Bio
I'm (at the moment) a PhD student on telecommunication engineering at University of Florence.
Also I work, in my free time, on a project, a narrative sci-fi universe, called G.Exelion. I already written a story set that universe called "La Prima Frontiera" which is available for free on the Wattpad platform.
Personal Ratings
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Favorite Games

Monster Hunter: World
Monster Hunter: World
Resident Evil 4
Resident Evil 4
Metal Gear Solid 3: Snake Eater
Metal Gear Solid 3: Snake Eater

014

Total Games Played

003

Played in 2024

010

Games Backloggd


Recently Played See More

Lies of P
Lies of P

Apr 17

Dune: Spice Wars
Dune: Spice Wars

Mar 27

Wild Hearts
Wild Hearts

Feb 13

Resident Evil 4
Resident Evil 4

Dec 26

Brütal Legend
Brütal Legend

Aug 22

Recently Reviewed See More

This review contains spoilers

Cogito Ergo Sum

I played this game, albeit a few months late from its release. Although, from what I’ve heard, there was still some work needed to refine certain edges and optimize everything, so in the end, I can’t complain since I had the best experience right from the start. Let me give a spoiler warning right away so I can speak freely.

With Lies of P, it was practically love at first sight. From the initial screens, this game captivated me with its meticulously crafted environments and evocative atmospheres. So much so that throughout my entire playthrough, I kept thinking, “Wow, I don’t want this to end!” I truly immersed myself in the world and the story presented in Lies of P. Only in the final section, the Alchemists’ Island, did I feel a bit of heaviness—a segment that might have been slightly drawn out and could have been trimmed a bit.

The game is more linear compared to other Souls-like titles, for better or worse. Personally, I would have preferred more choices, especially in the order of progression. Perhaps the option to tackle more challenging areas right from the start. I believe that was the initial idea of the developers based on how they set things up. It almost seems like they reconsidered during development and made changes. I’m referring to the fact that Geppetto essentially acts as the quest-giver, and the Krat Hotel serves as the central hub.

The gameplay is one of its strong points in my opinion. The difficulty is well-balanced—overall not too high for a Souls-like game. Only three bosses really gave me a significant number of attempts. But what I loved was the sense of progression in terms of abilities. As you continue the adventure, you genuinely feel yourself improving. After defeating a boss that initially challenged me, I often thought, “I can’t wait to face it again in future runs and take it down more easily.” Additionally, I enjoyed the weapon crafting mechanic—it adds a lot of possibilities and encourages experimentation. Although, at some point, I settled into my preferred setup. In my first run, I didn’t get to test the Legion Arm much. I unlocked all of them, but I rarely used them. I couldn’t quite integrate them into my playstyle, which is a bit disappointing, but I’ll explore them more in future runs.

The graphics are generally good. Playing with all settings maxed out is a visual delight—both in terms of textures and effects. However, I’m puzzled by how poorly the models and textures of human corpses scattered on the ground were done. Seriously, they look quite unappealing and lack definition. And i can't understand the reason.
In any case, it’s a game that captured me and made me passionate about its events and characters. So much so that right from the start, I began theorizing and evolving those theories as more details emerged. I understood many things, but some remained elusive. Indeed, I’m certain that playing through it multiple times would be beneficial, especially for revisiting various documents and dialogues with the added context of a deeper understanding of the story’s direction. As far as I’m concerned, it’s a solid recommendation. For a significant portion of the game, I was there, fueled by enthusiasm, ready to give it a solid 9 out of 10. However, upon reflection, I realize that would be a bit excessive. Nevertheless, the material is all there, and the foundations are strong enough to support a sequel that addresses the issues and fully hits the mark.

Long live the fighters!

After playing it for about 40 hours, completing an entire campaign and a couple of Kanly duels, I feel ready to say a few words about this strategy game.

So, I’ll start with the things that bothered me the most (in the version I tried, maybe if someone reads this review in a year, these issues will be resolved). The first thing that annoyed me is the not excellent quality of the Italian texts. I found several questionable translations, some misleading and others just wrong. Not to mention that some sentences had words that were left directly in English. These are things that should be avoided.

Then there’s the graphic factor. Honestly, I found the graphics and models a bit underwhelming compared to other representatives of the genre, and not very inspired. The models and textures tend to be quite generic.

The same goes for the sound department. Both in terms of effects and music, in my opinion, they could have dared much more.

Oh yes, I think the tutorials also need to be improved because it’s true that they only introduce you to the main mechanics, but there are really too many important things that they don’t teach you and that you then pay for in the matches. So much so that you are forced to play on easy (at least I am) otherwise you get slapped repeatedly.

Let’s move on to the positives. Setting and gameplay. Here they come together quite well as the former greatly influences some mechanics of the latter.

Maybe it’s because I’m fresh from reading the books (I’ve reached the third one) and watching Villeneuve’s films, but I have Herbert’s setting well in mind and I was surprised to see the fidelity with which it has been reproduced in this strategy game and how it closely intersects with the gameplay. In the sense that many mechanics derive directly from the setting and exist thanks to it. The collection of spice (and the anxiety of the imperial tax), including being careful of the sandworms. The importance of water, also fundamental. The Space Guild. The meetings of the Landsraad and what follows. All this put together really brings you into the universe of Dune and makes you feel truly part of it.

There are also a lot of things I haven’t had a chance to try, including playing with the Harkonnen and Corrino houses. But sooner or later I will definitely do it.

In conclusion, it is a valid game in my opinion, despite its flaws. And I would feel like promoting it. Moreover, I hope they can make a second chapter in which, by refining the things I listed, they can really hit the target.

Cuori grezzi

È arrivato il mio momento di dire due parole su questo titolo. Mi ci sono approcciato ben conscio di tutte le critiche che ha ricevuto e del fatto che EA stessa lo ha ritenuto un flop abbandonando il supporto dopo pochi mesi. E questo sicuramente significa che non vedremo un sequel. Voglio partire da questa ultima affermazione e dire che mi dispiace, perché WH non era un gioco e un potenziale franchise da buttare via, tutt’altro. È un gioco a modo suo valido e che ben riesce a distinguersi dal suo principale rivale, Monster Hunter (che io sto adorando), trovando un suo carattere e una sua personalità. Ma che diavolo si era messa in testa EA? Pensavano davvero di fare i numeri che fa Monster Hunter alla prima iterazione? Quanto potevano essere illusi? Soprattutto considerando le evidenti fallacie tecniche di WH, ma ne parliamo dopo.
Dicevo, un gioco con un suo carattere ed anima. Sì, a farsi dal gameplay. I karakuri sono davvero una meccanica molto carina e tutto sommato ben integrata all’interno del gameplay e da soli bastano a cambiare l’approccio alla caccia rispetto sempre a MH. Tanto che io, giocatore abituato a Monster Hunter, ho dovuto penare un po’ per capire quanto i karakuri fossero importanti non solo per il combattimento ma soprattutto per muoversi durante esso e schivare gli attacchi. All’inizio infatti mi approcciavo alla caccia come avrei fatto su MH. Nota un pelo dolente sono le armi, in numero inferiore a MH e con un grado di complessità decisamente inferiore ma comunque non insufficiente alla fine. Belli i modelli dei personaggi sia in termini di aspetto che di animazioni, sicuramente una mezza spanna sopra a MH per certi aspetti. Si vede che ci hanno investito in questo. Tuttavia la grafica, rispetto a quanto fatto vedere nei primi trailer, ha subito un discreto downgrade. Non tutte le texture sono di qualità e ci sono diversi glitch grafici davvero fastidiosi.
Tornando sulle fallacie tecniche a cui accennavo c’è sicuramente la telecamera che è stata gestita davvero male e ti porta spesso a perdere il controllo della situazione perché non vedi più un accidenti. E ancora più gravi sono i difetti nell’interazione con alcuni karakuri: io non posso ritrovarmi a fare il giro intorno alla cassa perché se non direizioni l’analogico in modo diretto e preciso il personaggio si rifiuta di salirci e ci scivola intorno. Oltre a questo ci sono anche le hitbox dei nemici che non sempre sono precisissime.
Insomma, al netto dei difetti elencati, Wild Hearts in sostanza è un piccolo diamante grezzo. Avrebbe avuto bisogno di un po’ di lavoro in più e di più supporto post lancio. Probabilmente, raccogliendo le critiche un secondo capitolo centrerebbe molto meglio l’obbiettivo, ma dubito che lo vedremo mai . Inizialmente Wild Hearts mi aveva anche convinto e pensavo di dargli anche un 8+ come voto. Però poi andando avanti le magagne sono venute fuori e non potevo fare finta di niente. Comunque sia non è un brutto gioco e penso che avrò piacere a tornarci sopra in futuro.