On August 3, 1999, Spectrum Zone, the predecessor of Computer Emuzone [CEZ], was launched. So, we are celebrating our 25th anniversary, and it is worth saying so, even though we have not been able to prepare anything special. We will continue here as long as we can. Thanks for everything!

Title: Neva
Genre: Adventure, Puzzle
Type: Plattforms, Action
Distribution: Indie
Price: 19,99 €
Engine:
Available Magazines
| Rating | Votes |
| 9 | 1 |
| 10 | 1 |
Productor: Roger Mendoza
Director técnico: Adrián Cuevas
Programación: David Collado, Xavier Lligadas, Sergio Peris
Programación de herramientas: Ignasi Pelayo
Diseño principal de juego: Óscar Crego
Diseñadores de juego: Jose Massa, Gorka Merindano, Albert Boguñá
Diseño adicional: Juan Fernández
Diseño de niveles / construcción: Gorka Merindano, Albert Boguñá
Líder de animación: Adrián Miguel Delgado
Following the success of Gris, Barcelona-based Nomada Studio returns with Neva, a game that once again immerses us in a visually stunning universe. Published by Devolver Digital, it's an experience that shines for its sensorial narrative and its message of growth and loss.
In Neva, we accompany Alba, a young woman who, after a traumatic event, encounters a magical wolf cub. Together, they embark on a journey through desolate yet magical landscapes, marked by transformation, maturity, and farewell. Far from simply telling stories, the game offers a message of intimacy: emotions are conveyed without a single line of dialogue, in an exquisite audiovisual language.
If Gris had already impressed us with its visuals, Neva takes it to another level. The game is a moving watercolor, with settings that seem taken from a picture book, constantly changing according to the emotional state of the journey. The character animation—especially the wolf's evolution—is fluid, expressive, and delicate. Every shot is carefully curated, every scene conveys emotion.
The music, composed by Berlinist, is simply sensational. It doesn't simply accompany, but intensifies every emotion, every moment of loss or hope. The use of silence and ambient sounds reinforces immersion, without feeling invasive or forced.
As for gameplay, Neva combines platforming, light puzzles, and accessible combat. It's not groundbreaking in any way, but it doesn't pretend to be: the actions serve the story. The controls respond precisely, and the interaction with the wolf adds a layer of emotional depth.
The game offers two modes: a standard one, with damage, and a more narrative one, without combat, ideal for those looking to simply experience the story. The game runs between 3 and 5 hours, depending on the player's style. It may seem short, but that's part of its strength. It's a work designed to be experienced in one sitting, like watching a movie or reading a short novel.
Neva isn't a game for everyone, but it is a necessary experience for many. It's interactive art, it's grief transformed into a game, it's beauty without fanfare. Its gameplay may not be surprising, but its capacity to move is undeniable.
For those who value emotion, art, and narrative over difficulty or length, Neva is a gem.
In Neva, we accompany Alba, a young woman who, after a traumatic event, encounters a magical wolf cub. Together, they embark on a journey through desolate yet magical landscapes, marked by transformation, maturity, and farewell. Far from simply telling stories, the game offers a message of intimacy: emotions are conveyed without a single line of dialogue, in an exquisite audiovisual language.
If Gris had already impressed us with its visuals, Neva takes it to another level. The game is a moving watercolor, with settings that seem taken from a picture book, constantly changing according to the emotional state of the journey. The character animation—especially the wolf's evolution—is fluid, expressive, and delicate. Every shot is carefully curated, every scene conveys emotion.
The music, composed by Berlinist, is simply sensational. It doesn't simply accompany, but intensifies every emotion, every moment of loss or hope. The use of silence and ambient sounds reinforces immersion, without feeling invasive or forced.
As for gameplay, Neva combines platforming, light puzzles, and accessible combat. It's not groundbreaking in any way, but it doesn't pretend to be: the actions serve the story. The controls respond precisely, and the interaction with the wolf adds a layer of emotional depth.
The game offers two modes: a standard one, with damage, and a more narrative one, without combat, ideal for those looking to simply experience the story. The game runs between 3 and 5 hours, depending on the player's style. It may seem short, but that's part of its strength. It's a work designed to be experienced in one sitting, like watching a movie or reading a short novel.
Neva isn't a game for everyone, but it is a necessary experience for many. It's interactive art, it's grief transformed into a game, it's beauty without fanfare. Its gameplay may not be surprising, but its capacity to move is undeniable.
For those who value emotion, art, and narrative over difficulty or length, Neva is a gem.
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