Without further ado, stay with the works that the team decided to highlight this week.
Pedro Martins, Content Director – Summer Catchers, PC
Summer Catchers is yet to show me how your gameplay could evolve to keep me interested over the next few hours. During the last few days dedicated to FaceIT’s work, the biggest impression is that the technical aspect is far more appealing than anything else.
We dress the skin of a young woman who moves horizontally through the scenery in a vehicle that can be customized. Along the way, there are several dangers that have to be avoided, such as poles, steep ramps, collapsing bridges, and ditches with stalagmites.
As we venture we have at our disposal various tools that can be used to avoid these obstacles. The game doesn’t stop to pick and we need to pick the right tool at the right timing. Otherwise, we are damaged and eventually sent to the place where we can buy tools, consult the objectives, fix the vehicle.
Since the tools are appearing on the right side of the screen, at least during my time with the game, besides having to be fast, we are also dependent on our luck. On numerous occasions he knew perfectly well what he had to choose from, but simply did not have it available at that time.
The artwork’s pixel art is great and the soundtrack gives it identity, but it is a huge question mark about the gameplay processes, especially if the new tools can make it all diversified enough for Summer Catchers to be appealing in the long run. term. For now, the reticence is many – and the moments of frustration are not much less.
Pedro Marques dos Santos, Editor – Fire Emblem: Three Houses, Switch
I’ve had the opportunity to write about my early days with the debut of the Fire Emblem series on Nintendo Switch in the preview published last week , but now that I’m past the 30-hour RPG mark, those initial impressions are increasingly solidified. I’m still in the first of two parts of the Three Houses campaign, but I’m already fully invested in this adventure and these characters.
I fear, though, that I have, as with Persona 5, to reach the hundred hours to see its conclusion. Until then, all that remains is to reiterate that strategic battles are excellent and rewarding, and that the narrative, despite a warm start, gains the substance needed to combine with combat as a motivational source for continuing to play through long sessions of play.
Filipe Urriça, Copywriter – The Mighty Quest for Epic Loot, Android
The Android and iOS mobile gaming market is flooded with free-to-play experiences , which are, of course, free, but full of advertising and micro-transaction incentives. I would like to believe that The Mighty Quest for Epic Loot was not filled with this kind of shopping, but it is and uses techniques to weaken the unpaid experience.
Gameplay is basic, but it’s caught in a vicious circle that makes us come back every day for another game. For me, the problem of the form that allows us to play is related to the design of levels, which are annoying in the long run. The structure to which we are led to make demands is always the same. However, we must praise the thematic diversity of areas and the enemies that are there.
Mighty Quest is a good game for quick matches, but it’s frustrating to be blocked from rewards and always have one or more notifications for items we can’t access. I accept the fact that those who pay for less have access to less content, but the game has a lot of publicity and the mechanics make the title a marathon, not a race. There is so much to unlock, as well as countless demands that we can participate in even if we are limited in the number of matches.
There are so many games in this particular market, dominated by Apple, that it could be much more than it is. They are simply worse than they should be because there are such “whales” that inject huge amounts of money periodically. Mighty Quest would be much better if it were paid for and developed in the traditional parameters of game production.