Reviews from

in the past


Compliqué de se relancer dedans mais quand t'es dans la boucle c'est excellent

Action movies and action games are two separate beasts with two different appeals.

The idea of translating the Bourne movies to a videogame is a relatively good one, but how they went about it here is the same way they went about the recent James Bond games, if you'll pardon the obvious comparison.

These movies aren't about the action, they're more about the stealth, and, in the case of Bourne, the mystery.
Sure, you watch the movies for the action, but if you watch even one of the movies these games are trying to emulate you'll notice there's little to no weaponry, and if there is it's hardly ever the main character using them.

Meanwhile in these games, the main character uses a weapon like 80% of the time.
Now I did enjoy the Bond game Blood Stone but that was because the stealth felt satisfying when you pulled it off.
Here, the stealth, the aiming, the three different meters and even the story, are all just not great.

Enemies vision isn't made clear so you'll be trying to sneak up on someone and get spotted.
You automatically get thrown into a fight as soon as you run into someone which can make running through doors a gamble (since you can't see what's on the other side), and you can't exit until they're dead, which means you'll be peppered with enemy fire.

The "aim" button locks onto an enemies torso and tries to get you to shoot there despite the head being a one-shot kill, and shooting literally anywhere else, even the neck, will take up to five shots.
While you're trying to shoot an enemy in the head you'll be slowly moving the cursor up (because the aim sensitivity is awful) while 3 to 5 other enemies are filling you with more holes than SpongeBob.

The story is essentially that of the first movie but because it wasn't "action-y enough" every time a scene from the movie plays out you get a flashback scene that's a lot more engaging, and if you're lucky you get to play through a scene from the movie afterwards.

Developers need to start taking risks because I seriously don't like this game.
This spits in the face of an amazing movie and twists it's words to make sure you're shooting everyone.
If you want to play Call of Duty, then just play Call of Duty. Don't make us Bourne fans suffer.

Played it close to release. This could have been the best Final Fantasy ever. I love the setting, characters, their friendship and the whole road-trip character of the story. It just wasn't finished. Huge gaps in the story unfortunately, major plot points get narrated in loading screen texts and key characters only have a few minutes of screen time and it's obvious that more just didn't make it into the game. Unfortunate. I hope Square revisits this game one day with a remake.


El último remake bueno de Pokémon

Interesting concept, burning things is satisfying and it's fun to see how different objects react to the fire. The "challenges" are alright but some of them are not very intuitive, the game can get a little repetitive.

This review contains spoilers

O conflito entre autoria e demandas de mercado.

É impossível um jogo AAA estar descolado de demandas, e ter um jogo de alto orçamento autoral é louvável. Porém como previsto os interesses do autor vão de encontro aos interesses do mercado.

Sobre o que é Red Dead Redemption 2? O prequel de faroeste da R é novamente sobre a redenção de um gângster assassino. A narrativa é eficiente em tornar o protagonista Arthur Morgan em um personagem complexo e carismático. A história de um homem que está em um tempo que não lhe pertence, em que tudo o que conhece está se esgotando, e o game traz com a linguagem um enriquecimento dessa ideia no formato audiovisual. O ritmo vagaroso, a movimentação, o mundo solitário, tudo isso nos passa a melancolia que é a relação de Arthur com aquele mundo. E isso se estende aos personagens centrais Dutch, Hosea e John Marston (protagonista do game anterior).

E onde está o conflito de interesses? Pois bem, o jogo novamente nos oferece um mundo aberto livre desde o começo. Podemos ir para qualquer área do jogo, explorar tudo. Porém, soa para mim que essa não é a ideia defendida pelo game. Veja, a interação real do jogador com aquele mundo, não acontece nessa exploração livre, mas durante as missões que progridem a narrativa. Sim, podemos ir para qualquer lugar e fazer "o que der na telha". Por outro lado, conforme a história se desenrola, há todo um momento aurático na descoberta dos novos ambientes pelos personagens, mesmo que o jogador já os conheça, há uma falta de sincronia nisso. E enquanto as missões (principais e secundárias) focam no desenvolvimento dos personagens (inclusive, há um arco lindíssimo opcional envolvendo Arthur e o desenvolvimento de sua empatia), o mesmo não é dito da exploração do mundo, na qual encontramos basicamente easter eggs e dinheiro que facilitarão a jornada. Não há muito o que explorar no fim das contas, além dos belíssimos cenários e alguns puzzles básicos que darão como recompensa dinheiro.

O que quero reiteirar é que parece que o game foi pensado para ser jogado de forma linear, assim como sua narrativa, descobrindo os ambientes, interagindo com aquele mundo de maneira interligada com a narrativa. Enquanto o aspecto de mundo aberto e liberdade nos comunica "jogue da maneira que quiser", a ideia que o jogo defende só pode ser encontrada jogando de maneira linear.O mundo aberto e a liberdade me parece ser mais um cumprimento de uma demanda de mercado (todos os jogos de sucesso da R
são nesse formato), soaria decepcionante para um público que espera que um jogo lhe entregue o que ele quer (ou seja, um padrão criado pela indústria da cultura), do que algo arriscado, novo, que rompa com as tradições estabelecidas.

O jogo também conta com um epílogo que o conecta com o game anterior, mas no geral é um fan service bem barato. Ver John Marston na roupa do game anterior parece ser suficiente para emocionar o público.

No entanto, quando o jogo está sintonizado com sua proposta cosmológica, ele é realmente brilhante, a história de Arthur Morgan e da gangue é realmente comovente, as missões estão muito alinhadas com esse propósito. Desde tarefas mundanas, como caça para o acampamento, conversas com nativos revelando mais sobre os personagens, e os conflitos e ideias dando errado, as mortes, tudo contando de um tempo que está se esgotando, e que não há mais espaço para essas pessoas naquele mundo.

Holy shit, this writing and story some hot garbage but I can’t stop playing. The characters are ok.

Brialliant acting by both characters, it really made me invested in the story. Visuals are stunning and the game controls great, being able to reply to the walkie while doing other stuff is a great touch. I should probably replay this.

Jeu que j'avais échangé avec Émile avec Majora's Mask, au final c'était 2 classiques

Trop trop bien, j'aurais adoré y jouer avec d'autres potes

Don't EVER play this game in a console other than PC

short but beautifully animated and great soundtrack

Que Pal fantásdigo, incrível q uma ideia simples e um time indie conseguiu fazer um joguin tão viciante

This review contains spoilers

This review will contain spoilers

I came back to this version of the game to play the Iki island expansion and decided to play the main story again for the first time since 2020. This remains as one of my favourite games of all time, a mix of a powerful story, amazing combat and breath-taking visuals from start to finish.

To start with the story, the game is set in the late 13th century on the island of Tsushima off the coast of Japan during the Mongol invasion. You play as Jin Sakai, a Samurai who has to grapple with sticking to the Samurai code or breaking it to defeat the invaders. The main game was a lot shorter than I remember it being, with 24 main missions, 25 if you include the prologue. From the second this game starts, you are hit with everything that it has to offer, The Battle of Komoda Beach is probably the best opening in any game I personally have played, the sheer hopelessness as the Mongol army cuts down every Samurai fills you with dread. From here on the game has Jin gathering allies in order to defeat the Mongol invaders and their leader Khotun Khan. During this, Jin deviates from the Samurai code and becomes "The Ghost" in order to safe his people. This is the backbone of the games story, having Jin put in places where he has to break his code to get one over on the enemy whilst being stuck between his allies and his uncle, Lord Shimura. There are a few notable missions but most do feel quite similar but are made better by the combat, My favourite missions is the battle in Yarikawa and the scene where Jin unlocks the ghost stance. I really like how they portray "The Ghost" part of Jin's story as while he thinks he is doing the right thing, it isn't as clean cut as that. In particular the scene where he poisons the Mongol troops in Castle Shimura, he ends up giving the Mongols the ability to make his poison, I like how there are both good and bad sides to what Jin is doing and it isn't as clean cut as Jin good, Samurai bad. One complaint I have is that Jin very easily breaks the Samurai code and I wish they had spent more time having him grapple with the decisions he makes. I also think that they could have maybe made the game a few missions longer as Act 3 ends very quickly only being like 5 missions long. The final missions however, where Jin duels Lord Shimura is so perfectly crafted, similarly to the prologue mission, it has everything that makes this game amazing present. Powerful story, amazing combat, breath taking visuals and a sensational score.

Jin is a really interesting protagonist, considering the whole game revolves around him, he is great in the leading role. Daisuke Tsuji gives an amazing lead performance. Khotun Khan is a very imposing villain, appearing very few times but his presence is felt throughout. Lord Shimura is a great side character, his relationship with Jin is a main focus of the story and is hit out the park. I also really liked Yuna and Lady Masako both being very good side characters and Masakos side quest was my favourite of them.

This game also has my favourite combat system, I think that the sword combat in this game is amazing and it makes the bordering on repetitive missions fun regardless. Jin has 4 stances he can use that are effective on specific enemies, those enemies being regular swordsmen, shield users, spearmen and brutes. The stances are obtained by killing a certain number of Mongol generals, I like that they arent locked behind story progression and effectively you could unlock every stance as soon as you finish the first act. There are also a number of other weapons/items like bows, kunai's, powder bombs and dart guns , providing you with enough weapons to make every encounter unique. I like the horse traversal but half the time it is unnecessary as the fast travel in this game is absolutely insane. Taking seconds to travel from one side of the map to the other, rivalling spiderman 2 for quickest fast travel, and this game game out 3 years before it. I like the way the boss battles are done in a duelling way. Playing on normal, I found most of them quite challenging. I do wish there was a bit more mission variety as most consisted of attacking bases of enemies or tracking someone, It does get a bit repetitive near the end.

Visually this game is stunning, full of vibrant colours and beautiful landscapes. If not for The Last of Us Part 2, this would probably be the best looking game on last gen consoles. Im not sure how accurate the map is to real life, but I think SuckerPunch managed to capture the beauty of Japan really well. The score is equally as amazing, each track fits the moment perfectly, especially in boss fights.

The PS5 directors cut adds enough content to satisfy the price. The Iki island DLC is a good story experience with Jin travelling to the island where his father was killed. He is faced with "The Eagle" who poisons him and forces him to face the guilt he feels over his fathers death. Jin also comes face to face with the man who killed his father and has to overcome his desire for revenge and help the people of Iki island defeat the Mongol invaders. It also adds a couple new side quests, new collectables and minigames to play whilst travelling the island. Very fun experience.

Ghost of Tsushima still sits high on my list of favourite games, it is enjoyable from the minute you turn it on. 100% recommend

Amnesia: Rebirth in my eyes is a criminally underrated horror game. Sure, the puzzles and level design can be awkward and the story can feel a bit all over the place.

However, the core of this game is rock-solid and really engrossing. I was scared shitless at many points throughout and I always had the feeling of barely making it. I don't know how much of the tension was just an illusion but it absolutely worked - and using matchsticks for light that quickly burn away and can be hard to come by is a cruel but brilliant mechanic.

It doesn't just get the scares and atmosphere right though, no: Tasi Trianon, the protagonist of this story and its beating heart, is such a wonderful and fascinating character. I love how much the game grounds you in her experience both as a pregnant woman as well as someone who's suffered a terrifying loss. The actress absolutely nails the performance too.
So much of one's enjoyment hinges on whether or not you can empathize with her and I certainly did.

And honestly, even though the puzzles can feel awkward, I never felt like they were too obscure to solve - just requiring you to patiently experiment.

This was my first Amnesia game, and especially towards the end I was pleasantly surprised, baffled at the ratings too.

You’ll have to excuse the odd comparison, but Persona 3 Reload reminds me a lot of Pokémon Mystery Dungeon: Rescue Team DX in the sense that as a remake, it doesn’t change much, but what it does change does wonders for the game’s enjoyability. Persona 3 Portable was an absolute drag to play through, and the only reason I forced myself to finish it was to see how it would stack up against Reload, which I knew would be releasing a few months later. The main thing holding Portable back, as I outlined in my review for that game, was Tartarus. If Tartarus’ two-hundred fifty plus floors of randomly generated dungeon didn’t already set you off, the accompanying boss fights that more often than not preferred to act as HP-sponges rather than anything that would encourage the player to take advantage of the game’s (rather basic) elemental weakness mechanics definitely did. Normally, I would complain about the way Reload addresses these issues, opting to give each party member a nuke attack and changing the layout style every block instead of properly rebalancing the bosses and crafting a more thoughtfully designed dungeon, but if it works, it works. Tartarus in Reload doesn’t make me want to tear my hair out, so I can’t complain too much.

The other nice thing about not absolutely dreading the gameplay segments is that it frees up my headspace to actually appreciate the writing. The main cast of Persona 3 Reload is absolutely stellar, a fact which didn’t fully click with me during my playthrough of Portable. The character writing has consistently been the strongest part of the modern Persona trilogy, to the point where I honestly find it hard to declare a favorite cast out of the three. What sets Persona 3’s cast apart from 4 and 5’s is how fleshed out they all are as individuals. All of their personal struggles are well-established not only through the conflicts that the plot throws at them, but also through their clashes with each other, both past and present.

I already talked about it in my original review, but I would be remiss not to once again single out Aigis’ character arc as one of the strongest, if not the strongest in the series. Her learning to come to terms with the two initially irreconcilable halves of her identity through her time with Makoto is not only a unique take on the “robot with feelings” character archetype, at least as far as I’m aware, but also serves to make the game’s ending all the more devastating.

That all being said, a few of my complaints with the original game do still stand. The game’s plot is weirdly back-loaded, and the twists are still for the most part poorly foreshadowed. Takaya is largely uncompelling as a villain, spending the first half of the game seemingly baffled at the idea that other people might not want power, and just generally not showing any real human emotion besides mild irritation until the very end of the game. It doesn’t help that he looks like Jesus. Finally, the rest of the main party being as fleshed out as they are, this is the Persona game where the protagonist being silent works the least—there’s still a part of me that wishes Aigis was the main protagonist. It’s things like these that still make Persona 3 feel like the scrappy black sheep of the modern Persona trilogy, in spite of the fresh coat of paint that Reload gives it.

I hope that returning to Persona 3 for this remake has reminded Atlus of what Persona 3 does uniquely well compared to its successors, so that they might borrow more heavily from it for Persona 6. Finishing Reload, what strikes me the most is how many interesting and unique ideas it has in terms of its story. Persona 4 and 5 lean so much into their characters that as a result, I think their stories become a bit boilerplate. Characters are everything when it comes to storytelling, of course, but Persona 3 is a very character-centric story, so it's not like they would have to throw away all the experience they’ve gained in terms of character writing over the years to follow in Persona 3’s footsteps. As I’ve said, I think Persona 3 in structure alone is just a bit too rough around the edges to put it above the pinnacle of JRPG polish that is Persona 5 Royal, but a game with Persona 5 Royal’s polish and Persona 3 Reload’s ambition would be one for the history books, indeed.

I couldn’t fit this anywhere else in the review, but I have to say, I find it incredibly funny that the two best characters in the Persona series are the robot and the dog.

This game is clearly ambitious and has some interesting ideas, but every inch of it is infested with the feeling of an amateur.

Firstly, the game is technically quite nice. The storybook aesthetic is complimented well with the physically flat characters, and the backgrounds are simply gorgeous. However, the characters are also a bit over-designed in a way that renders them a bit bothersome to look at. Something about the art style also makes these characters extremely hard to relate to. I’m not quite sure why this is, but I found it very distracting and not at all immersive. Not to mention the load times reaching 20-30 seconds just to enter or exit a battle. This is admittedly probably the fault of switch optimization, but there’s really no excuse when hardly any RPG has load times into battle PERIOD.

The story was fine, if underwhelming. I played for a couple hours and found it serviceable but uninteresting. I had zero interest in where it was going. The voice actors I found grating but they aren’t really doing a bad job.

The battle system is clunky, annoying, and feels like missed potential. Being able to send enemies to the past and present is a pretty cool idea, but for some reason the past is locked to enemies to your left, and same for the future on the right. The time gimmick isn’t even that fun anyway, some enemies become young and weak when you send them to the past and if you plant poison on an enemy in the present they’ll get poisoned in the future. It feels like it lacks depth that should’ve been thought out more as the main mechanic of the game. The menus in combat are controlled with four arrow directions, seemingly trying to replicate intuitive UI like Persona 5 or Yakuza, but this just missed the mark and felt like I couldn’t see my options, and I very often went to click on an enemy only to accidentally hit one of my party members. The opposite of intuitive.

All in all, this game feels like nothing more than good practice for a starting indie dev, and they are clearly quite talented. It just seems like they lacked the experience to make the ambitious game they wanted to.

I have starred at a blank screen for several minutes trying to think of what to say to show my love for this game. Unfortunately trying to describe exactly what makes me feel the way I do about this game is hard to pinpoint without just saying this is a masterpiece that excels in every area a video games can. But in my opinion this truly excels at every level. Character progression, relate ability, replay ability, story, production, sound tracks, visuals, combat, exploration, vast hour syncing beautiful locations, heart breaking emotional moments, genuinely hilarious moments, so many fun mini games that it feels like you could sell it’s as a Final Fantasy version of Mario Party, you want it in a game it’s probably here. Also did I mention music, character progression, and story because these aspects aren’t just top notch for Final Fantasy, they are top notch for the medium.

I don’t know how Square pulled it off but they made one of the most well liked classic cast of characters and made them 100 times more deep, real and relatable. This goes for every party member but two stand out. First is Yuffie. In the original game Yuffie is optional so they didn’t really give her character much more character than “I love materia.” Here she is fully fleshed out, deep, loveable character just as much as everyone else in the party. Secondly is Cait Sith. As much as I loved the original cast I loathed Cait Sith with my entire being. All of my friends I knew that played this game also hated him. But in this game they did the impossible and took him from my one of my very least liked characters made him into an upper tier character. He goes from a legit joke to an amazing, funny, clever, loving character. To me the remakes did more for him than anyone .

The story was magnificent albeit with a some pacing issues. There were so many side quest thrown at you in between small chunks of the story. Outside of that though it was damn near everything you could want. There is some divide between fans on the last chapter but I think it sets up the potential of part 3 extremely well. I want to talk story much more but don’t want to spoil a thing but just know I thought is was S+ tier.

The music was a delight as songs were brilliantly remixed and sometimes used at beautiful or tragic times. This is one of the best Final Fantasy sound tracks, sooo elite of the elite. Two songs that surprisingly were way more catchy than they had any right to be were “bow wow wow” and the Chocobo songs when racing.

The gameplay is by far the best in the series imo with only XVI and Remake coming anywhere close. Everything felt smooth and customizable. Building each character to your unique play style was enjoyable.

The only two downsides I can even see someone arguing against are the final chapter playing out differently than they hoped and the pacing due to side quests. However as someone that thinks the final chapter will be a good springboard into part 3 and wants as much (good) Final Fantasy content that Square can put out these were bonus/non issues for me.

I could legitimately go on about this game for several hours but I don’t want to ramble. I recommend this game 100% and believe it is one of the greatest video games of all time!

Takes an understandable and well-defined base in the form of poker and amplifies its strategic possibilities through what I can only describe as a complete numeric overload. By stripping the roguelike and deck builder genres to their most essential aspects, Balatro is able to laser focus on what they do best, and that's providing a space for strategizing and improvising your way through both good and bad luck by way of gained control over deeply flexible systems. It doesn't need to reinvent the wheel to make itself deeply engaging. I really like it!

Mi juego de la saga principal de Pokémon favorito :)

Si j'ai Alzheimer je veux refaire ce jeu autant de fois que possible

Dommage y'avait plus d'employés ils ont viré tous les violeurs

I love what they did with the remake. Level design was annoying due to technical limitations of the PS4. Squeezing through narrow paths for 1000 times gets really boring. I hope that's gone in Rebirth.

entendo a proposta do jogo, porém, não souberam a executar, a jogabilidade do jogo é tenebrosa e os controles totalmente distintos de jogos de futebol que conhecemos e isso sem falar dos gráficos que para 2020 não são nenhum pouco legais, mas, seria aceitável se o restante do jogo fosse bom. achei que seria uma experiência semelhante ao FIFA Street e achei o pior jogo de rua que já joguei! sinceramente a única coisa que salva nesse game são as músicas.


cute creative game but made for children this game is too simple

mon addiction pour l'argent vient du casino de luigi je crois bien