Everyeye.it's Scores

  • Games
For 5,529 reviews, this publication has graded:
  • 53% higher than the average critic
  • 7% same as the average critic
  • 40% lower than the average critic
On average, this publication grades 1 point lower than other critics. (0-100 point scale)
Average Game review score: 74
Highest review score: 100 Mass Effect 2
Lowest review score: 20 The Quiet Man
Score distribution:
5537 game reviews
    • 66 Metascore
    • 70 Critic Score
    Aphelion confirms Don't Nod's versatility and its determination not to remain confined to a single genre, venturing wherever the studio's imagination feels the need to go. However, this adventure on the planet Persephone—in terms of both its gameplay and narrative components—ultimately does little more than scratch the surface of the ice of which it is composed, without ever truly breaking through it. The result is a work that attempts to weave together themes of survival, responsibility, and human connection against the backdrop of an environmental crisis, yet struggles to fully develop its own core concepts. Nevertheless, it remains an intriguing experience—particularly for that segment of the audience seeking a more intimate and grounded science fiction story.
    • 71 Metascore
    • 68 Critic Score
    Tides of Tomorrow attempts to depict a world suffocated by plastic—crafting a fascinating setting rich in thematic potential—yet ultimately treats the subject with the same superficiality with which, outside the screen, we have learned to coexist with it. All the right ingredients are there: the ambition to confront the player with the moral consequences of their actions, bolstered by a brilliant concept like the "Story-Link," which strives to weave players' choices together within a shared dimension. The problem, however, is that this very ambition struggles to translate into something truly impactful. The numerous choices rarely carry the weight they should, and the saccharine writing style ends up excessively dampening the tone. Tides of Tomorrow offers glimpses of something immense lurking beneath the surface, yet never quite manages to bring it to light.
    • 71 Metascore
    • 70 Critic Score
    Life is Strange: Reunion brings down the curtain not only on the story of Max and Chloe but on the entire franchise—and it does so in a rather controversial manner. This is not to say it is a bad game; at the very least, Deck Nine has managed to craft a few moments of enjoyable fanservice. Beyond that, however, there is little else: the plot becomes overly convoluted, inexplicably sidelining certain key elements of the lore, while the gameplay is poorly balanced—giving ample scope to Max’s time-rewinding ability while drastically diminishing Chloe’s role. The credits—which roll to the rhythm of an excellent soundtrack—offer only partial satisfaction: they do, admittedly, allow us to bid farewell to Max and Chloe once and for all, but they also leave us wondering just how necessary it all really was.
    • 54 Metascore
    • 65 Critic Score
    Legacy of Kain: Ascendance is a project defined by contradictions: ambitious in vision, inconsistent in execution. The lore is expanded with genuine generosity, the return of the original voice cast is a gift that certainly should not have been taken for granted, and the concept of exploring the era of the Imperial Kain through four distinct perspectives remains—from a narrative standpoint—the most compelling direction the series could have taken with a project of this scope. Fans of the mythology will find material well worth the wait. Yet the game built around it is imprecise where it ought to be surgical, sluggish where it strives to be dynamic, and visually uneven in ways that simply cannot be ignored. Those approaching the saga for the first time may find its standing relative to the genre's finest examples to be anything but favorable. Those returning—having grown up with Kain and Raziel and long dreamed of a new chapter in the saga—must first come to terms with the shift in genre, and there is no guarantee they will be willing to do so. Ascendance marks a step in the right direction; however, truly restoring Nosgoth to the greatness it deserves will require far more decisive strides. The future of the series remains entirely unwritten. This title merely hints at that potential, without fully proving it.
    • tbd Metascore
    • 70 Critic Score
    Origin could have been just another licensed gacha game—a monetization machine disguised as a video game. Fortunately, it is not; it possesses a distinct voice and original ideas, and, above all, demonstrates a genuine desire to be remembered for something that transcends the sheer weight of the license from which it was born. Much will depend on the extent to which Netmarble remains fully committed to pursuing this direction. For now, Britannia is a place worth returning to—despite all the limitations noted thus far.
    • 75 Metascore
    • 70 Critic Score
    The Mega Man Star Force Legacy Collection offers a way to discover—or rediscover—a trilogy lost to time. These are lighthearted, colorful, and breezy titles that appeal primarily to fans of old-school RPGs, yet still manage to carve out a niche for themselves today thanks to a combat system that is enjoyable in its own right, and a pacing that never demands too much of the player. It is especially gratifying to see how Capcom is taking steps to preserve—and, ultimately, lend dignity to—productions that would otherwise risk remaining confined to the past. Nevertheless, this remains a collection that carries with it all the limitations of the original trilogy, including a certain underlying repetitiveness and a structure that, today, struggles to surprise those seeking something deeper or more layered. However, for those willing to embrace its simpler, more childlike nature, the *Star Force* saga remains a sincere adventure.
    • 50 Metascore
    • 60 Critic Score
    1348 Ex Voto is a highly imperfect work that—much like its own history—thrives on dualities, on light and shadow, yet manages to leave a mark in its own way: a small *ex-voto* capable of speaking to us and our modern cages, drawing upon a Middle Ages that proves itself both intimate and relevant.
    • 72 Metascore
    • 70 Critic Score
    John Carpenter's Toxic Commando reimagines a tried-and-true formula, transporting it to a new open-world setting where the Swarm Engine's capabilities once again demonstrate their effectiveness in managing hordes. The result is a riot of blood, bullets, gasoline, and ignorance that will delight anyone looking to spend an evening hunting zombies with friends. When everything runs smoothly, Saber Interactive's title effectively conveys the feeling of being in the middle of one of those apocalyptic films where the only priority is surviving yet another wave of the undead. However, the game's offerings, as they stand, are far too limited and quickly become repetitive. The project's underlying structure is solid and shows promise, but new content will be needed to transform Toxic Commando into something more than a fun cooperative shooter for a couple of evenings.
    • 72 Metascore
    • 70 Critic Score
    Rayman: 30th Anniversary is a great re-release marred by the inexplicable absence of the original soundtrack. Rayman is a true classic that, despite its extreme difficulty, remains a very fun and surprisingly beautiful title, and this new edition offers almost all of its versions, well emulated with good image filters, multiple accessibility options, and a selection of extras with exceptional documentary and historical value. But all this good work, without something as important and fundamental as Rémi Gazel's score to complete the experience, ultimately falls flat and greatly diminishes its overall value.
    • 64 Metascore
    • 72 Critic Score
    God of War: Sons of Sparta is a solid Metroidvania, but it doesn't do anything more or less than many other exponents of the genre. It works, it entertains, and it flows smoothly, but it rarely surprises. The story of Kratos's adolescence and his relationship with Deimos are the heart of the experience, offering a more intimate look at a character we're used to seeing in a completely different light. The idea works, but it's held together by a rather conservative gameplay structure, with redundant combat, a lackluster level design, and an art direction that favors nostalgic homage over originality. The result is an enjoyable but rather standard prequel, closer to a narrative interlude than a fundamental piece of the saga. Kratos fans will still find something to interest them, as will those looking for an accessible Metroidvania without too many rough edges. Those looking for a chapter that will leave their mark will, however, feel like an opportunity only partially exploited.
    • 72 Metascore
    • 65 Critic Score
    Romeo is a DeadMan is a product that has sparked deep reflection in us: we're happy that a figure like SUDA51 is still active in the global gaming scene and that he's still capable of infusing his creations with such a recognizable stylistic imprint, but it's also true that Grasshopper Manufacture seems anchored in an outdated, almost anachronistic, game development philosophy that needs a breath of fresh air to compete, or even survive, in the ever-changing action genre. While on the one hand, we find a manneristically varied yet solid gameplay structure and an artistic direction that oozes style from every pore, on the other, we must point out a less than rosy situation in terms of level design and the presence of poorly crafted gameplay devices.
    • 73 Metascore
    • 70 Critic Score
    Total Chaos unfortunately ends up falling victim to the very chaos in which its protagonist is trapped, preventing its excellent ideas from fully emerging. Nevertheless, it remains a game that, despite its flaws, manages to make an impact and leave its mark.
    • 63 Metascore
    • 65 Critic Score
    One of the clearest impressions is that Project Motor Racing is currently a work in progress. It has excellent intentions, a foundation that could grow, and an "old school" philosophy that could appeal to a wide audience. But this requires time, updates, refinements, and a clear creative direction. The game isn't broken, it's not a failed product: it's simply very immature, still far from being a benchmark title, but with enough potential to get there if adequately supported. A release in early access at a budget price would probably have been more consistent with the current offering, because quantitatively speaking, the game offers a lot, but suffers from evident shortcomings in key areas: AI, penalties, driving system, and the overall cohesion of its ecosystem. Some aspects are already very good, and we are confident that in the future the game could become a benchmark for racing game enthusiasts, if only for the uniqueness of its car roster and the good career mode.
    • 54 Metascore
    • 65 Critic Score
    Sacred 2 Remaster is a preservation effort, rather than a modernization. Longtime fans will benefit, finally being able to explore the world of Ancaria again on next-gen systems. Beyond that, however, the remaster doesn't introduce any significant improvements that would encourage a purchase outright. It remains a piece of gaming history that's refreshing to see brought to new generations. But nostalgia aside—and despite the budget price—it's undeniable that fans of the genre can now find significantly more satisfying experiences for the same money.
    • 62 Metascore
    • 60 Critic Score
    As much as we appreciate the idea of ​​putting ourselves, for once, not in the shoes of a budding driver needing to prove his worth, but in the cloud of a "Deus ex Machina" who can literally call the shots, build courses, drive, race, and destroy everything, without having to worry about driving techniques, gear changes, road conditions, and so on, Wreckreation takes arcade "simplification" to extremes. The result is not, as the developers likely hoped, a "eat and run" title, where you can enjoy extreme speeds and environmental (and car) destruction freely and without consequences. Crucial details and spectacularity are missing, car customization is extremely limited, and the absence of a certain feeling is felt. Whether the most dedicated players will be able to create courses and flying circuits so insane as to be worth the (albeit modest) price of entry to this enormous, yet empty, playground, we cannot know at this point. For now, if you're willing to bet on Wreckreation, it's certainly not a bad game, but it's not as exciting as it seemed before we started it up for the first time.
    • 61 Metascore
    • 55 Critic Score
    In an era where titles like Streets of Rage 4, Teenage Mutant Ninja Turtles: Shredder's Revenge, and even its predecessor, Double Dragon Gaiden, have proven that it's possible to revive the classic beat 'em up formula with modern depth and respect for the source material, Double Dragon Revive represents a step backwards in virtually every way. It's a missed opportunity that likely relegates the historic series to the background once again, waiting for someone to finally do it the justice it deserves.
    • 79 Metascore
    • 65 Critic Score
    It's not easy to frame an operation like Once Upon a Katamari, suspended between the desire to renew a twenty-year-old tradition and the fear of losing the true essence of what is a cult PS2 title. The joy of completely destroying the settings, starting from their smallest elements, remains intact, and it's impossible not to be won over by the nonsensical madness of a video game that never takes itself seriously. Yet it was reasonable to expect some substantial additions to a gameplay formula that, while still unassailable, dates back to distant 2004. Bandai Namco has thus played to the nostalgia factor without taking the risk of modernizing its intellectual property, giving longtime fans another chance to roll their Katamari, but without offering any convincing glimpses into the future of the series.
    • 80 Metascore
    • 72 Critic Score
    Keeper offers a short journey, and that in itself is certainly not a flaw. The real issue lies in the way the adventure's time has been managed, with the first half containing its most visually and gameplay-wise brilliance. Unfortunately, just when it decides to mix things up, Double Fine's work suffers a dip in quality that's hard to ignore. Even if it's followed by a more successful and genuinely refreshing final section, it still makes a significant impact on a four-hour experience. If you're looking for a relaxing game that's not short on inexplicable creatures and fascinating scenarios—and this is even more true if you have a young player to keep you company—then give Keeper a chance. Those looking to experience Double Fine's "next big thing" would be wise to wait for future updates from Schafer and his team.
    • 68 Metascore
    • 65 Critic Score
    While moving beyond an artistic inspiration that clearly nods (and maybe even a couple of nods) to Cuphead, Acecraft doesn't break the boundaries of its free-to-play shoot-'em-up nature. The gameplay is simple and extremely intuitive, but it's also slow and lacks much depth or intriguing solutions, while the confusing progression system lives in the shadow of classic gacha progression: without real money, Acecraft feels diluted and uninspiring, but at least it's possible to play for long sessions without having to endure the usual ads that plague mobile titles.
    • 66 Metascore
    • 65 Critic Score
    All things considered, considering the target audience of all Microids' Poirot games to date and their evolution over time, despite the quality of the writing and narrative, we can't help but consider Death on the Nile a small step backwards, or, to be more polite, at least a "stop." The weak puzzles and the artistically simple technical aspects didn't convince us. The overall experience is decent, if you lower your expectations a bit and ignore the two previous Blazing Griffin games, which, in our opinion, were a bit more complex and interesting.
    • 74 Metascore
    • 65 Critic Score
    After the remake of the first Pac-Man World, it was reasonable to assume that Bandai Namco would continue the nostalgia drive, and the forty-fifth anniversary of Pac-Man was the perfect time to re-release the second installment in the series to attract as much attention as possible. There's no denying that a certain amount of effort went into Pac-Man World 2 Re-Pac, which not only revamped the game's technical features but also improved its controls, even offering some previously unseen extra content that proves useful in increasing the adventure's overall longevity. The problem is that the original game wasn't exactly the most engaging 3D platformer on the market when it was released in 2002, and the fact that this remake remains as faithful as possible to the original isn't the best business card considering 23 years have passed since then. Pac-Man World 2 Re-Pac is a nostalgic journey designed for Pac-Man fans, but it doesn't pretend to match the quality of the best modern platformers out there.
    • 71 Metascore
    • 65 Critic Score
    The Claws of Awaji is a DLC that reflects both the strengths and weaknesses of Assassin's Creed Shadows: some narrative elements are interesting, but the story ends without much excitement, nor does it sufficiently delve into the renewed conflict between Assassins and Templars. The introduction of a new weapon for Naoe livens up the combat a bit, but the gameplay remains more or less the same: ultimately, Awaji is an island that replicates the same exploration loop as the base game on a smaller scale, without adding anything new. Although it is free for all those who pre-ordered at the time, it is still a significant expansion at €25.
    • 62 Metascore
    • 68 Critic Score
    As often happens with first works, Lost Soul Aside was the victim of its creator's unbridled ambitions and the vast inexperience of the team that supported him during development. Eleven years ago, the project, spearheaded by Yang Bing alone, seemed simply incredible, but today—especially with the latest generational leap and the advent of titles like Black Myth: Wukong—the magic of Lost Soul Aside has faded, becoming a sort of standard. The title is based on a frenetic, robust, and satisfying combat system unlike any other, but this alone cannot offset the numerous problems that plague all other aspects of Chinese production, nor does it justify the high entry price set by Sony this time around. Faced with a market now saturated with souls-like games and increasingly less diverse, fans of more traditional action RPGs and hack'n'slash games might still give it a chance.
    • 73 Metascore
    • 65 Critic Score
    Metal Eden is a video game about synthetic humans and robots, and in an almost meta-narrative sense, it feels cold and soulless. The pursuit of rhythmic and engaging gameplay is evident, yet another attempt to emulate the Doom formula. The experience feels repetitive and linear, less layered or challenging than it could have been. Moreover, the game even underuses its signature mechanic, the absorption of cores, which becomes quite repetitive over time. It's not a bad game, let's be clear: those who enjoy FPS challenges with "push-forward" gameplay have at least eight missions to test themselves with various weapons and a narrator with a lot to say. Ultimately, it's a shame: it could have been much more daring...
    • 68 Metascore
    • 60 Critic Score
    Midnight Murder Club is a simple pastime to while away a couple of evenings with friends, much like a virtual board game, thanks in part to the option of purchasing a single copy for everyone to play. The concept behind Velan Studios' title works, but ultimately the gameplay experience is bare bones and lacks a progression system, character customization, or even matchmaking for the PvE co-op mode—a significant issue for a purely multiplayer game.
    • 62 Metascore
    • 60 Critic Score
    Pokémon Friends has a pleasant variety of puzzles, though it quickly becomes repetitive. The system designed to ensure replayability of the various puzzles, with the goal of collecting and obtaining as many plushies as possible, is engaging, but the experience ends there. Everything added on top of that fails to keep a product afloat. Given its truly high price on mobile and the push to purchase excessive DLC on consoles, it can only appeal to a very young audience.
    • 66 Metascore
    • 70 Critic Score
    Echoes of the End is only halfway successful. The game boasts impressive technical features and a puzzle quality rarely found in an action adventure. While it's a pleasure to play, the Myrkur Games production suffers from a number of issues, including a rather crude combat system and, more generally, a fairly derivative story. In short, if the development team had been brave enough to take a few more months to iron out the flaws, we'd likely be talking about a product of a completely different caliber.
    • 60 Metascore
    • 70 Critic Score
    Drag X Drive focuses solely on gameplay and its mission to demonstrate the potential of the mouse-based Joy-Con controller, forgetting to convey its undeniable depth of gameplay with the graphic and artistic tools that Nintendo usually masters, and which are almost a distinctive signature. It's not a "gimmick game": the idea works, the technique is well-executed and promising, but it would have deserved a series of more thoughtful, enriched and varied touches and modes.
    • 63 Metascore
    • 60 Critic Score
    Edens Zero is a seemingly half-hearted and unconventional undertaking: a title designed for fans already familiar with the story, the characters, and their powers. Getting interested in Mashima's work from the game alone is difficult, as the hyper-fast-paced plot doesn't allow for any attachment or empathy, the stark locations lack the same punch as those drawn in the manga or anime, and the characters are like dolls to be dressed up however we want, only to have them clash with each other, without ever feeling a sense of challenge. If that's enough for you, there are indeed quite a few costumes and "costumes," especially (but not exclusively) for women, with animations that showcase them well, and models of the protagonists that fit them perfectly. As for the game itself, however, there's very little RPG in it, and the action is lazy and overly simple. A real shame.
    • 63 Metascore
    • 65 Critic Score
    Destiny 2: Destiny's Edge isn't exactly what fans expected from the debut of what was previously called Frontiers. All the enthusiasm and desire to experiment that emerged when it was announced has unfortunately been lost on this expansion, which introduces weak mechanics and adds very little replayable, albeit valuable, content. We truly hope that fan feedback can somehow help the Seattle team straighten out the situation and catch up with upcoming expansions or, perhaps, with the update coming in September that will introduce a new activity on Earth. In the meantime, we can only say we're minimally satisfied and, above all, concerned about the game's future.

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