Date a Live: Rio Reincarnation – PS4, PC

We find this title, a pack that offers us three games: Rinne Utopia, Arusu Install and Rio Reincarnation, the latter giving the group its name. The first two already came out previously for PlayStation 3, but they did not cross the borders of the Japanese country, but now they finally arrive and do not do it alone, but also bring us a third story that was only available on PlayStation Vita.
Story and Gameplay:
The first of the three games begins with a recap of everything that happened  in the previous story as long as we are well placed contextually when playing this. In the recap we are told about the existence of the spirits, their powers and how to seal them, the latter being what gives life to the plot: the only person capable of sealing the powers of the spirits is Shido Itsuka, our protagonist, and to do this he must go out with them and make them fall in love with him. We will find that the story could be divided into two parts, on the one hand the whole section of dating with the different girls, and on the other is the main plot starring Rinne Sonogami, a girl who appears suddenly saying she is a childhood friend of Shido. Several surprises will await us as we move forward in this plot, to which we recommend paying special attention and reaching the true end in order to understand Rio Reincarnation well.
In the second installment, for which we will not need to have played the previous one, Ratatoskr (the spirit organization led by Kotori, Shido’s sister) creates a virtual reality dating simulator for Shido to practice in order to fall in love with the rest of spirits, but to everyone’s surprise, in that world there appears a girl who shouldn’t exist: Maria Arusu, she asks Shido what the true meaning of love is, since she doesn’t know it and is curious about it. The problem comes when Shido is trapped in the virtual world and loses all communication from outside, so finally all the girls decide to also enter there with the intention of finding out what has caused this and bring it back, thus getting all trapped. In any case, little will really affect the main story and its objective, since they will act as if it were the normal world and will dedicate themselves to dating and flirting with each other, although it will really be a matter of Arusu, who provokes these situations with the purpose to get to understand what love is.
Finally we run into the third and final story offered by the pack. This acts as a sequel to both at the same time, and although I said before that in Rinne Utopia for example it would be very necessary to get the true end to understand Rio Reincarnation, this was a half truth, since with the option ‘Digest’, they tell you everything that happened in the other two games from beginning to end and going through the true end of each one of them, so if you do not feel too much like putting them out or you just like the one you have achieved, it will not be necessary that you do it since they will teach it to you explaining everything in addition to a very complete way.


Entering the plot of Rio Reincarnation, what is presented here is Rio, a small girl who appears from Eden and calls Shido Dad. Not only that, but also arrives saying looking for “the most important”, although no one, not even her, will know what it is. In addition, Shido will have several unfinished memories and the strange constant feeling that there is someone missing, which in one way or another will end up causing the return of many characters already known from previous deliveries and that secrets are revealed and the secrets are explained. Reasons why the world we live in is as it is. If you liked the previous two, get ready, because Rio Reincarnation is willing to create a thrill of emotions, almost like on a roller coaster, although pulling much more towards those that make you cry. Regarding the gameplay, it will focus solely on making decisions about what to say or about what girl to do some activity with, or visiting places and events.
Sound and Graphics:
Graphically we consider that they have done a very good job. Each of the girls offers us the most original design, making an attractive view. The´wallpapers´are also well made, they do not neglect them, but they give them a more minimalist and simple touch so that although they play a totally secondary role it does not seem that they are about to be and that they have been made to reluctantly. Auditively it´s nothing of the other world, but it fits perfectly with each of the situations that are shown on the screen. The pieces are mostly quiet and without too many shocks, removing the odd ones which changes radically to bring the tension to the possible limit accompanying the plot.
It´s a visual novel somewhat short, especially if we consider the existence of others, although this is compensated a little by the three different stories, which extends the total experience. In addition, the three installments tell us great stories that will make us “fall in love” with the different girls and enjoy this as if it were a true love story, which added to the visual beauty they offer us and a good soundtrack, leaves us with a pack that is worth buying if you like visual novels or if you are fan of Date A Live.

My Score is 8.0



Super Neptunia RPG – PS4, PC, SWITCH

For years, we have been able to control Neptunia and other companions in 3D models from different parts of the world while we ended up with hundreds of enemies. We have also gone through space shooting, and it has even reached the point of playing with up to four people together. On this occasion, in this game the things change, and with it the way to see the saga, and the combat system and missions. Has this new delivery served for good?
Story and Gameplay:
It all starts with the four protagonists of the saga, transformed into Black Heart, White Heart, Purple Heart and Green Heart, facing a mysterious shadow. This identity is not revealed, because something never seen happens, and this fight has been a dream of Neptune. Our protagonist is in a humble town and does not remember anything, he has amnesia. Suddenly he meets Bombyx Mori’s group, they all dress the same and seek to recruit people to fight alongside their clan and thus be able to protect everyone from their enemies, but not everything is as it seems. Neptune joins and believes that in this way he will recover her memory.
In one of our solo missions, Neptune collides with a girl and she drops a book, which has a mysterious aura. She returns the book and just after the clan members appear and it turns out that this girl is a fugitive who has been looking for some time, although she finally manages to flee. In a new mission, Neptune ventures into a cave and meets this girl again, who is presented with the name of Chrome, and this time also introduces us to the book, called Histoire. This book is written in a language known only to Neptune and the other companions (now missing), but having lost his memory, he knows nothing about this language. Bombyx Mori finds Neptune and Chrome together and they face each other in a battle in which they both run away. Now they are runaways, and they separate to each achieve their goal, will they see each other again? Neptune has stayed with Histoire, who will accompany you during the adventure. Along the way he will find his former companions, who have also lost their memories. Will Bombyx Mori have been the cause of this?
As for the gameplay, the first time Neptune goes out on adventures, she will have no weapons and the only thing that occurs to her is to take a stick from the ground and attack the enemies with it. A big difference in the previous installments of Super Neptunia RPG is that when we enter into combat, we will not be able to move around the battle zone to attack the enemies, but that the characters stay fixed. Each of the characters that are in the team has one of the four buttons assigned to decide who will perform the action. Depending on whether they are in front or in the rear, they will make a different attack, and this is very important to master, as it will get you out of trouble. If for example we have Blanc in the back, the attack on the main ally will reinforce us, but if he is in the front of the fight, you can heal a small amount of life per second to everyone and if you carry out his attack, you heal a great amount to the team, or with Noir, the black magician of this team, in the back will attack with a physical blow, but in another position, he will make an elemental magic attack corresponding to the weakness of the enemy. You can see the statistics of the enemy in the middle of a fight and use it in your favor to think about what strategy to use at all times and that it does not become a game of pressing a single button. Below on the right we will have a meter that will gradually rise, and this is the one that allows us to control the actions to be done, since each attack costs a few of these bars, but the enemy also has one, so we will have to control it . If the wait to be filled becomes unbearable, there is no problem, because you can rewind the fight by pressing and holding a button, so if you have to search for an object, it does not cost so much.
If you need to use an object, the battle will be paused and you can have plenty of time to think about what to do or how to attack the enemy. But this is not all, because there is also the Break Attack bar. It costs a lot to fill it, but with each attack that is made or received, it increases, and when you fill it, you can launch an almost deadly attack for the enemy. Against the normal ones, you never fill this bar, but with the bosses you will and it will be of great help. As for the exploration, the cities and dungeons that we will find in our adventure, differ greatly from each other. For starters, the cities are huge and spectacular. They have a layer of depth that costs to see at first sight and where it is possible that there are bifurcations or you can climb to the roofs of each place. As for the dungeons, they are small areas, where there are enemies or we will have to explore and jump and find chests. Each delimited area can have an entrance to another, so you should have a good orientation to go everywhere without getting lost. Each character can carry three objects: a weapon, a glove and shoes. We will find them in our adventure, although this time, there are very good weapons in the stores so you will have to save. Each object can be normal or include different skills. If you have these specialties, the character will not have the ability until we have defeated a certain number of enemies and fill a bar, then we can activate it from the menu.

In the cities we will find stores to buy different accessories or consumables, and there will even be inns to rest. The experience of raising objects, or leveling up, is not only done by defeating enemy hordes, there are more ways to carry it out. In all places we will find NPCs that will ask us for objects, search for people, get an exact amount of something, among other things. But they will never be missions to kill enemies, since as we belong to the clan we can activate the missions to kill the rarest enemies that provide unique objects. All missions will be saved in a list and we can activate whatever we want. They will be on that list, both completed, and those that remain to be done.

Graphics and sound:
Without a doubt, what has changed the most, in relation to previous games, has been its graphic aspect, where we have left aside the usual 3D to focus the game on a two-dimensional Action RPG that suits you, we have no doubt that your graphic section is one of your best successes and anyone who sees the images that accompany these text can agree with us. it´s wonderful both on laptop and on television, being absolutely everything drawn by hand. As for dubbing (in English and Japanese) we have the usual voices repeating the usual roles and the four members of Bombyx Mori who have a great personality in large part because of a great interpretation.Putting the finishing touch to this section, the soundtrack is relaxing when it should be and with good battle issues when the situation is complicated.
Many games have come out of Neptune and her friends, and Super Neptune RPG is not far behind in the saga, still with the same content, but adapted to 2D and they have turned out very well, even better than expected. If you are new to the saga, do not worry, it can be a game to start with, since this story has no correlation with any of the previous ones, although you will miss many nuances. If you already know the different characters, this is a touch of fresh air that you will have to try to help Neptune recover its memory.


My Score is 7.5

The Legend of Heroes: Trails of Cold Steel II – PS4, PC

We get a remaster of the game we received in 2016 for PS3 and PS Vita. We are talking about a remarkable RPG with charismatic characters and a story that, despite the evident tone of anime and young protagonists, knows when to present deep themes of geopolitics, patriotism, social classes or industrialization.
Story and Gameplay:
First of all, we must remember that this game is a direct sequel to the first, and begins just after the events of the original. There are plenty of flashback scenes and story summaries to refresh our memory, but rookies in Trails of Cold Steel should start with the first game. As in most RPGs with great weight in the narrative, much of the fun comes to meet the characters of Squad VII, their relationships and the background of the world, something that is impossible to fully enjoy if we start the adventure for this sequel. In contrast, Trails of Cold Steel fans will not be disappointed. We talk about a role-playing game in turns and non-random confrontations, where it´s possible to see the creatures during the exploration. The sequel changed a little in terms of playability (although new techniques are added and a greater presence of the mecha), saving the elimination of the subject of students and the schedule structure. Here our first task will be to meet with our former colleagues in a somewhat linear development, although there are sections a little more free as we move forward in adventure.
The confrontations are very dynamic and agile, with a touch of strategy thanks to weapons specializations, affinities of monsters, character links or personalization in the ornamentation system. While other JRPG present the classic system that we have seen in tens or hundreds of titles, Falcom has renewed the formula thanks to it´s combat arenas where the position is a key to cause the greatest possible damage with the attacks, and at the same time avoid the worst blows. This remaster is even better than the original game. The minigames were extended, certain comfort aspects were perfected with respect to the previous one, like the fast trip, and the soundtrack, which is still fantastic. Despite this, it should be noted that it´s development may be too slow for some players and that certain dungeons are a bit generic, especially at the beginning.
Graphics and Sound:
In its passage to PlayStation 4 Falcom has not renamed the game as a remaster, because today a remaster is often accompanied by many graphics or playable improvements. And this game brings some news, but perhaps not enough to talk about a drastic change. The main visual improvement is the increase in resolution either by 1080p or the 4K of PS4 Pro. In any case, any hint of aliasing disappears and the image is cleaner than what could be seen on PS3. Of course, technically it was outdated even for the last generation and we will still see some low quality textures or modeled with visible edges. Nobody expect revised graphic material. It does not look bad for aesthetics, but you have to accept it´s modest origin, robotic animations and soulless scenarios.
Other innovations come from the PC version, such as turbo mode. This is a feature that consists in accelerating time. If you are traveling through a dungeon or map you will do it at a slightly exaggerated speed, and if you activate it during the fights, the battles will pass even faster. We recommend it for those who already know the game or just do not want to waste a lot of time with the easiest matches. In short, it makes the grinding much more comfortable. This version also includes voices in Japanese (besides English) and also more spoken dialogues than in the original, and the downloadable content of costumes. It´s also compatible with the games of other consoles, thanks to the saves in the cloud, so users of a PS Vita can spread the adventure between the mobility offered by that console and the large screen of home.
It´s one of the best options of Japanese shift role that we find today, which knows how to evolve from the classic systems and present a history and memorable characters (always with the obligation to play Trails of Cold Steel I first). There is no better time than this to discover a saga recommended for any role player. We can only mention as a negative point that technically this game has been completely obsolete, although despite this it´s still a great game.



My Score is 8.5

Sekiro: Shadows Die Twice – PS4, PC, XBOX ONE

After the closing of the Dark Souls trilogy, many were the fans who expected FromSoftware, to return to the charge to offer the sequel to the acclaimed Bloodborne. However, the surprise came when FromSoftware announced that, with Activision as publisher, it would bring a completely new IP to the market.
Story and Gameplay:
The possibility of jumping and reaching high areas quickly with a hook, as well as a posture system that gives a twist to the fight, are the main novelties of a creation that, although at first sight may seem far from the Souls saga / Bloodborne, in the end is very similar to these proposals. This game is the evolution of the recipe from FromSoftware, a new release that is able to be familiar to studio fans but, at the same time, avoids falling into repetition with a proposal halfway between the aggressiveness of Bloodborne and passivity of Dark Souls. This game is able to introduce the exact innovations to be a fresh experience and that does not feel recycled at all but, at the same time manages to offer a very familiar face to the players of the Souls / Bloodborne saga at the level of mechanics and sensations. As explained in the introduction, if FromSoftware’s recipe Dark Souls is the most defensive variant and Bloodborne the most offensive, Sekiro seeks an intermediate balance that gives way to the more tactical side. Everything in this game revolves around the balance between defense and attack, from the new combat mechanics to the very ambience of the title.
The game introduces a new combat system that allows us to kill all enemies either by lowering their classical health or by breaking their stance. This position, which is the novelty, works as a separate health bar that is filled as we attack and counterattack, but it decreases if we are too passive. Once it´s full, our enemy will be susceptible to a special attack that will lower a health bar completely; and I say one because the vast majority of bosses will have at least two of them. And, given that any enemy can finish us with practically a couple of blows, this tactical balance between attack and defense makes Sekiro offer an experience very similar to what we know from FromSoftware mechanically but very different in terms of game feeling . Even the setting, feudal Japan, helps this new balance between attack and defense. We are no longer hunters or facing huge beasts, now we are a warrior fighting other warriors, mostly anthropomorphic, and the sword combat is almost a dance. The attacks, counterattacks and defenses are interspersed to give as a result a dynamic, strategic, beautiful gameplay visually and, above all, as fun as can be expected.
Perhaps the only disappointing part that we can put into combat is that, no matter how many years go by, there are some mechanics that continue to be frustrating and unfair. The tracking of some enemies, which in the middle of the animation rotate completely to give us, the possibility that certain bosses throw us through the air outside the map to cause an instakill and some failures in the camera are details that I would like to see polished to As FromSoftware continues to create. And, yes, we are aware that some of these things are almost a hallmark of study and frustration is a fundamental part of the gaming experience, but that does not mean that, as mechanics, they are annoying. Sekiro is a work that maintains the essence of FromSoftware but evolves through its own channel; and that is not true only for the combat mechanics that I have already detailed, but it is also true for the other aspects of the game. One of the news that is most appreciated is the movement. Thanks to the hook of the prosthetic arm of our protagonist, crossing scenarios becomes much more dynamic and rewarding at the playable level. In addition, doing it well has a reward, since stealth is a key point and any enemy that we catch unprepared will lose an entire health bar with this first stealthy blow. That is why, to give us ways and options to attack with stealth, Sekiro has a much more vertical design than previous works, playing perfectly with the three dimensions.
And, precisely, the layout of the map and the objectives is something that also changes considerably. Instead of offering open areas or a linear path, Sekiro puts at our disposal different routes, more or less linear, that lead us to different objectives. We can go for the one we want when we want, so that, if at some point an enemy is stuck more than the account, we can turn around and try to advance through another area we have. Maybe we’ll get improvements that make that enemy that chokes us less dangerous when we decide to try again. This fact may seem silly, because in the end we will have to finish with concrete enemies to complete the work, but the truth is that it offers a breath of fresh air to the player. It is no longer necessary to spend four hours in a row dying at the hands of the same enemy if we do not want to, now there is another option. Sekiro is, in this sense, the work that shows a friendlier side of the whole FromSoftware repertoire. This also helps that the penalty for dying only takes money and part of the experience we had, without getting to lower our level or punish us excessively for something that will happen many times.
Sekiro introduces an enormous amount of minijefes distributed along the map; Some of them are obligatory and others optional, but all of them are worthy of giving them at least one opportunity for the spectacular design they offer. FromSoftware has created a cast of very varied enemies at a visual and playable level, where each one has well-differentiated abilities that will force us to adapt our strategy and rethink the balance of attack and defense to be used. If the fight in Sekiro is, as I said before, a dance, each enemy has different dance steps and we will have to learn to dance with each and every one of them.Luckily, to help us adapt our strategy we have the prosthetic arm, with which we will have access to different skills. Instead of personalizing the protagonist’s equipment, as was the case in previous works, Sekiro proposes a less organic progress where we unlock skills that we can equip ourselves with. We will have to use trial and error to see what is most convenient in each situation, but the truth is that this system of progress makes us enjoy all the options of the title and that each combat is unique.
The helplessness, the not knowing very well where you are going or why you have decided to take the path you are following are again pillars in the experience of the work of FromSoftware with a map that plays perfectly with the light and the color palette to take us for this roller coaster that is the path of solitude our protagonist. Such is the importance of this detail that even the history of the video game is articulated around our loneliness. A warrior who has only one adoptive father at his side and who will give his life for being with the one he swore to protect. Of course, as is usual in this type of games, the story goes far beyond what is presented to us explicitly and, although I have not had the time to investigate, I am sure that in a few days there will be full forums with theories about Sekiro and his characters. Because, yes, the secondary missions related to NPCs that we find around the world return abundantly, so it will be possible to follow certain narrative lines that reveal more.
Graphics and Sound:
We find ourselves with a simply amazing visual aspect that bets on the eclectic. The setting in feudal Japan gives rise to the possibility of mixing several styles in biomes and enemies to achieve, from start to finish, to surprise the eyes of the player. From large buildings where the advance is vertical to extensive temples full of monks, Sekiro deploys a visual arsenal that is as varied as it is beautiful. At the level of modeling, distance of vision and visual effects, Sekiro more than meets the current generation, and the performance is good in general, even though in certain points where the map loads decreases in the rate of images per second.
For its part, the soundtrack gives us a multitude of topics of very Japanese style, which uses many of the classic instruments of that country. We have been very surprised by how intense the percussion of the compositions is, with full speed punches that, in addition to putting us even more pressure, are synchronized with the sword clashes and create a unique sound ambience that will make us feel inside a film of ninjas and samurais.
FromSoftware is able to continue squeezing the recipe for the success of Dark Souls and Bloodborne to put on the table a work with the same premises, but at the same time it´s original, fresh and unique. A balance between attack and defense, a much improved movement system and a whole new world in which to lose ourselves are the main strengths of this game to win over the public. Undoubtedly, It´s one of the best video games of 2019. A game absolutely essential for anyone who has enjoyed minimally the previous works of FromSoftware, but also for those who want to take the step with the study and have not dared ; a masterpiece in every rule.


My Score is 9.5

Death End Re;Quest – PS4



Compile Heart presents a title that follows the usual patterns of the studio along with an intricate story with dark touches.
Story and Gameplay:
The story of the game is developed through two different but interconnected sides. On one side, we have the part starring Shina Ninomiya, who is trapped inside the virtual reality game World’s Odyssey without memories of the last year of her life and with a mysterious adornment attached to her legs in the shape of spider legs. The game is suffering various faults that make appear mysterious creatures called Martyrs that have caused the extinction of most of the population of the game after propagating what is known as Entoma disease, affecting the behavior of NPCs that end up becoming monsters dangerous. In his journey through the different areas of the game, Shina will meet new allies with which to try to deal with this threat to free the world of the game and, in turn, activate the end of it to be able to get back to the real world.
The second side is played by Arata Mizunashi in the real world. Both he and Shina have worked together in the company Enigma developing games and are responsible for the creation of the development project of World’s Odyssey in conjunction with the company Aggle. However it ended up being canceled for unknown reasons and later Shina disappeared without a trace. At that time Arata has continued working on other projects with her co-workers Sumika Tokiwa, Lydia Nolan and Rin Asukaze, continuing her life with normality although missing Shina. One day Arata receives an email sent by the account of Shina in which, apart from a mysterious file that fails to open, discovers that the servers of World Odyssey are still running and that the game account of Shina is active, with that he decides to do everything possible to try to rescue her.
The game is developed along several chapters in which we can alternate the control between both parties, being in the case of Shina the playable part as a classic role title while in the Arata part it´s advanced through novel visual cutting sequences . In certain moments of the game it will be necessary to play the part of the real world to look for diverse tracks that allow to advance eliminating obstacles in World’s Odyssey through investigations that have as base objects that are within the game. Access to each of these parts is done using the L2 and R2 buttons while the options menu is displayed, each displaying a different menu design, as well as the available options. Throughout the game we will be given to choose between several options, usually two, to be able to advance in the plot, being one the correct option and the second, the contrary, which derives in a bad ending (or death end). If you get to fall in this last option, the game allows you to load the game and continue with the progress accumulated to that point, in addition to allowing, through the option of event display of episodes of the game menu, get accessories and money completing the different points presented in this option.
Both Shina and the rest of the girls that will be known throughout the game will be accompanied by a creature known as a bug. These beings, which have the form of various insectors, will grant the ability to use different types of attacks and various magics with which to face the fighting, although to increase the arsenal of techniques will have to use concrete combinations of techniques and use them regularly until obtaining the idea for a new one, which is known as Flash Drive, something that will come denoted with a light bulb icon next to the corresponding learning percentage. Another quality added to the bugs is the ability to use the glitch form for each character. This feature can only be used after reaching 80% of the level of corruption in combat, which increases to fit enemy attacks or passing through certain orbs of corruption in each combat, and allows to use a powerful technique of devastating consequences for The enemies that are in the field, provided that two other commands have been previously chosen within the list of actions of the character.
The combat system of the game is developed in the form of turns, which can be seen in the upper left part of the screen. The controllable characters can move without any restriction along the available terrain, limited by a circular barrier, and can be positioned in such a way that the attacks can affect one or several enemies, depending on the techniques used. In each bout, a series of colored dots that are actually bugs from the combat field with different effects that include different characteristics such as increasing the level of corruption in a certain percentage, recovering SP points, removing a number of points of life will be displayed. , etc. These in turn are part of the corruption meter of the terrain and can be destroyed either by passing over them or by throwing the enemies against them, using the knockback technique. This can be done using physical attacks, some of which will allow you to trace a launch trajectory that can be configured by moving the character and using the left and right directional buttons of the digital crosshead to be more precise. They can also be thrown at the members of the group that are on the ground, which will cause them to hit them by throwing them back towards another point of the terrain (knockblow technique), causing additional damage in the process, and even managing to make them bounce between the limits of the combat terrain. It should be noted that the greater the enemy, the less distance he will travel with this technique.

Arata will be able to provide combat support through Battle Jack techniques, which can only be used as long as the level of corruption of the combat terrain is less than 50%. These are divided into three categories, the first of which is Code, which consists of different types of techniques with which to change the combat environment and apply certain advantages to the group, either by decreasing the level of corruption in the combat field, increasing the of the enemies or even doing the same with the level of corruption. The second type is Genre and allows momentarily changing the genre when fighting so that the chances of fighting and doing more damage to opponents increase. Some of the available options, which are unlocked as you progress through the game, include things like using SP points to shoot like a shooter, throwing enemies to clear them almost like in a puzzle, facing enemies like In a fighting game or jump on them like in a platform game. Finally the last option is Summon and its use in combat allows to invoke the Entoma Queens in combat. These are different types of monsters that exercise bosses in certain chapters of the game and are an essential part in the future of the adventure. Their combat performance allows not only to count on their attack power but also for the group to obtain different additional effects.

Most of the adventure is governed by a linear game style, advancing to each of the locations, and their respective dungeons, in which to defeat the powerful enemies that are presented. However, advancing in the plot will be able to enter the Strain Area in which you can talk to the peculiar members of Ludens, whose intentions will have to be revealed throughout the game, but also receive their support to improve the techniques of Battle Jack of Arata or get new ones, as long as you have the required materials to unlock them. Another option of this point is the access to the Pain Area, a dungeon in which to face powerful enemies that not only offer generous amounts of experience and money but also the possibility of obtaining weapons of great power very rare to obtain for each character. Finally another of the options offered at this point is to access the world map of World Odyssey, where you can revisit each of the areas of the game to combat or obtain the objects that are yet to be discovered.

In each zone there will be a camping area in which the group can relax and rest from the fight, taking control of Mr. Enigma, Arata’s avatar within the game. At this point you can invoke Rook, the merchant, to buy items and equipment, sell it and also be able to accept different types of quests. At the same time, there is an orb of teleportation that will allow you to move between camps to advance faster and also with a save point. Finally, with the advanced adventure, you can talk with the characters of the group through light events, only with text, in which to know them in greater depth and where there will also be the option, occasionally, to choose between options, something that in this case will affect the time to get one of the possible ends with each of the heroines of the game at the end of it.

Graphics and Sound:
The graphic section of the game does not stand out too much. The modeling of the characters and some scenarios are at a decent level, but, on the other hand, most of the dungeons of the game do not have much charm nor do they pretend to stand out by offering eye-catching details. On the other hand, a good part of the game depends on the novel visual cutting events through animated portraits of the main characters, both in the real part and in the virtual game world, possessing a striking design. Regarding the sound section, the game has a wide variety of instrumental pieces that encompass different musical styles including pieces with electronic touches, others more harmonious with guitar touches and even some with choral tones.As for voices, the game offers a selector to choose between dubbing in English and Japanese.
It´s an interesting title whose main virtues reside in a story, which generates interest to see how the framework that surrounds Shina and Arata is unfolding until it´s resolution, it´s characters, which throughout the game present much more than that is seen in a principle, and finally it´s combat system, with a point of originality when using the options of Battle Jack besides being addictive. It´s main flaw lies in the design of the dungeons in which there are few details and are repetitive at the time of facing them, becoming somewhat tedious.

My Score is 7.5

Fate/Extella Link – PS4, PC, SWITCH, PS VITA

The endless battles of the Fate franchise return with a delivery to numerous platforms
Story and Gameplay:
An unquestionably entertaining title, but one that suffers from the freshness needed to attract new people. As for the story, it talks about the world of Seraph, which has been invaded by programs (waves of adversaries to which we must liquidate) that are sowing chaos. And behind all this is hidden a series of sinister characters that need to be confronted. The Servants come into play here (characters that we can control throughout the game). We find a plot not particularly interesting or original, but with the passage of time and large scenes of dialogue as visual novel plan it´s gaining weight and ends up being fairly entertaining. As a good representative of the hack and slash genre, the dynamics that follow this title are strongly based on confrontations, which take place in scenarios of a considerable size that are divided into different sectors. And to travel from one to another is necessary to use a kind of “portals” that connect some areas with others. For this reason, it is essential to take a look at the minimap that appears at the top of the screen from time to time, as it gives us important information and shows us the location of the objectives that we have to complete.
Focusing on the races, hundreds of duels await us in each mission that is necessary to fulfill. Some missions, take place over several days in a row and that group several of them per day, being able to choose which of them we want to complete throughout its main modality, the Story mode. And that is why it is a fairly rejuvenable title, given that in order to move from one day to the next and advance in the plot, it is only necessary to fulfill one single objective per day: if we want to materialize all the missions, it is necessary to spend several extra hours at the affair. The course of each mission is what we all expected. In a battlefield completely infested by adversaries we have to go through without relentlessly handing out blows without stopping with any of the Servants that are at our disposal. Many of them are the same as we saw in The Threshold Star, but they have added some more and a dozen more old people known by fans of this franchise.
The course of each mission is what we all expected. In a battlefield completely infested by adversaries we have to go through without relentlessly handing out blows without stopping with any of the Servants that are at our disposal. Many of them are the same as we saw in The Umbral Star, but they have added some more and a dozen more old people known by fans of this franchise. The set of movements and actions that each of them has is really worthy. Two main action buttons (weak and strong attack) plus complementary ones (jump, special, etc.) allow the protagonists to make a large range of combos, blocks and other movements. When turn meters are full, it´s also possible to enter two different states that can rip apart rivals and even finish a blow with most of them.
During each mission it´s necessary to fulfill a series of objectives that are entrusted to us on the fly, finish with a final enemy (there are enough of these types) escort a determined character that needs our help or to clean a specific sector of the scenario . Nothing too elaborate or surprising but that is appreciated. More interest monopolizes everything that has nothing to do with battles, that is, with the possibilities that this adventure offers us when we are not in the middle of a mission. Apart from being able to contemplate the conversations, we can also go around our headquarters to improve our Servants and conveniently equip them, go to the market, establish links with some of them and other options.
It is worth highlighting the multiplayer mode that incorporates this game, which can accommodate up to eight players online (and also ad-hoc in the delivery for Switch) simultaneously. Without being anything too flashy or original, such battles that take place by teams can prolong the life of the game even more. The main defect that this production has beyond it´s playable redundancy and certain problems related to the monitoring by the camera, is it´s lack of innovation in relation to what was enjoyed in the previous chapter. Yes, there are more controllable characters, new scenarios and an unpublished story among other elements, but the playable base is exactly the same and it does not surprise the least: in fact, it does not even try. For that reason, those users who did enter the previous installment may find few incentives to immerse themselves in this episode.
Graphics and Sound:
It highlights the number of characters that can appear on the scene and the successful design and model of the characters. Add to this the impact of some special attacks and the ease with which the entire set moves. However, the rest of the technical aspects are much more functional, from the animations of the rivals (very simplistic) to the disposition of the scenarios, of everything less detailed. The Japanese dubbing is the best that gives us it´s sonorous side, a great job to which strong sound effects are added and very well composed dynamic melodies without pretensions.
The Marvelous cult saga returns with a hack and slash proposal that closely follows what was experienced in the previous game. Thousands of battles await us against endless waves of enemies that often end up with various battles against a good batch of bosses. A development as predictable as entertaining if you like this type of proposal, although it´s clear that originality is not the strong point of this game. Still it´s highly recommended for those who follow this saga up close, and for those who just started with this genre.



My Score is 8.0

Resident Evil 2 Remake – PS4, PC, XBOX ONE


After so much waiting, we get a spectacular update of the second Resident Evil game. A remake that is much more than a mere facelift, leaving pre-rendered scenarios to create a more current experience.
Story and Gameplay:
Unlike the first one, in this remake, fixed cameras and pre-rendered scenes are abandoned to offer us a free camera and environments in three dimensions, as well as a gameplay closer to that of the fourth installment. It is a very faithful adaptation to the original adventure, so the fans of Kamiya’s work will feel at home. We believe that Capcom has managed to nail down the sensations that it transmitted to us 20 years ago. Even with the great change that control has undergone, it still manages to make us feel that tension when aiming, that fear of what waits in every corner, and that debate continues between spending a bullet or running.
Much of this game involves exploration. Get objects, open doors, unlock paths, solve puzzles. The essence is still intact. And, if we want to make it more authentic, we have the hardcore mode, which not only has harder enemies, but also discards the automatic control points and only allows us to save the game with the ink tapes, as in the past.
Appreciating it as a game and not as a remake, it seems like a game with some ups and downs. The part of the police station is ten, but then the thing deflates a bit. It’s still very good, but we think it’s so high in the first half that it’s hard for the rest to maintain the level. We also have feelings confronting parallel stories. In 1998 it was fine, but in 2019 you miss that there are more differences between them.
Although, as we say, we miss something more variety, at least there is enough content. We have the two main stories and their B scenarios, an art gallery and characters to unlock, and two extra modes. One is The 4th Survivor, in which we rediscover the adventure with Hunk, and the other, the strange and challenging Tofu mode.  The duration of each story varies a lot depending on how you play it. If you want to run it, in five hours you’ve finished it. If you want to explore, get all the weapons and objects, it will be closer to nine. And if you play in hardcore, you may have to add some more than half an hour.
Graphics and Sound:
Graphically it is exceptional, and it leaves us thinking that it can happen in the new generation. On many occasions he has left us with his mouth open. There are moments that, directly, look like a movie, thanks to the effects of postprocessing and its 60 images per second. It is true that it is not perfect, and we are going to see some improvable facial animations, certain somewhat poor textures, or zombies download their animations at 30 images per second when they are at a distance. They are, in fact, small details, but they do not manage to tarnish at all the excellent work that Capcom has done.
Of course, the sound design does not fail either. This game has binaural sound, and we recommend playing it with headphones or a surround sound equipment. Listening to how a zombie approaches you from behind while aiming at the one in front of you is something that can save our lives. The steps of the Tyrant rumbling in the house, or that agonizing guttural sound that puts you on alert in a dark room. This soundtrack, is quite discreet and traditional, and we consider that it has lost the charm of the original. He knows how to be noticed when appropriate, but generally prefers to give prominence to silence.
Capcom has done a great job recovering this classic. It´s a work tremendously faithful to the original, to such an extent that its only problems are inherited from it. We believe that the variety between characters could have been enhanced a little more; although they were small details like changing the puzzles and that they lose all the interest in the second return.

This can split opinions a little, depending on whether you expected an update only on the package or something deeper. In any case, and with some expectations or others, Resident Evil 2 seems essential for lovers of horror games. It is a title with excellent gameplay, unforgettable moments and an incredible staging, and that makes us dream of the resurgence of survival horror.

My Score is 9.0