The reviews were by Pedro Martins, who this week wrote about two separate independent productions: Summer Catchers , a game named for this time of year, and A Short Hike , whose title perfectly describes the adventure on offer. In turn, Filipe Urriça wrote about Dr. Mario World and how it adapts to the free-to-play market .
Without further ado, stay with the works that the team decided to highlight this week.
Having devoted some time to Solo: Islands of the Heart, it has become quite clear that we are facing a work that wants to promote love. It doesn’t take long before Team Gotham’s work is asking us personal questions that it asks us to answer as sincerely as possible; answers that should influence the course of the adventure.
It is also evident that one of its biggest highlights is the game world. Not for the detail or the dimensions, but for how vibrant it is. Bouncing from island to island, we’re being rewarded with areas that try their best to provide a pleasurable stay, at least on the PlayStation 4 Pro. Unfortunately, it’s shown that the puzzles embedded in this paradisiacal screen have many weaknesses.
At the heart of the gameplay are cubes that we have to pick up and place on set points to solve puzzles and, at least for now, activate headlights that unlock the next area. Whether picking up cubes that are within reach of the character, or picking up cubes that are far away thanks to unlocked skills, at these times Solo has not developed enough.
But the biggest problem that ultimately undermines the “paradise” described earlier is the game chamber. Over and over, the chosen viewing angle is frustrating, which is compounded by the fact that we cannot move the camera at these times. So we end up fighting the perspective offered more than the cubes. The icing on the cake is that this often causes us to fall into the water and the stairs to return to earth are not always in close proximity.
Now that I have finished my campaign for Fire Emblem: Three Houses – an analysis to be published early next week, I can finally begin to give time and attention to works I have been neglecting during these periods when I put forty hours in Judgment and almost eighty. hours on the exclusive Nintendo Switch in a row.
One such work is Stranger Things 3: The Game, a title based on the third season of Netflix’s cult phenomenon that debuted last month. With three hours of play and three chapters completed, it is already clear that, despite an interesting concept, there are not enough seasonings here to avoid the monotony and sense-feeling that set in when we realize that the gameplay is simplistic and repetitive.
Even with countless playable characters and each with their own unique skill, the gameplay needed more dynamic combat, more interesting puzzles, and a more skillfully delivered storyline to make this stay in Hawkins really worthwhile.
I don’t remember playing a title that had an obsessive-compulsive effect like Forager. It starts out as any survival title where crafting systems are an essential part of the game, ie collecting exhaustively available resources in the wild. It’s been eight hours and I have an automated system that does this work for me as I face skeletons, explore dungeons or discover the secrets of the game.
There hasn’t been a single moment when I felt frustrated or upset. Progression is gradual and there is always something new to discover whenever you level up. The skill tree is also very interesting, especially to see what impact it will have on gameplay. And since the importance of the skill system is so great, now all I want to do is constantly increase the level.
We can do so many activities in Forager that the feeling of fatigue, fortunately, never comes. There is no battery that comes to my will to prolong the matches.