay: 10 Music: 9,5 Story: 8 Horror: 9,5 _
GOOSEBUMPS BEFORE STARTING: Little Nightmares 2 was announced on February 10, 2021; developed by Tarsier Studios and published by Supermassive Games and Bandai Namco. The game was completed 100% on Xbox Series X, with additional graphical improvements compared to the old-gen version. TUNING THE TV: Little Nightmares 2 begins with a short scene depicting a long corridor with a closed door. The door bears the eye symbol from the first chapter, clearly hinting at the interconnection between the two games, establishing it from the start. In the following few seconds, the player finds themselves controlling a new little character, completely unknown, with a paper bag covering their face. This character doesn't seem to possess any special abilities and moves similarly to Six, the protagonist of the first Little Nightmares. The early stages of the game take place in a large, dark, and evidently inhabited forest. These areas serve as a way for the player to learn the various game mechanics in order to utilize them as soon as possible. ESCAPING FROM YOUR SHADOW: Little Nightmares 2 combines the simplicity of controls for the main character, including running, grabbing, stealthy walking, and calling, with the complexity and intricacy of puzzles present in different game environments. These puzzles continuously vary throughout the chapters and require strategy and reflexes from players, as well as a good level of stealth to avoid being discovered by enemies. The game is packed with chasing sequences, complex puzzles, enemies with different attack styles, and many platforming sections. The 5 chapters of the game are distinctly divided into completely different areas, each with at least one unique mechanic. Additionally, there are various collectibles ranging from huggable glitch children to wearable hats. It's worth noting the ability to choose which chapters to play. Fortunately, the presence of an allied artificial intelligence doesn't cause problems during stealth sections and manages to provide a sense of tranquility in the darkest levels. YELLOW FEAR: The art design of this game is stunning, with attention to detail in every aspect, in every moment of the game and in every situation. Each enemy has numerous unique animations based on player interaction. The variety of 3D models in this game is astonishing and, even though they are often repeated, they never give a sense of déjà vu. Furthermore, the attention to detail in the various rooms, which effectively tells a silent story to the player, is always delightful. Finally, the script is the game's highlight and is considered one of the best ever seen in the gaming landscape. STATIC SYMPHONY: The sound department of Little Nightmares 2 has significantly improved compared to the first title, with a much larger and memorable list of original music. The sound design is well executed in most situations, allowing the player to avoid hidden dangers or to tremble in their seat, hoping not to be caught. BUT WHY 9? PROS: Personally, Little Nightmares 2 is one of the most beautiful and touching horror adventures in the gaming world, with impeccable aesthetics and attention to detail that rival any AAA game. The addition of an ally definitely reduces the anxiety of solitude but adds an infinite number of fantastic interactions, along with the typical hand-in-hand running reminiscent of ICO for PlayStation 2. CONS: Beside some glitches, which are nearly unavoidable given the vast array of different mechanics, the game is almost perfect. The one detail that prevents it from reaching a 10 lies in the ending, which gives the impression of being rushed, possibly due to the impending release date. The final section of the game explains very little about the past and future world of the game and connects the two console titles in a somewhat hidden manner. Nevertheless, both games are still unforgettable gems. RATINGS: Gameplay: 10 Music: 9,5 Story: 8 Horror: 9,5 _
GOOSEBUMPS BEFORE STARTING: Little Nightmares 2 was announced on February 10, 2021; developed by Tarsier Studios and published by Supermassive Games and Bandai Namco. The game was completed 100% on Xbox Series X, with additional graphical improvements compared to the old-gen version. TUNING THE TV: Little Nightmares 2 begins with a short scene depicting a long corridor with a closed door. The door bears the eye symbol from the first chapter, clearly hinting at the interconnection between the two games, establishing it from the start. In the following few seconds, the player finds themselves controlling a new little character, completely unknown, with a paper bag covering their face. This character doesn't seem to possess any special abilities and moves similarly to Six, the protagonist of the first Little Nightmares. The early stages of the game take place in a large, dark, and evidently inhabited forest. These areas serve as a way for the player to learn the various game mechanics in order to utilize them as soon as possible. ESCAPING FROM YOUR SHADOW: Little Nightmares 2 combines the simplicity of controls for the main character, including running, grabbing, stealthy walking, and calling, with the complexity and intricacy of puzzles present in different game environments. These puzzles continuously vary throughout the chapters and require strategy and reflexes from players, as well as a good level of stealth to avoid being discovered by enemies. The game is packed with chasing sequences, complex puzzles, enemies with different attack styles, and many platforming sections. The 5 chapters of the game are distinctly divided into completely different areas, each with at least one unique mechanic. Additionally, there are various collectibles ranging from huggable glitch children to wearable hats. It's worth noting the ability to choose which chapters to play. Fortunately, the presence of an allied artificial intelligence doesn't cause problems during stealth sections and manages to provide a sense of tranquility in the darkest levels. YELLOW FEAR: The art design of this game is stunning, with attention to detail in every aspect, in every moment of the game and in every situation. Each enemy has numerous unique animations based on player interaction. The variety of 3D models in this game is astonishing and, even though they are often repeated, they never give a sense of déjà vu. Furthermore, the attention to detail in the various rooms, which effectively tells a silent story to the player, is always delightful. Finally, the script is the game's highlight and is considered one of the best ever seen in the gaming landscape. STATIC SYMPHONY: The sound department of Little Nightmares 2 has significantly improved compared to the first title, with a much larger and memorable list of original music. The sound design is well executed in most situations, allowing the player to avoid hidden dangers or to tremble in their seat, hoping not to be caught. BUT WHY 9? PROS: Personally, Little Nightmares 2 is one of the most beautiful and touching horror adventures in the gaming world, with impeccable aesthetics and attention to detail that rival any AAA game. The addition of an ally definitely reduces the anxiety of solitude but adds an infinite number of fantastic interactions, along with the typical hand-in-hand running reminiscent of ICO for PlayStation 2. CONS: Beside some glitches, which are nearly unavoidable given the vast array of different mechanics, the game is almost perfect. The one detail that prevents it from reaching a 10 lies in the ending, which gives the impression of being rushed, possibly due to the impending release date. The final section of the game explains very little about the past and future world of the game and connects the two console titles in a somewhat hidden manner. Nevertheless, both games are still unforgettable gems. RATINGS: Gameplay: 10 Music: 9,5 Story: 8 Horror: 9,5 _
GOOSEBUMPS BEFORE STARTING: Little Nightmares 2 was announced on February 10, 2021; developed by Tarsier Studios and published by Supermassive Games and Bandai Namco. The game was completed 100% on Xbox Series X, with additional graphical improvements compared to the old-gen version. TUNING THE TV: Little Nightmares 2 begins with a short scene depicting a long corridor with a closed door. The door bears the eye symbol from the first chapter, clearly hinting at the interconnection between the two games, establishing it from the start. In the following few seconds, the player finds themselves controlling a new little character, completely unknown, with a paper bag covering their face. This character doesn't seem to possess any special abilities and moves similarly to Six, the protagonist of the first Little Nightmares. The early stages of the game take place in a large, dark, and evidently inhabited forest. These areas serve as a way for the player to learn the various game mechanics in order to utilize them as soon as possible. ESCAPING FROM YOUR SHADOW: Little Nightmares 2 combines the simplicity of controls for the main character, including running, grabbing, stealthy walking, and calling, with the complexity and intricacy of puzzles present in different game environments. These puzzles continuously vary throughout the chapters and require strategy and reflexes from players, as well as a good level of stealth to avoid being discovered by enemies. The game is packed with chasing sequences, complex puzzles, enemies with different attack styles, and many platforming sections. The 5 chapters of the game are distinctly divided into completely different areas, each with at least one unique mechanic. Additionally, there are various collectibles ranging from huggable glitch children to wearable hats. It's worth noting the ability to choose which chapters to play. Fortunately, the presence of an allied artificial intelligence doesn't cause problems during stealth sections and manages to provide a sense of tranquility in the darkest levels. YELLOW FEAR: The art design of this game is stunning, with attention to detail in every aspect, in every moment of the game and in every situation. Each enemy has numerous unique animations based on player interaction. The variety of 3D models in this game is astonishing and, even though they are often repeated, they never give a sense of déjà vu. Furthermore, the attention to detail in the various rooms, which effectively tells a silent story to the player, is always delightful. Finally, the script is the game's highlight and is considered one of the best ever seen in the gaming landscape. STATIC SYMPHONY: The sound department of Little Nightmares 2 has significantly improved compared to the first title, with a much larger and memorable list of original music. The sound design is well executed in most situations, allowing the player to avoid hidden dangers or to tremble in their seat, hoping not to be caught. BUT WHY 9? PROS: Personally, Little Nightmares 2 is one of the most beautiful and touching horror adventures in the gaming world, with impeccable aesthetics and attention to detail that rival any AAA game. The addition of an ally definitely reduces the anxiety of solitude but adds an infinite number of fantastic interactions, along with the typical hand-in-hand running reminiscent of ICO for PlayStation 2. CONS: Beside some glitches, which are nearly unavoidable given the vast array of different mechanics, the game is almost perfect. The one detail that prevents it from reaching a 10 lies in the ending, which gives the impression of being rushed, possibly due to the impending release date. The final section of the game explains very little about the past and future world of the game and connects the two console titles in a somewhat hidden manner. Nevertheless, both games are still unforgettable gems. RATINGS: Gameplay: 10 Music: 9,5 Story: 8 Horror: 9,5 _
GOOSEBUMPS BEFORE STARTING: Little Nightmares 2 was announced on February 10, 2021; developed by Tarsier Studios and published by Supermassive Games and Bandai Namco. The game was completed 100% on Xbox Series X, with additional graphical improvements compared to the old-gen version. TUNING THE TV: Little Nightmares 2 begins with a short scene depicting a long corridor with a closed door. The door bears the eye symbol from the first chapter, clearly hinting at the interconnection between the two games, establishing it from the start. In the following few seconds, the player finds themselves controlling a new little character, completely unknown, with a paper bag covering their face. This character doesn't seem to possess any special abilities and moves similarly to Six, the protagonist of the first Little Nightmares. The early stages of the game take place in a large, dark, and evidently inhabited forest. These areas serve as a way for the player to learn the various game mechanics in order to utilize them as soon as possible. ESCAPING FROM YOUR SHADOW: Little Nightmares 2 combines the simplicity of controls for the main character, including running, grabbing, stealthy walking, and calling, with the complexity and intricacy of puzzles present in different game environments. These puzzles continuously vary throughout the chapters and require strategy and reflexes from players, as well as a good level of stealth to avoid being discovered by enemies. The game is packed with chasing sequences, complex puzzles, enemies with different attack styles, and many platforming sections. The 5 chapters of the game are distinctly divided into completely different areas, each with at least one unique mechanic. Additionally, there are various collectibles ranging from huggable glitch children to wearable hats. It's worth noting the ability to choose which chapters to play. Fortunately, the presence of an allied artificial intelligence doesn't cause problems during stealth sections and manages to provide a sense of tranquility in the darkest levels. YELLOW FEAR: The art design of this game is stunning, with attention to detail in every aspect, in every moment of the game and in every situation. Each enemy has numerous unique animations based on player interaction. The variety of 3D models in this game is astonishing and, even though they are often repeated, they never give a sense of déjà vu. Furthermore, the attention to detail in the various rooms, which effectively tells a silent story to the player, is always delightful. Finally, the script is the game's highlight and is considered one of the best ever seen in the gaming landscape. STATIC SYMPHONY: The sound department of Little Nightmares 2 has significantly improved compared to the first title, with a much larger and memorable list of original music. The sound design is well executed in most situations, allowing the player to avoid hidden dangers or to tremble in their seat, hoping not to be caught. BUT WHY 9? PROS: Personally, Little Nightmares 2 is one of the most beautiful and touching horror adventures in the gaming world, with impeccable aesthetics and attention to detail that rival any AAA game. The addition of an ally definitely reduces the anxiety of solitude but adds an infinite number of fantastic interactions, along with the typical hand-in-hand running reminiscent of ICO for PlayStation 2. CONS: Beside some glitches, which are nearly unavoidable given the vast array of different mechanics, the game is almost perfect. The one detail that prevents it from reaching a 10 lies in the ending, which gives the impression of being rushed, possibly due to the impending release date. The final section of the game explains very little about the past and future world of the game and connects the two console titles in a somewhat hidden manner. Nevertheless, both games are still unforgettable gems. RATINGS: Gameplay: 10 Music: 9,5 Story: 8 Horror: 9,5 _
GOOSEBUMPS BEFORE STARTING: Little Nightmares 2 was announced on February 10, 2021; developed by Tarsier Studios and published by Supermassive Games and Bandai Namco. The game was completed 100% on Xbox Series X, with additional graphical improvements compared to the old-gen version. TUNING THE TV: Little Nightmares 2 begins with a short scene depicting a long corridor with a closed door. The door bears the eye symbol from the first chapter, clearly hinting at the interconnection between the two games, establishing it from the start. In the following few seconds, the player finds themselves controlling a new little character, completely unknown, with a paper bag covering their face. This character doesn't seem to possess any special abilities and moves similarly to Six, the protagonist of the first Little Nightmares. The early stages of the game take place in a large, dark, and evidently inhabited forest. These areas serve as a way for the player to learn the various game mechanics in order to utilize them as soon as possible. ESCAPING FROM YOUR SHADOW: Little Nightmares 2 combines the simplicity of controls for the main character, including running, grabbing, stealthy walking, and calling, with the complexity and intricacy of puzzles present in different game environments. These puzzles continuously vary throughout the chapters and require strategy and reflexes from players, as well as a good level of stealth to avoid being discovered by enemies. The game is packed with chasing sequences, complex puzzles, enemies with different attack styles, and many platforming sections. The 5 chapters of the game are distinctly divided into completely different areas, each with at least one unique mechanic. Additionally, there are various collectibles ranging from huggable glitch children to wearable hats. It's worth noting the ability to choose which chapters to play. Fortunately, the presence of an allied artificial intelligence doesn't cause problems during stealth sections and manages to provide a sense of tranquility in the darkest levels. YELLOW FEAR: The art design of this game is stunning, with attention to detail in every aspect, in every moment of the game and in every situation. Each enemy has numerous unique animations based on player interaction. The variety of 3D models in this game is astonishing and, even though they are often repeated, they never give a sense of déjà vu. Furthermore, the attention to detail in the various rooms, which effectively tells a silent story to the player, is always delightful. Finally, the script is the game's highlight and is considered one of the best ever seen in the gaming landscape. STATIC SYMPHONY: The sound department of Little Nightmares 2 has significantly improved compared to the first title, with a much larger and memorable list of original music. The sound design is well executed in most situations, allowing the player to avoid hidden dangers or to tremble in their seat, hoping not to be caught. BUT WHY 9? PROS: Personally, Little Nightmares 2 is one of the most beautiful and touching horror adventures in the gaming world, with impeccable aesthetics and attention to detail that rival any AAA game. The addition of an ally definitely reduces the anxiety of solitude but adds an infinite number of fantastic interactions, along with the typical hand-in-hand running reminiscent of ICO for PlayStation 2. CONS: Beside some glitches, which are nearly unavoidable given the vast array of different mechanics, the game is almost perfect. The one detail that prevents it from reaching a 10 lies in the ending, which gives the impression of being rushed, possibly due to the impending release date. The final section of the game explains very little about the past and future world of the game and connects the two console titles in a somewhat hidden manner. Nevertheless, both games are still unforgettable gems. RATINGS: Gameplay: 10 Music: 9,5 Story: 8 Horror: 9,5 _
IMMORTAL OAK INTRODUCTION: Ori and the Will of the Wisps was developed by Moon Studios and released in March 2020. As the sequel to Ori and the Blind Forest, it boasts improvements in all aspects, both technically and creatively, enhancing the beauty of an already excellent title. The game has been fully completed at 100%. FIRST STEPS: The introduction of Ori and the Will of the Wisps consists of short playable sequences interspersed with scenes illustrating the growth of Ori and Ku, the young owl born after the events of the first chapter. These scenes provide information about the characters of Ori and Ku for those who haven't played the first game and showcase their development for those who have. Moreover, the small movement phases give players a taste of what the gameplay will be like throughout the game. Once the introductory sequence is completed, the player finds themselves alone, fighting the corruption that afflicts the forest of Niwen, and a good set of skills is essential to survive and progress in the story. Finally, during the save creation, players can select the difficulty level, which is divided into three stages, with pretty huge gaps. ESCAPING FROM "THINGS": The gameplay of Ori and the Will of the Wisps is that of a pure Metroidvania, a genre based on the progression of the game map through power-ups found at different points in the story. This ensures that players have several hours of exploration to overcome previously inaccessible paths. Additionally, the gameplay is fast-paced and frenetic thanks to various obtainable dashes. Like the first game, there will be various power-ups, with at least one in each game area, allowing players to explore hidden portions of the map. However, this second installment adds several complexities not present in the first one, incorporating more distinct RPG elements. Players can equip up to 3 usable abilities with different effects, both for combat and exploration. These abilities can be freely swapped at any time without cost, and the game freezes to simplify this exchange. There are also several equipable perks available from the pause menu, which provide effective buffs to Ori's combat skills or sustenance. Passive upgrades that unlock through game progression are also present. A hub with various interactable NPCs has been introduced, useful for purchasing and upgrading the aforementioned abilities. It is also designed to accommodate different secondary quests that provide in-game currency, damage and sustenance upgrades, as well as further development of the game's storyline. One of the most appreciated mechanics from the first game, the enemy chase scenes, has been multiplied and greatly improved, adding exciting variety to the gameplay. Finally, true bosses with unique mechanics and designs have been added. THE RADIANCE: The most impressive and carefully crafted aspect of this game is undoubtedly its graphics and the aesthetics of its game world. Every detail, be it animations, backgrounds, cutscenes, or enemies, is meticulously designed. In each game environment, players can pause to admire the background and discover an infinite number of details. The use of colors to evoke certain sensations is carefully crafted, with darker and gloomier areas adorned with vibrant colors to provide a sense of tranquility for players, and tranquil areas where formidable enemies lurk, easily predictable thanks to the game map's design. The menus themselves reveal the passion with which this game was developed, with drawings and illustrations that update during gameplay in response to encountered events. The addition of three-dimensional cutscenes further showcases the studio's skill in pushing their boundaries, bringing to life an astonishing title like this. THE CALL OF THE FOREST: The soundtrack of this game is impressive and surpasses that of its predecessor, incorporating different styles and evolving the ones already used. The attention to sound effects perfectly complements what has been described for the aesthetic aspect. BUT WHY A 9? PROS: The merits of this game are so numerous that they are indescribable in such few characters. This is one of those reasons to purchase a console, as it was exclusive for years. It is an almost flawless title that reaches aesthetic levels capable of setting a very high bar in the 2D platforming landscape. CONS: The drawbacks are extremely limited. They could be the limited number of different enemies or the potential bugs that can be encountered. The lack of a true endgame area, present in the first game, can also be considered a con. Additionally, the inspiration from Hollow Knight could be seen as a downside since various features, such as the amulets, are clearly influenced. Lastly, due to the game's frenetic pace, combat can often become chaotic and it is easy to take damage without realizing it. RATING: Gameplay: 9,5 Music: 9,5 Story: 8,5 Exploration: 9,5 _
IMMORTAL OAK INTRODUCTION: Ori and the Will of the Wisps was developed by Moon Studios and released in March 2020. As the sequel to Ori and the Blind Forest, it boasts improvements in all aspects, both technically and creatively, enhancing the beauty of an already excellent title. The game has been fully completed at 100%. FIRST STEPS: The introduction of Ori and the Will of the Wisps consists of short playable sequences interspersed with scenes illustrating the growth of Ori and Ku, the young owl born after the events of the first chapter. These scenes provide information about the characters of Ori and Ku for those who haven't played the first game and showcase their development for those who have. Moreover, the small movement phases give players a taste of what the gameplay will be like throughout the game. Once the introductory sequence is completed, the player finds themselves alone, fighting the corruption that afflicts the forest of Niwen, and a good set of skills is essential to survive and progress in the story. Finally, during the save creation, players can select the difficulty level, which is divided into three stages, with pretty huge gaps. ESCAPING FROM "THINGS": The gameplay of Ori and the Will of the Wisps is that of a pure Metroidvania, a genre based on the progression of the game map through power-ups found at different points in the story. This ensures that players have several hours of exploration to overcome previously inaccessible paths. Additionally, the gameplay is fast-paced and frenetic thanks to various obtainable dashes. Like the first game, there will be various power-ups, with at least one in each game area, allowing players to explore hidden portions of the map. However, this second installment adds several complexities not present in the first one, incorporating more distinct RPG elements. Players can equip up to 3 usable abilities with different effects, both for combat and exploration. These abilities can be freely swapped at any time without cost, and the game freezes to simplify this exchange. There are also several equipable perks available from the pause menu, which provide effective buffs to Ori's combat skills or sustenance. Passive upgrades that unlock through game progression are also present. A hub with various interactable NPCs has been introduced, useful for purchasing and upgrading the aforementioned abilities. It is also designed to accommodate different secondary quests that provide in-game currency, damage and sustenance upgrades, as well as further development of the game's storyline. One of the most appreciated mechanics from the first game, the enemy chase scenes, has been multiplied and greatly improved, adding exciting variety to the gameplay. Finally, true bosses with unique mechanics and designs have been added. THE RADIANCE: The most impressive and carefully crafted aspect of this game is undoubtedly its graphics and the aesthetics of its game world. Every detail, be it animations, backgrounds, cutscenes, or enemies, is meticulously designed. In each game environment, players can pause to admire the background and discover an infinite number of details. The use of colors to evoke certain sensations is carefully crafted, with darker and gloomier areas adorned with vibrant colors to provide a sense of tranquility for players, and tranquil areas where formidable enemies lurk, easily predictable thanks to the game map's design. The menus themselves reveal the passion with which this game was developed, with drawings and illustrations that update during gameplay in response to encountered events. The addition of three-dimensional cutscenes further showcases the studio's skill in pushing their boundaries, bringing to life an astonishing title like this. THE CALL OF THE FOREST: The soundtrack of this game is impressive and surpasses that of its predecessor, incorporating different styles and evolving the ones already used. The attention to sound effects perfectly complements what has been described for the aesthetic aspect. BUT WHY A 9? PROS: The merits of this game are so numerous that they are indescribable in such few characters. This is one of those reasons to purchase a console, as it was exclusive for years. It is an almost flawless title that reaches aesthetic levels capable of setting a very high bar in the 2D platforming landscape. CONS: The drawbacks are extremely limited. They could be the limited number of different enemies or the potential bugs that can be encountered. The lack of a true endgame area, present in the first game, can also be considered a con. Additionally, the inspiration from Hollow Knight could be seen as a downside since various features, such as the amulets, are clearly influenced. Lastly, due to the game's frenetic pace, combat can often become chaotic and it is easy to take damage without realizing it. RATING: Gameplay: 9,5 Music: 9,5 Story: 8,5 Exploration: 9,5 _
IMMORTAL OAK INTRODUCTION: Ori and the Will of the Wisps was developed by Moon Studios and released in March 2020. As the sequel to Ori and the Blind Forest, it boasts improvements in all aspects, both technically and creatively, enhancing the beauty of an already excellent title. The game has been fully completed at 100%. FIRST STEPS: The introduction of Ori and the Will of the Wisps consists of short playable sequences interspersed with scenes illustrating the growth of Ori and Ku, the young owl born after the events of the first chapter. These scenes provide information about the characters of Ori and Ku for those who haven't played the first game and showcase their development for those who have. Moreover, the small movement phases give players a taste of what the gameplay will be like throughout the game. Once the introductory sequence is completed, the player finds themselves alone, fighting the corruption that afflicts the forest of Niwen, and a good set of skills is essential to survive and progress in the story. Finally, during the save creation, players can select the difficulty level, which is divided into three stages, with pretty huge gaps. ESCAPING FROM "THINGS": The gameplay of Ori and the Will of the Wisps is that of a pure Metroidvania, a genre based on the progression of the game map through power-ups found at different points in the story. This ensures that players have several hours of exploration to overcome previously inaccessible paths. Additionally, the gameplay is fast-paced and frenetic thanks to various obtainable dashes. Like the first game, there will be various power-ups, with at least one in each game area, allowing players to explore hidden portions of the map. However, this second installment adds several complexities not present in the first one, incorporating more distinct RPG elements. Players can equip up to 3 usable abilities with different effects, both for combat and exploration. These abilities can be freely swapped at any time without cost, and the game freezes to simplify this exchange. There are also several equipable perks available from the pause menu, which provide effective buffs to Ori's combat skills or sustenance. Passive upgrades that unlock through game progression are also present. A hub with various interactable NPCs has been introduced, useful for purchasing and upgrading the aforementioned abilities. It is also designed to accommodate different secondary quests that provide in-game currency, damage and sustenance upgrades, as well as further development of the game's storyline. One of the most appreciated mechanics from the first game, the enemy chase scenes, has been multiplied and greatly improved, adding exciting variety to the gameplay. Finally, true bosses with unique mechanics and designs have been added. THE RADIANCE: The most impressive and carefully crafted aspect of this game is undoubtedly its graphics and the aesthetics of its game world. Every detail, be it animations, backgrounds, cutscenes, or enemies, is meticulously designed. In each game environment, players can pause to admire the background and discover an infinite number of details. The use of colors to evoke certain sensations is carefully crafted, with darker and gloomier areas adorned with vibrant colors to provide a sense of tranquility for players, and tranquil areas where formidable enemies lurk, easily predictable thanks to the game map's design. The menus themselves reveal the passion with which this game was developed, with drawings and illustrations that update during gameplay in response to encountered events. The addition of three-dimensional cutscenes further showcases the studio's skill in pushing their boundaries, bringing to life an astonishing title like this. THE CALL OF THE FOREST: The soundtrack of this game is impressive and surpasses that of its predecessor, incorporating different styles and evolving the ones already used. The attention to sound effects perfectly complements what has been described for the aesthetic aspect. BUT WHY A 9? PROS: The merits of this game are so numerous that they are indescribable in such few characters. This is one of those reasons to purchase a console, as it was exclusive for years. It is an almost flawless title that reaches aesthetic levels capable of setting a very high bar in the 2D platforming landscape. CONS: The drawbacks are extremely limited. They could be the limited number of different enemies or the potential bugs that can be encountered. The lack of a true endgame area, present in the first game, can also be considered a con. Additionally, the inspiration from Hollow Knight could be seen as a downside since various features, such as the amulets, are clearly influenced. Lastly, due to the game's frenetic pace, combat can often become chaotic and it is easy to take damage without realizing it. RATING: Gameplay: 9,5 Music: 9,5 Story: 8,5 Exploration: 9,5 _
IMMORTAL OAK INTRODUCTION: Ori and the Will of the Wisps was developed by Moon Studios and released in March 2020. As the sequel to Ori and the Blind Forest, it boasts improvements in all aspects, both technically and creatively, enhancing the beauty of an already excellent title. The game has been fully completed at 100%. FIRST STEPS: The introduction of Ori and the Will of the Wisps consists of short playable sequences interspersed with scenes illustrating the growth of Ori and Ku, the young owl born after the events of the first chapter. These scenes provide information about the characters of Ori and Ku for those who haven't played the first game and showcase their development for those who have. Moreover, the small movement phases give players a taste of what the gameplay will be like throughout the game. Once the introductory sequence is completed, the player finds themselves alone, fighting the corruption that afflicts the forest of Niwen, and a good set of skills is essential to survive and progress in the story. Finally, during the save creation, players can select the difficulty level, which is divided into three stages, with pretty huge gaps. ESCAPING FROM "THINGS": The gameplay of Ori and the Will of the Wisps is that of a pure Metroidvania, a genre based on the progression of the game map through power-ups found at different points in the story. This ensures that players have several hours of exploration to overcome previously inaccessible paths. Additionally, the gameplay is fast-paced and frenetic thanks to various obtainable dashes. Like the first game, there will be various power-ups, with at least one in each game area, allowing players to explore hidden portions of the map. However, this second installment adds several complexities not present in the first one, incorporating more distinct RPG elements. Players can equip up to 3 usable abilities with different effects, both for combat and exploration. These abilities can be freely swapped at any time without cost, and the game freezes to simplify this exchange. There are also several equipable perks available from the pause menu, which provide effective buffs to Ori's combat skills or sustenance. Passive upgrades that unlock through game progression are also present. A hub with various interactable NPCs has been introduced, useful for purchasing and upgrading the aforementioned abilities. It is also designed to accommodate different secondary quests that provide in-game currency, damage and sustenance upgrades, as well as further development of the game's storyline. One of the most appreciated mechanics from the first game, the enemy chase scenes, has been multiplied and greatly improved, adding exciting variety to the gameplay. Finally, true bosses with unique mechanics and designs have been added. THE RADIANCE: The most impressive and carefully crafted aspect of this game is undoubtedly its graphics and the aesthetics of its game world. Every detail, be it animations, backgrounds, cutscenes, or enemies, is meticulously designed. In each game environment, players can pause to admire the background and discover an infinite number of details. The use of colors to evoke certain sensations is carefully crafted, with darker and gloomier areas adorned with vibrant colors to provide a sense of tranquility for players, and tranquil areas where formidable enemies lurk, easily predictable thanks to the game map's design. The menus themselves reveal the passion with which this game was developed, with drawings and illustrations that update during gameplay in response to encountered events. The addition of three-dimensional cutscenes further showcases the studio's skill in pushing their boundaries, bringing to life an astonishing title like this. THE CALL OF THE FOREST: The soundtrack of this game is impressive and surpasses that of its predecessor, incorporating different styles and evolving the ones already used. The attention to sound effects perfectly complements what has been described for the aesthetic aspect. BUT WHY A 9? PROS: The merits of this game are so numerous that they are indescribable in such few characters. This is one of those reasons to purchase a console, as it was exclusive for years. It is an almost flawless title that reaches aesthetic levels capable of setting a very high bar in the 2D platforming landscape. CONS: The drawbacks are extremely limited. They could be the limited number of different enemies or the potential bugs that can be encountered. The lack of a true endgame area, present in the first game, can also be considered a con. Additionally, the inspiration from Hollow Knight could be seen as a downside since various features, such as the amulets, are clearly influenced. Lastly, due to the game's frenetic pace, combat can often become chaotic and it is easy to take damage without realizing it. RATING: Gameplay: 9,5 Music: 9,5 Story: 8,5 Exploration: 9,5 _
A MORTAL MASTERPIECE BEFORE WE BEGIN: Grim Fandango Remastered was originally developed by LucasArts, remastered and financed by Double Fine, and released in 2015. It brings back several noteworthy graphical improvements from the original title dating back to 1998. The game is 100% complete in its pc version. DEAD, UNDEAD: The introduction to the game's plot is extremely straightforward and crystal clear. The superb quality of art direction that this title has to offer is already underscored by the extremely creative LucasArts and Double Fine logos alone, which always take the style of the reference game and change from time to time. Thanks to the introductory cutscene, the player is immediately able to understand everything that revolves around the protagonist Manny Calavera, a death travel agent dedicated to earning enough to reach the ninth afterlife. As soon as the movie ends, the player finds himself with a fresh assignment to fulfill and can begin his work immediately. The first thing that jumps out at you, or rather, that does not jump out at you is the lack of a HUD, this is because throughout the game it will be the player's job to unearth the interacting objects, making the adventure more interactive and surprising. PURSUING DEATH: The game gameplay is that of a typical early 2000s graphic adventure, with a focus by the developers to move away from what was the usual point-and-click of that era. The Remastered version then made it possible to use the mouse, which was originally blocked. As mentioned above, one of the main features of Grim Fandango is that it does not have any always-on HUD. Like other graphic adventures, there is an inventory of possessed objects and a menu of interactions with objects set up on the map, but unlike other LucasArts titles it is not possible to join possessed objects together. The additional mother feature is, of course, the puzzles. They are varied and almost always require the ingenuity of the player. Some of them, however, rely far too much on dialogue between the various characters. This becomes a problem given the inability to listen to some of them several times, making the solution of the riddles almost impossible to understand and causing them to expire at a mere use of all available options. This forces the player to wander the map in search of often nonexistent solutions. The game plot turns out to be extremely varied. It spans four years where Manny will accomplish various tasks, with numerous intrigues to be solved, both work-related and emotional. DEADLY GOOD: Grim Fandango's graphics, whether original or remastered, are certainly one of its focal points. It still manages to be stunning to this day, with extremely detailed and inspired models. Thanks to meticulous techniques put in place by the development team, many of the models turn out to be well-defined and far superior to those out there. The atmosphere that the art in this game manages to create is unmatched, with styles of Mexican folklore combined with the noire of mystery movies. Of course, the animations belong to that era and have remained untouched in its remastered version, so as not to spoil the authors' original tone. Moreover, the variety of environments, always different throughout the journey, grants a style that is always original and never predictable. The conception of the style and the studies that led to its development are noticeable from the minuteness of the details ranging from the backgrounds to the characters' expressions, from their characterization to the interwoven and branching story; all of which led to the creation of this majestic composition. THE NINTH NOTE: The music side perfectly accompanies what was described in the chapter above. The extremely inspired soundtrack goes to perfectly enhance every environment and scene in the game, as well as catalyze the setting of the noir style. Finally, an incredibly noteworthy point is that of the voice acting, which is excellent in its English language but reaches one of its highest peaks ever seen in a video game in its Italian version, which takes advantage of the numerous presence of dialects to give additional characterization to the characters. BUT WHY 9? PROS: Grim Fandango is for sure one of those games that once played is hard to forget. The number of positive points is staggering. It is certain that it remains a unique product of its kind but more importantly a game that borders on narrative and illustrative perfection. CONS: The real negative point is added by the remastering of the game, which, while adding a myriad of technical and graphical fixes, goes on to create a variety of bugs that are capable of completely breaking the game. Between those that delete game saves, those that completely lock the player out, and those that create amusing graphical glitches, it is almost impossible not to encounter any of them. RATING Gameplay: 8 Music: 9,5 Story: 10 Puzzle: 8 _
A MORTAL MASTERPIECE BEFORE WE BEGIN: Grim Fandango Remastered was originally developed by LucasArts, remastered and financed by Double Fine, and released in 2015. It brings back several noteworthy graphical improvements from the original title dating back to 1998. The game is 100% complete in its pc version. DEAD, UNDEAD: The introduction to the game's plot is extremely straightforward and crystal clear. The superb quality of art direction that this title has to offer is already underscored by the extremely creative LucasArts and Double Fine logos alone, which always take the style of the reference game and change from time to time. Thanks to the introductory cutscene, the player is immediately able to understand everything that revolves around the protagonist Manny Calavera, a death travel agent dedicated to earning enough to reach the ninth afterlife. As soon as the movie ends, the player finds himself with a fresh assignment to fulfill and can begin his work immediately. The first thing that jumps out at you, or rather, that does not jump out at you is the lack of a HUD, this is because throughout the game it will be the player's job to unearth the interacting objects, making the adventure more interactive and surprising. PURSUING DEATH: The game gameplay is that of a typical early 2000s graphic adventure, with a focus by the developers to move away from what was the usual point-and-click of that era. The Remastered version then made it possible to use the mouse, which was originally blocked. As mentioned above, one of the main features of Grim Fandango is that it does not have any always-on HUD. Like other graphic adventures, there is an inventory of possessed objects and a menu of interactions with objects set up on the map, but unlike other LucasArts titles it is not possible to join possessed objects together. The additional mother feature is, of course, the puzzles. They are varied and almost always require the ingenuity of the player. Some of them, however, rely far too much on dialogue between the various characters. This becomes a problem given the inability to listen to some of them several times, making the solution of the riddles almost impossible to understand and causing them to expire at a mere use of all available options. This forces the player to wander the map in search of often nonexistent solutions. The game plot turns out to be extremely varied. It spans four years where Manny will accomplish various tasks, with numerous intrigues to be solved, both work-related and emotional. DEADLY GOOD: Grim Fandango's graphics, whether original or remastered, are certainly one of its focal points. It still manages to be stunning to this day, with extremely detailed and inspired models. Thanks to meticulous techniques put in place by the development team, many of the models turn out to be well-defined and far superior to those out there. The atmosphere that the art in this game manages to create is unmatched, with styles of Mexican folklore combined with the noire of mystery movies. Of course, the animations belong to that era and have remained untouched in its remastered version, so as not to spoil the authors' original tone. Moreover, the variety of environments, always different throughout the journey, grants a style that is always original and never predictable. The conception of the style and the studies that led to its development are noticeable from the minuteness of the details ranging from the backgrounds to the characters' expressions, from their characterization to the interwoven and branching story; all of which led to the creation of this majestic composition. THE NINTH NOTE: The music side perfectly accompanies what was described in the chapter above. The extremely inspired soundtrack goes to perfectly enhance every environment and scene in the game, as well as catalyze the setting of the noir style. Finally, an incredibly noteworthy point is that of the voice acting, which is excellent in its English language but reaches one of its highest peaks ever seen in a video game in its Italian version, which takes advantage of the numerous presence of dialects to give additional characterization to the characters. BUT WHY 9? PROS: Grim Fandango is for sure one of those games that once played is hard to forget. The number of positive points is staggering. It is certain that it remains a unique product of its kind but more importantly a game that borders on narrative and illustrative perfection. CONS: The real negative point is added by the remastering of the game, which, while adding a myriad of technical and graphical fixes, goes on to create a variety of bugs that are capable of completely breaking the game. Between those that delete game saves, those that completely lock the player out, and those that create amusing graphical glitches, it is almost impossible not to encounter any of them. RATING Gameplay: 8 Music: 9,5 Story: 10 Puzzle: 8 _
A MORTAL MASTERPIECE BEFORE WE BEGIN: Grim Fandango Remastered was originally developed by LucasArts, remastered and financed by Double Fine, and released in 2015. It brings back several noteworthy graphical improvements from the original title dating back to 1998. The game is 100% complete in its pc version. DEAD, UNDEAD: The introduction to the game's plot is extremely straightforward and crystal clear. The superb quality of art direction that this title has to offer is already underscored by the extremely creative LucasArts and Double Fine logos alone, which always take the style of the reference game and change from time to time. Thanks to the introductory cutscene, the player is immediately able to understand everything that revolves around the protagonist Manny Calavera, a death travel agent dedicated to earning enough to reach the ninth afterlife. As soon as the movie ends, the player finds himself with a fresh assignment to fulfill and can begin his work immediately. The first thing that jumps out at you, or rather, that does not jump out at you is the lack of a HUD, this is because throughout the game it will be the player's job to unearth the interacting objects, making the adventure more interactive and surprising. PURSUING DEATH: The game gameplay is that of a typical early 2000s graphic adventure, with a focus by the developers to move away from what was the usual point-and-click of that era. The Remastered version then made it possible to use the mouse, which was originally blocked. As mentioned above, one of the main features of Grim Fandango is that it does not have any always-on HUD. Like other graphic adventures, there is an inventory of possessed objects and a menu of interactions with objects set up on the map, but unlike other LucasArts titles it is not possible to join possessed objects together. The additional mother feature is, of course, the puzzles. They are varied and almost always require the ingenuity of the player. Some of them, however, rely far too much on dialogue between the various characters. This becomes a problem given the inability to listen to some of them several times, making the solution of the riddles almost impossible to understand and causing them to expire at a mere use of all available options. This forces the player to wander the map in search of often nonexistent solutions. The game plot turns out to be extremely varied. It spans four years where Manny will accomplish various tasks, with numerous intrigues to be solved, both work-related and emotional. DEADLY GOOD: Grim Fandango's graphics, whether original or remastered, are certainly one of its focal points. It still manages to be stunning to this day, with extremely detailed and inspired models. Thanks to meticulous techniques put in place by the development team, many of the models turn out to be well-defined and far superior to those out there. The atmosphere that the art in this game manages to create is unmatched, with styles of Mexican folklore combined with the noire of mystery movies. Of course, the animations belong to that era and have remained untouched in its remastered version, so as not to spoil the authors' original tone. Moreover, the variety of environments, always different throughout the journey, grants a style that is always original and never predictable. The conception of the style and the studies that led to its development are noticeable from the minuteness of the details ranging from the backgrounds to the characters' expressions, from their characterization to the interwoven and branching story; all of which led to the creation of this majestic composition. THE NINTH NOTE: The music side perfectly accompanies what was described in the chapter above. The extremely inspired soundtrack goes to perfectly enhance every environment and scene in the game, as well as catalyze the setting of the noir style. Finally, an incredibly noteworthy point is that of the voice acting, which is excellent in its English language but reaches one of its highest peaks ever seen in a video game in its Italian version, which takes advantage of the numerous presence of dialects to give additional characterization to the characters. BUT WHY 9? PROS: Grim Fandango is for sure one of those games that once played is hard to forget. The number of positive points is staggering. It is certain that it remains a unique product of its kind but more importantly a game that borders on narrative and illustrative perfection. CONS: The real negative point is added by the remastering of the game, which, while adding a myriad of technical and graphical fixes, goes on to create a variety of bugs that are capable of completely breaking the game. Between those that delete game saves, those that completely lock the player out, and those that create amusing graphical glitches, it is almost impossible not to encounter any of them. RATING Gameplay: 8 Music: 9,5 Story: 10 Puzzle: 8 _
A MORTAL MASTERPIECE BEFORE WE BEGIN: Grim Fandango Remastered was originally developed by LucasArts, remastered and financed by Double Fine, and released in 2015. It brings back several noteworthy graphical improvements from the original title dating back to 1998. The game is 100% complete in its pc version. DEAD, UNDEAD: The introduction to the game's plot is extremely straightforward and crystal clear. The superb quality of art direction that this title has to offer is already underscored by the extremely creative LucasArts and Double Fine logos alone, which always take the style of the reference game and change from time to time. Thanks to the introductory cutscene, the player is immediately able to understand everything that revolves around the protagonist Manny Calavera, a death travel agent dedicated to earning enough to reach the ninth afterlife. As soon as the movie ends, the player finds himself with a fresh assignment to fulfill and can begin his work immediately. The first thing that jumps out at you, or rather, that does not jump out at you is the lack of a HUD, this is because throughout the game it will be the player's job to unearth the interacting objects, making the adventure more interactive and surprising. PURSUING DEATH: The game gameplay is that of a typical early 2000s graphic adventure, with a focus by the developers to move away from what was the usual point-and-click of that era. The Remastered version then made it possible to use the mouse, which was originally blocked. As mentioned above, one of the main features of Grim Fandango is that it does not have any always-on HUD. Like other graphic adventures, there is an inventory of possessed objects and a menu of interactions with objects set up on the map, but unlike other LucasArts titles it is not possible to join possessed objects together. The additional mother feature is, of course, the puzzles. They are varied and almost always require the ingenuity of the player. Some of them, however, rely far too much on dialogue between the various characters. This becomes a problem given the inability to listen to some of them several times, making the solution of the riddles almost impossible to understand and causing them to expire at a mere use of all available options. This forces the player to wander the map in search of often nonexistent solutions. The game plot turns out to be extremely varied. It spans four years where Manny will accomplish various tasks, with numerous intrigues to be solved, both work-related and emotional. DEADLY GOOD: Grim Fandango's graphics, whether original or remastered, are certainly one of its focal points. It still manages to be stunning to this day, with extremely detailed and inspired models. Thanks to meticulous techniques put in place by the development team, many of the models turn out to be well-defined and far superior to those out there. The atmosphere that the art in this game manages to create is unmatched, with styles of Mexican folklore combined with the noire of mystery movies. Of course, the animations belong to that era and have remained untouched in its remastered version, so as not to spoil the authors' original tone. Moreover, the variety of environments, always different throughout the journey, grants a style that is always original and never predictable. The conception of the style and the studies that led to its development are noticeable from the minuteness of the details ranging from the backgrounds to the characters' expressions, from their characterization to the interwoven and branching story; all of which led to the creation of this majestic composition. THE NINTH NOTE: The music side perfectly accompanies what was described in the chapter above. The extremely inspired soundtrack goes to perfectly enhance every environment and scene in the game, as well as catalyze the setting of the noir style. Finally, an incredibly noteworthy point is that of the voice acting, which is excellent in its English language but reaches one of its highest peaks ever seen in a video game in its Italian version, which takes advantage of the numerous presence of dialects to give additional characterization to the characters. BUT WHY 9? PROS: Grim Fandango is for sure one of those games that once played is hard to forget. The number of positive points is staggering. It is certain that it remains a unique product of its kind but more importantly a game that borders on narrative and illustrative perfection. CONS: The real negative point is added by the remastering of the game, which, while adding a myriad of technical and graphical fixes, goes on to create a variety of bugs that are capable of completely breaking the game. Between those that delete game saves, those that completely lock the player out, and those that create amusing graphical glitches, it is almost impossible not to encounter any of them. RATING Gameplay: 8 Music: 9,5 Story: 10 Puzzle: 8 _
A MORTAL MASTERPIECE BEFORE WE BEGIN: Grim Fandango Remastered was originally developed by LucasArts, remastered and financed by Double Fine, and released in 2015. It brings back several noteworthy graphical improvements from the original title dating back to 1998. The game is 100% complete in its pc version. DEAD, UNDEAD: The introduction to the game's plot is extremely straightforward and crystal clear. The superb quality of art direction that this title has to offer is already underscored by the extremely creative LucasArts and Double Fine logos alone, which always take the style of the reference game and change from time to time. Thanks to the introductory cutscene, the player is immediately able to understand everything that revolves around the protagonist Manny Calavera, a death travel agent dedicated to earning enough to reach the ninth afterlife. As soon as the movie ends, the player finds himself with a fresh assignment to fulfill and can begin his work immediately. The first thing that jumps out at you, or rather, that does not jump out at you is the lack of a HUD, this is because throughout the game it will be the player's job to unearth the interacting objects, making the adventure more interactive and surprising. PURSUING DEATH: The game gameplay is that of a typical early 2000s graphic adventure, with a focus by the developers to move away from what was the usual point-and-click of that era. The Remastered version then made it possible to use the mouse, which was originally blocked. As mentioned above, one of the main features of Grim Fandango is that it does not have any always-on HUD. Like other graphic adventures, there is an inventory of possessed objects and a menu of interactions with objects set up on the map, but unlike other LucasArts titles it is not possible to join possessed objects together. The additional mother feature is, of course, the puzzles. They are varied and almost always require the ingenuity of the player. Some of them, however, rely far too much on dialogue between the various characters. This becomes a problem given the inability to listen to some of them several times, making the solution of the riddles almost impossible to understand and causing them to expire at a mere use of all available options. This forces the player to wander the map in search of often nonexistent solutions. The game plot turns out to be extremely varied. It spans four years where Manny will accomplish various tasks, with numerous intrigues to be solved, both work-related and emotional. DEADLY GOOD: Grim Fandango's graphics, whether original or remastered, are certainly one of its focal points. It still manages to be stunning to this day, with extremely detailed and inspired models. Thanks to meticulous techniques put in place by the development team, many of the models turn out to be well-defined and far superior to those out there. The atmosphere that the art in this game manages to create is unmatched, with styles of Mexican folklore combined with the noire of mystery movies. Of course, the animations belong to that era and have remained untouched in its remastered version, so as not to spoil the authors' original tone. Moreover, the variety of environments, always different throughout the journey, grants a style that is always original and never predictable. The conception of the style and the studies that led to its development are noticeable from the minuteness of the details ranging from the backgrounds to the characters' expressions, from their characterization to the interwoven and branching story; all of which led to the creation of this majestic composition. THE NINTH NOTE: The music side perfectly accompanies what was described in the chapter above. The extremely inspired soundtrack goes to perfectly enhance every environment and scene in the game, as well as catalyze the setting of the noir style. Finally, an incredibly noteworthy point is that of the voice acting, which is excellent in its English language but reaches one of its highest peaks ever seen in a video game in its Italian version, which takes advantage of the numerous presence of dialects to give additional characterization to the characters. BUT WHY 9? PROS: Grim Fandango is for sure one of those games that once played is hard to forget. The number of positive points is staggering. It is certain that it remains a unique product of its kind but more importantly a game that borders on narrative and illustrative perfection. CONS: The real negative point is added by the remastering of the game, which, while adding a myriad of technical and graphical fixes, goes on to create a variety of bugs that are capable of completely breaking the game. Between those that delete game saves, those that completely lock the player out, and those that create amusing graphical glitches, it is almost impossible not to encounter any of them. RATING Gameplay: 8 Music: 9,5 Story: 10 Puzzle: 8 _
A MORTAL MASTERPIECE BEFORE WE BEGIN: Grim Fandango Remastered was originally developed by LucasArts, remastered and financed by Double Fine, and released in 2015. It brings back several noteworthy graphical improvements from the original title dating back to 1998. The game is 100% complete in its pc version. DEAD, UNDEAD: The introduction to the game's plot is extremely straightforward and crystal clear. The superb quality of art direction that this title has to offer is already underscored by the extremely creative LucasArts and Double Fine logos alone, which always take the style of the reference game and change from time to time. Thanks to the introductory cutscene, the player is immediately able to understand everything that revolves around the protagonist Manny Calavera, a death travel agent dedicated to earning enough to reach the ninth afterlife. As soon as the movie ends, the player finds himself with a fresh assignment to fulfill and can begin his work immediately. The first thing that jumps out at you, or rather, that does not jump out at you is the lack of a HUD, this is because throughout the game it will be the player's job to unearth the interacting objects, making the adventure more interactive and surprising. PURSUING DEATH: The game gameplay is that of a typical early 2000s graphic adventure, with a focus by the developers to move away from what was the usual point-and-click of that era. The Remastered version then made it possible to use the mouse, which was originally blocked. As mentioned above, one of the main features of Grim Fandango is that it does not have any always-on HUD. Like other graphic adventures, there is an inventory of possessed objects and a menu of interactions with objects set up on the map, but unlike other LucasArts titles it is not possible to join possessed objects together. The additional mother feature is, of course, the puzzles. They are varied and almost always require the ingenuity of the player. Some of them, however, rely far too much on dialogue between the various characters. This becomes a problem given the inability to listen to some of them several times, making the solution of the riddles almost impossible to understand and causing them to expire at a mere use of all available options. This forces the player to wander the map in search of often nonexistent solutions. The game plot turns out to be extremely varied. It spans four years where Manny will accomplish various tasks, with numerous intrigues to be solved, both work-related and emotional. DEADLY GOOD: Grim Fandango's graphics, whether original or remastered, are certainly one of its focal points. It still manages to be stunning to this day, with extremely detailed and inspired models. Thanks to meticulous techniques put in place by the development team, many of the models turn out to be well-defined and far superior to those out there. The atmosphere that the art in this game manages to create is unmatched, with styles of Mexican folklore combined with the noire of mystery movies. Of course, the animations belong to that era and have remained untouched in its remastered version, so as not to spoil the authors' original tone. Moreover, the variety of environments, always different throughout the journey, grants a style that is always original and never predictable. The conception of the style and the studies that led to its development are noticeable from the minuteness of the details ranging from the backgrounds to the characters' expressions, from their characterization to the interwoven and branching story; all of which led to the creation of this majestic composition. THE NINTH NOTE: The music side perfectly accompanies what was described in the chapter above. The extremely inspired soundtrack goes to perfectly enhance every environment and scene in the game, as well as catalyze the setting of the noir style. Finally, an incredibly noteworthy point is that of the voice acting, which is excellent in its English language but reaches one of its highest peaks ever seen in a video game in its Italian version, which takes advantage of the numerous presence of dialects to give additional characterization to the characters. BUT WHY 9? PROS: Grim Fandango is for sure one of those games that once played is hard to forget. The number of positive points is staggering. It is certain that it remains a unique product of its kind but more importantly a game that borders on narrative and illustrative perfection. CONS: The real negative point is added by the remastering of the game, which, while adding a myriad of technical and graphical fixes, goes on to create a variety of bugs that are capable of completely breaking the game. Between those that delete game saves, those that completely lock the player out, and those that create amusing graphical glitches, it is almost impossible not to encounter any of them. RATING Gameplay: 8 Music: 9,5 Story: 10 Puzzle: 8 _
THE WAR THAT WILL NEVER END BEFORE WE BEGIN: Half-Life 2: Episode Two is the second installment of a trilogy that was never finished. Developed by Valve in 2007. THE TRAIL WILL BE LATE: Half-Life 2: Episode Two, unlike its predecessors, begins by immediately relinquishing control of the celebrated Gordon Freeman to the player, without going through introductory cutscenes. The player finds himself inside the derailed train in the finale of the first episode, devoid, as usual, of any injuries. The first sections of the game are extremely linear and devoid of enemies, so as to give new players room to learn the basic mechanics of the game. In addition, these early lines serve to re-bond the player's relationship with Alyx, the protagonist's traveling companion with whom one has faced the previous chapters of the saga. TWO ISN’T BETTER THAN ONE: From a gameplay point of view, this chapter does not add extremely noteworthy features compared to its predecessors. Certainly the AI of enemies has been improved, notable by the fact that they exploit completely new and realistic tactics to overpower the player, but less attentive players will tend to completely ignore this change. There is no new weaponry of any kind, and many mechanics such as the Half-Life 2 base car are reintroduced. The only new mechanic is that of a sticky mine, taken from some concepts set aside from the first chapters. GREEN IS GOOD: Graphically, the second episode of the Half-Life 2 trilogy excels the most. The introduction of several technologies that can improve game lighting, such as HDR, introduced in the first episode have been vastly improved, leading the final graphics to be extremely clean and pretty. POUNDING HEAVEN: On the audio side, there are no changes made from the previous chapters. I personally enjoyed the OSTs of this chapter much more than the previous ones, but they are all extremely congruent. BUT WHY 8? PROS: Half-Life 2: Episode Two comes across as an extremely clean game. With two successful titles behind it, it is almost problem-free. The game, from a plot perspective, is the first to reach a really high climax, but one that unfortunately will never be continued. This is because the third installment of the trilogy is likely never to be released. CONS: The few negative points of this latest episode were inherited from its predecessor, namely all those very long standoff stages where it is necessary to fight hordes of enemies, which are often monotonous and exaggeratedly verbose. RATING Gameplay: 9 Music: 8 Story: 9 Level Design: 8 _
THE BEGINNING OF THE END BEFORE WE BEGIN: Half-Life 2: Episode One is a continuation of the story after the ending of the base game, deepening the rivalry between Gordon Freeman and his allies against the Combine forces. Episode One was developed by Valve Softwares in 2006 and is their first game to take advantage of the power of HDR technology, previously tested with Half-Life 2: Lost Coast. ODD VISIONS: The game, being a continuation of a cliffhanger, begins abruptly, seeing Gordon Freeman and Alyx escaping from the Combine tower due to the events seen in Half-Life 2. The player starts off with only the energy manipulator, which soon transforms into its electric version. Being a stand-alone game, the beginning is built to be playable even by those who had not played the first one, offering the typical Valve learning curve. RUN FREEMAN RUN!: The gameplay of the first episode of Half-Life 2 is divided into two focal points. The first is the level design, i.e., everything including the puzzles and the approach to the game map, which is extremely superior to the first title. The introduction of several new mechanics brought a breath of fresh air that the first title needed. The second point, on the other hand, is the lack of new weaponry, which certainly brings boredom to anyone who played the first title and was already a limitation of Half-Life 2 compared to the first one. New enemies have also been added with this chapter, leading to new uncomfortable situations and consequently different approaches to combat. Finally, the plot turns out to be simply a continuation of the combat against the Combine forces, not leading to particularly interesting intrigue and ending with another cliffhanger that will introduce the second episode. RED SKY AT NIGHT, SHEPHERD'S DELIGHT: Aesthetically, apart from the addition of HDR, and thus improved in-game lighting and shadows, the graphics and models turn out to be identical to those of the first chapter. “WE’LL SEE ABOUT THAT”: As with the graphics, the audio part turns out to be the same as Half-Life 2, with the addition of several new original OSTs. BUT WHY 9? PROS: The pros of this title are numerous. The level design has been enhanced and improved a lot compared to the first title, but most importantly it has been thickened so as not to create boring void zones, which were present in the first title. In addition, there are numerous interactions and surprises in the puzzles that are very surprising. In addition, the game areas are, at least personally, much more interesting than those in the first one, even adding more frightening and anxiety-provoking areas based entirely on the use of the flashlight being completely immersed in darkness. CONS: The cons, on the other hand, besides the lack of new weapons, lies in some extremely boring game situations, such as the train part, where the player is required to go from point A to point B more than five times. Also, there are too many situations where the player is required to stand still to listen to dialogues, making those phases much more boring and lowering the tension and atmosphere. RATING Gameplay: 10+ Music: 8 Story: 9 Level Desing: 10+ _
AN INTERACTIVE IMMERSION BEFORE WE BEGIN: A Memoir Blue is a game developed by Cloisters Interactive in 2022. It has been called an interactive poem by the developers themselves, being a point-and-click puzzle. The game has been completed and the platinum trophy has been achieved on Xbox Series X. DIVING IN: In typical style of the games advertised by Annapurna, A Memoir Blue starts immediately with a game menu absent of any explanation, making the player understand the game style from the very first moments. In fact, the menu reports exactly the game mechanics that we will later find again. The plot is very simple and unfolds in its entirety, chronicling the relationship between mother and daughter of a young champion swimmer. FIRST SWIM: The gameplay is based for most of the game on dragging objects, rotating them or placing them in different places so as to complete puzzles, often easily understood and not at all puzzling. The game is much more plot-based than gameplay-based, providing much less complex puzzles than other typical Annapurna games. VIEW IS DISTORTED BY WATER: Aesthetically, A Memoir Blue turns out to be one of those untouchable titles with its own style. Passing over this seal, however, the graphics often do not come across as extremely distinctive or interesting, and some of the 3D models are rather unpleasant and lacking in detail. The animations and physics of some interacting objects, on the other hand, turn out to be very accurate and smooth. ROARING WAVES: Since there is no voice acting, this title relies almost purely on the soundtrack, which can transform some scenes, making them very touching. BUT WHY 6? CONS: While being an extremely fast-paced and enjoyable game, A Memoir Blue lowers the standard of typical Annapurna games with far too simple gameplay, relying on extremely self-explanatory puzzles. Most of them can be completed in seconds, simply moving a few objects to obvious places or by dragging objects off the screen. The plot itself, though touching, touches on a subject already seen and revised in a thousand facets, adding nothing exceptional other than the relationship with the sea. PROS: Obviously the authorial touch of the way the story is told is always enjoyable. In addition, the speed and fluidity of the game still makes it a pleasant and interesting One Shot adventure. RATING Gameplay: 6 Music: 7 Story: 7 _
AN INTERACTIVE IMMERSION BEFORE WE BEGIN: A Memoir Blue is a game developed by Cloisters Interactive in 2022. It has been called an interactive poem by the developers themselves, being a point-and-click puzzle. The game has been completed and the platinum trophy has been achieved on Xbox Series X. DIVING IN: In typical style of the games advertised by Annapurna, A Memoir Blue starts immediately with a game menu absent of any explanation, making the player understand the game style from the very first moments. In fact, the menu reports exactly the game mechanics that we will later find again. The plot is very simple and unfolds in its entirety, chronicling the relationship between mother and daughter of a young champion swimmer. FIRST SWIM: The gameplay is based for most of the game on dragging objects, rotating them or placing them in different places so as to complete puzzles, often easily understood and not at all puzzling. The game is much more plot-based than gameplay-based, providing much less complex puzzles than other typical Annapurna games. VIEW IS DISTORTED BY WATER: Aesthetically, A Memoir Blue turns out to be one of those untouchable titles with its own style. Passing over this seal, however, the graphics often do not come across as extremely distinctive or interesting, and some of the 3D models are rather unpleasant and lacking in detail. The animations and physics of some interacting objects, on the other hand, turn out to be very accurate and smooth. ROARING WAVES: Since there is no voice acting, this title relies almost purely on the soundtrack, which can transform some scenes, making them very touching. BUT WHY 6? CONS: While being an extremely fast-paced and enjoyable game, A Memoir Blue lowers the standard of typical Annapurna games with far too simple gameplay, relying on extremely self-explanatory puzzles. Most of them can be completed in seconds, simply moving a few objects to obvious places or by dragging objects off the screen. The plot itself, though touching, touches on a subject already seen and revised in a thousand facets, adding nothing exceptional other than the relationship with the sea. PROS: Obviously the authorial touch of the way the story is told is always enjoyable. In addition, the speed and fluidity of the game still makes it a pleasant and interesting One Shot adventure. RATING Gameplay: 6 Music: 7 Story: 7 _
AN INTERACTIVE IMMERSION BEFORE WE BEGIN: A Memoir Blue is a game developed by Cloisters Interactive in 2022. It has been called an interactive poem by the developers themselves, being a point-and-click puzzle. The game has been completed and the platinum trophy has been achieved on Xbox Series X. DIVING IN: In typical style of the games advertised by Annapurna, A Memoir Blue starts immediately with a game menu absent of any explanation, making the player understand the game style from the very first moments. In fact, the menu reports exactly the game mechanics that we will later find again. The plot is very simple and unfolds in its entirety, chronicling the relationship between mother and daughter of a young champion swimmer. FIRST SWIM: The gameplay is based for most of the game on dragging objects, rotating them or placing them in different places so as to complete puzzles, often easily understood and not at all puzzling. The game is much more plot-based than gameplay-based, providing much less complex puzzles than other typical Annapurna games. VIEW IS DISTORTED BY WATER: Aesthetically, A Memoir Blue turns out to be one of those untouchable titles with its own style. Passing over this seal, however, the graphics often do not come across as extremely distinctive or interesting, and some of the 3D models are rather unpleasant and lacking in detail. The animations and physics of some interacting objects, on the other hand, turn out to be very accurate and smooth. ROARING WAVES: Since there is no voice acting, this title relies almost purely on the soundtrack, which can transform some scenes, making them very touching. BUT WHY 6? CONS: While being an extremely fast-paced and enjoyable game, A Memoir Blue lowers the standard of typical Annapurna games with far too simple gameplay, relying on extremely self-explanatory puzzles. Most of them can be completed in seconds, simply moving a few objects to obvious places or by dragging objects off the screen. The plot itself, though touching, touches on a subject already seen and revised in a thousand facets, adding nothing exceptional other than the relationship with the sea. PROS: Obviously the authorial touch of the way the story is told is always enjoyable. In addition, the speed and fluidity of the game still makes it a pleasant and interesting One Shot adventure. RATING Gameplay: 6 Music: 7 Story: 7 _
AN INTERACTIVE IMMERSION BEFORE WE BEGIN: A Memoir Blue is a game developed by Cloisters Interactive in 2022. It has been called an interactive poem by the developers themselves, being a point-and-click puzzle. The game has been completed and the platinum trophy has been achieved on Xbox Series X. DIVING IN: In typical style of the games advertised by Annapurna, A Memoir Blue starts immediately with a game menu absent of any explanation, making the player understand the game style from the very first moments. In fact, the menu reports exactly the game mechanics that we will later find again. The plot is very simple and unfolds in its entirety, chronicling the relationship between mother and daughter of a young champion swimmer. FIRST SWIM: The gameplay is based for most of the game on dragging objects, rotating them or placing them in different places so as to complete puzzles, often easily understood and not at all puzzling. The game is much more plot-based than gameplay-based, providing much less complex puzzles than other typical Annapurna games. VIEW IS DISTORTED BY WATER: Aesthetically, A Memoir Blue turns out to be one of those untouchable titles with its own style. Passing over this seal, however, the graphics often do not come across as extremely distinctive or interesting, and some of the 3D models are rather unpleasant and lacking in detail. The animations and physics of some interacting objects, on the other hand, turn out to be very accurate and smooth. ROARING WAVES: Since there is no voice acting, this title relies almost purely on the soundtrack, which can transform some scenes, making them very touching. BUT WHY 6? CONS: While being an extremely fast-paced and enjoyable game, A Memoir Blue lowers the standard of typical Annapurna games with far too simple gameplay, relying on extremely self-explanatory puzzles. Most of them can be completed in seconds, simply moving a few objects to obvious places or by dragging objects off the screen. The plot itself, though touching, touches on a subject already seen and revised in a thousand facets, adding nothing exceptional other than the relationship with the sea. PROS: Obviously the authorial touch of the way the story is told is always enjoyable. In addition, the speed and fluidity of the game still makes it a pleasant and interesting One Shot adventure. RATING Gameplay: 6 Music: 7 Story: 7 _
AN INTERACTIVE IMMERSION BEFORE WE BEGIN: A Memoir Blue is a game developed by Cloisters Interactive in 2022. It has been called an interactive poem by the developers themselves, being a point-and-click puzzle. The game has been completed and the platinum trophy has been achieved on Xbox Series X. DIVING IN: In typical style of the games advertised by Annapurna, A Memoir Blue starts immediately with a game menu absent of any explanation, making the player understand the game style from the very first moments. In fact, the menu reports exactly the game mechanics that we will later find again. The plot is very simple and unfolds in its entirety, chronicling the relationship between mother and daughter of a young champion swimmer. FIRST SWIM: The gameplay is based for most of the game on dragging objects, rotating them or placing them in different places so as to complete puzzles, often easily understood and not at all puzzling. The game is much more plot-based than gameplay-based, providing much less complex puzzles than other typical Annapurna games. VIEW IS DISTORTED BY WATER: Aesthetically, A Memoir Blue turns out to be one of those untouchable titles with its own style. Passing over this seal, however, the graphics often do not come across as extremely distinctive or interesting, and some of the 3D models are rather unpleasant and lacking in detail. The animations and physics of some interacting objects, on the other hand, turn out to be very accurate and smooth. ROARING WAVES: Since there is no voice acting, this title relies almost purely on the soundtrack, which can transform some scenes, making them very touching. BUT WHY 6? CONS: While being an extremely fast-paced and enjoyable game, A Memoir Blue lowers the standard of typical Annapurna games with far too simple gameplay, relying on extremely self-explanatory puzzles. Most of them can be completed in seconds, simply moving a few objects to obvious places or by dragging objects off the screen. The plot itself, though touching, touches on a subject already seen and revised in a thousand facets, adding nothing exceptional other than the relationship with the sea. PROS: Obviously the authorial touch of the way the story is told is always enjoyable. In addition, the speed and fluidity of the game still makes it a pleasant and interesting One Shot adventure. RATING Gameplay: 6 Music: 7 Story: 7 _
AN INTERACTIVE IMMERSION BEFORE WE BEGIN: A Memoir Blue is a game developed by Cloisters Interactive in 2022. It has been called an interactive poem by the developers themselves, being a point-and-click puzzle. The game has been completed and the platinum trophy has been achieved on Xbox Series X. DIVING IN: In typical style of the games advertised by Annapurna, A Memoir Blue starts immediately with a game menu absent of any explanation, making the player understand the game style from the very first moments. In fact, the menu reports exactly the game mechanics that we will later find again. The plot is very simple and unfolds in its entirety, chronicling the relationship between mother and daughter of a young champion swimmer. FIRST SWIM: The gameplay is based for most of the game on dragging objects, rotating them or placing them in different places so as to complete puzzles, often easily understood and not at all puzzling. The game is much more plot-based than gameplay-based, providing much less complex puzzles than other typical Annapurna games. VIEW IS DISTORTED BY WATER: Aesthetically, A Memoir Blue turns out to be one of those untouchable titles with its own style. Passing over this seal, however, the graphics often do not come across as extremely distinctive or interesting, and some of the 3D models are rather unpleasant and lacking in detail. The animations and physics of some interacting objects, on the other hand, turn out to be very accurate and smooth. ROARING WAVES: Since there is no voice acting, this title relies almost purely on the soundtrack, which can transform some scenes, making them very touching. BUT WHY 6? CONS: While being an extremely fast-paced and enjoyable game, A Memoir Blue lowers the standard of typical Annapurna games with far too simple gameplay, relying on extremely self-explanatory puzzles. Most of them can be completed in seconds, simply moving a few objects to obvious places or by dragging objects off the screen. The plot itself, though touching, touches on a subject already seen and revised in a thousand facets, adding nothing exceptional other than the relationship with the sea. PROS: Obviously the authorial touch of the way the story is told is always enjoyable. In addition, the speed and fluidity of the game still makes it a pleasant and interesting One Shot adventure. RATING Gameplay: 6 Music: 7 Story: 7 _