Reviews from

in the past


A primeira vez que fui ter noção que esse jogo existia foi num vídeo de curiosidades, e isso foi no mínimo 6 anos atrás, até que depois desses longos anos, me vem esse jogo em mente, logo numa época que estou interessado em jogos do PS1, no momento certo eu diria.

O jogo é muito bom, as músicas são boas, os gráficos achei bom, eu acho vibes gráfico de PS1 então não é algo que me incomoda, porém o que me encanta é o seu combate que, apesar de ser meio complicado no começo, com o tempo você pega o jeito como em qualquer jogo, é muito bom só ir pra cima dos inimigos (obviamente um de cada vez pra facilitar) e ignorar totalmente o seu "stealth", que convenhamos, não é lá tão intuitivo, pelo menos na experiência que eu tive, onde no máximo matava 3 no stealth e o restante na loucura mesmo.

Nas primeiras fases não tive dificuldade, como eu estava conhecendo o jogo e suas mecânicas, eu não me preocupava em avançar no jogo o mais rápido possível, sempre indo na calma fazendo com que fosse tranquilo e fácil toda a minha jornada... até chegar na fase 7, onde as coisas foram decaído aos poucos, inimigos cada vez mais malditos de se matar, onde passavam a maior parte do tempo só defendendo meus ataques do que me atacando, e quando me atacavam eram de maneira inesperada e certeira, fazendo eu perder bons HP's e poções de cura que poderiam ser úteis no futuro da fase, além que o RNG do jogo não me favorecia em alguns casos.

Porém, nada foi tão desafiador e frustrante como a última fase, onde se é aplicado a famosa regra que toda fase final tem que ser insuportável nesses jogos de PS1. O grande problema nessa fase, é que ela possui 2 bosses que são enfrentados em diferentes momentos, o primeiro sendo Onikage, um maluco dos chutes insanos que pode te destruir em 2 combos dependendo do seu azar, mas nada poderia piorar a situação se os inimigos comuns não pudessem entrar na área do boss, onde caso isso aconteça, é morte na certa, enfrentar mais de um inimigo de uma vez é querer perder HP desnecessariamente ou querer morrer. Caso passe dessa primeira parte de boa, você será presenteado com mais uma área com outro boss mais desgraçado... o Lorde Mei-Oh, o sacana solta raios e ainda se teletransporta para trás de você, te derrotando em poucos segundos, fazendo com que você tenha que rejogar a fase desde o início, tendo que derrotar o Onikage novamente, chegar no Lorde Mei-Oh e morrer no processo tendo que recomeçar tudo de novo.

Se não fosse por isso, eu dava 5 estrelas fácil para esse jogo, realmente gostei muito dele, porém essa última fase me sugou toda a felicidade que eu tinha, por isso digo que é mais recomendável que jogue até a penúltima fase, preserve sua felicidade.

E um adendo... cachorro nesse jogo é uma desgraça.



Every other factory builder is pretty much just a pale imitation of factorio, and not even really because of the amount of content or gameplay. The thing that really sets factorio apart is the user experience. In the late game, factory builders can start to feel more like microsoft excel than a video game, and so you naturally start to want those kinds of features. Factorio has literally every convenience feature you could possibly want.

ehhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh great ost!

Tons of content, multiplayer is fun, I can't give this anything higher than an 8 because I personally don't enjoy the combat too much and how much boss fights rely on preparation of an arena, I find that to be boring


I will never forget experiencing these stories for the first time. Incredibly well-written for a video game, best writing in any bethesda fallout by far (perhaps because it was not written by bethesda).

I remember when this game came out, I was thinking to myself "no way this is better than BTD5", and then I played it and it blew my expectations out of the water. This is currently the definitive bloons game and arguably the definitive tower defense.

The definitive roguelike deckbuilder, the very definition of easy-to-learn, hard-to-master. This game set a standard that is still being followed to this day. Even if you think you know all the strategy of this game, you probably don't and should go play 100 more hours about it

Over 800 hours in it but actually trying to seriously play objectives eventually frustrates me and I really only do best playing as demoman or medic. Probably half my playtime and the stuff I remember as most fun is from endless 2fort, Dispenz0r's Fun Server, surf maps, balloon race, wacky races, vs saxton hale, deathrun, mario kart (one of these had a secret room with Chell and Glados hentai), warioware, that achievement map with pyro's house, or just trade maps in general on servers that let me micspam (I never traded). FYI I actually bought the game with the orange box in 2010 before it went F2P. I played most of those fun maps in a period from late 2014 to early 2016 and someone micspamming siivagunner rips is actually how I first found out about the channel? Instead of just finding it myself on youtube normally.

If you're bad at puzzle games but still really enjoy them, this is for you. It has a very simple, approachable playstyle and easy difficulty level. It's cozy and perfect for winding down or if you need a distraction to calm down. I love short level games like these because I don't feel locked into a play session and can casually pull it up for a bit and then close it without feeling like I need to make the most of the session.

ehh nothing special really happens here but still fun

man this game was awesome! i love the new look for megaman and zero is a great character! the mavericks as they are called in this series is are fun! the gameplay is really fun! the music is amazing! and the graphics are really great!

Having never played the first Dragon's Dogma, I was relatively surprised to see the buzz Dragon's Dogma 2 was receiving on social media up to and after its release. In addition to the normal marketing materials, users that had bought and played the game were almost uniformly glowing in their assessment of the title. Twitter was abound with clips of their exciting battles and exploits, and the phrase "Game of the Year" had been bandied about. Now, recency bias is a potent thing, but I was certainly intrigued by this reception. So, after making the conscious effort to temper my expectations, I bought the game and dove in.

There's a lot of elements to Dragon's Dogma 2 that impress. Chief among them is that the game has a complete and total commitment to immersion. Going through the quests, both side and main, demands an approach in which the player views them as events coherent with the world as if it was a real environment and not a complete work of artifice. The game leaves things up to the player's common sense to suss out, which is much more satisfying than endless prompts and quest markers that have become standard in open world games over the past couple of decades.

This is an attitude that permeates much of the game's design. Fast travel, while possible, is minimized in an effort to make players immerse themselves in the world. At times inconvenient mechanics such as encumbrance and the effort needed to make a safe campfire for resting are real concerns of would-be adventurers that other titles regularly choose to gloss over. Monsters aren't drones lurking in designated places doing nothing until activated by the player. Instead they are convincingly wild in the ways they show up unexpectedly in would-be "safe" areas such as towns, or they are much stronger and larger than the player could ever hope to be at the time of their chance encounter.

There's many more examples one could list, but when playing Dragon's Dogma 2 you feel like an adventurer in a fantasy world with all of the responsibilities that would entail. It's not always easy or glamorous, but that's why it's an adventure and not a theme park.

This approach to design is so respectable that it breaks my heart that the moment-to-moment gameplay of Dragon's Dogma 2 has been so utterly fumbled.

Combat is an integral part of the experience that no player could possibly hope to avoid, and yet it is so bland. Physical attacks carry no weight in their hits, magic barely registers as connecting, and monster health pools can be so large that encounters regularly feel like slogs. The pawns one can hire have the potential to carry the player even while below their level, thereby removing any feeling of contributing to a fight at all.

While problematic on its own, this flaw is doubly severe in how it compounds the issues Dragon's Dogma 2 already has. With players not having so many fast travel options, at least in the early game, they will be traveling on foot quite often. This, in turn, means they will be getting into many combat encounters. Exploration is thereby discouraged, as excursions out into the wild bring with them the drudgery of combat. In turn, viewing monsters as boring instead of threatening shatters the immersion the fast travel decision was supposed to promote in the first place.

This is not the only example of poor game design clashing with the mission statement of the game. Pawns, as a system, are a baffling choice to me. The developers want players to feel engrossed in their world, but the pawn system is one of the most grossly artificial I could conceive of. While there are in-universe explanations for their existence, the amount of player-made mommies I encountered with immersion breaking names scuttled that meager effort almost instantly.

It's not only the intrusion of other players' inclinations into my fantasy world that makes the pawn system a poor design choice. The adventuring party, as a concept, has been central to the RPG genre all the way back to early titles like the first Final Fantasy. The appeal of the party as a mechanic is two fold: In terms of gameplay, one can balance their approach with characters of different specializations. In terms of story, many players enjoy growing alongside and getting to know their certain characters over a game's runtime. The pawn system of Dragon's Dogma 2 executes the first premise decently enough, though it's not so necessary when the player can change their own class so easily, but it actively bungles the second.

With half of my party so blatantly being temporary, man-made golems instead of anything resembling a character it is so hard to accept the party as a legitimate, in-world construction. If I am constantly going to be reminded that most of the people on screen come from the world of XxDickSucker420xX, how in the world is a restricted amount of fast travel going to draw me into the world of the game?

And boy, one will be reminded of that often. The pawns in this game chatter incessantly. They chat about elements of mild import to the player, such as locations of items, and they also chat about absolutely nothing often to comedic effect. The former has its uses, though I still would prefer it toned down in frequency, but the latter is incredibly misguided. For party chatter to be interesting, the party needs to have personality. Pawns, by design, have no personality.

The artificiality of it all cannot be ignored. Even the name, pawn, drives home the point that these are beings with no humanity. So then, why is the game so insistent on contradicting that with attempts at endearment to the player?

The pawn dialogue highlights a separate issue: the writing. The outmoded form of English chosen for the game's dialogue is incredibly jarring. Other series of games and certainly other works from other mediums have certainly gone down this road before; "old English" is nothing new to people who have been around the block. But Dragon's Dogma 2 sticks out as uniquely weird in its phrasing. Rather than sounding natural the dialogue reads as a deliberate attempt at old English.

I'm not particularly interested in discussions of the accuracy of the words themselves. Art exists as a deliberate work by, and as such it is graded on the impressions of legitimacy, taste, and sense it leaves rather than its actual accuracy. Maybe people really did run around saying "yon chest", but in this game it comes across as ham-fisted.

Doubly jarring is the disconnect between this localization and the game's native Japanese. I played with English subtitles to a Japanese dub. I speak both languages. The dub had no attempt at using an archaic, period form of Japanese. To state the obvious, such a thing does exist and has been used for period pieces in the past. Localization discussions are simultaneously outside of my interest and above my pay grade, so all I'll say is that when a script constantly makes me incredulously cock an eyebrow, I am once again being drawn out of the game's world rather than the reverse.

There are other, smaller issues with Dragon's Dogma 2. The design of the monochromatic minimap is not at all a wise choice for dense areas such as towns; spell targeting is finicky at best; and the camera draws in too close during combat to properly see enemies. These, however, are not glaring flaws. No game is perfect, and most foibles are easily forgotten.

The reason I find Dragon's Dogma 2 to be so disappointing is that there is a clear indication of what the developers wanted to do with their game and how they wanted the player to experience it. The clashing of that intent with various mechanical decisions is a death knell, and a good example for others on how games must be coherent packages if they are to rise to the top of their field.

The Reuse of assets is interesting, kind of wish we saw more of the newer content that was going on near the end though it leaves much to be desired with how abrupt it ends.

A very charming and quite fun game that is short and sweet. Cool visual style with great game design and really nice music, too. The premise is also super unique and engaging. I was surprised by how much I liked this game, would definitely recommend it.

WAY better than x7! everything is an improvement from the previous game! definitely play this than x7

I think this game gets carried by the possible shenanigans that can occur when playing with your friends. At the end of the day, the adrenaline from mowing down and blowing up mountains of enemies is gonna wear off and all you have is mindless shooting.

The plot of Mega Man X7 takes place in the 22nd century, during an age when humans coexist with humanoid robots called "Reploids". As some Reploids participate in violent and destructive crime, a police organization called the "Maverick Hunters" has been established to stamp out this activity. Maverick crime is rising in newly constructed cities. As this new crime wave hits, X retires, tired from the never-ending battles. A new group of vigilantes, Red Alert, is introduced. One of their members, Axl, decides he has had enough of their "murdering" and tries to leave the group. Red, the group's leader, is angered by Axl deserting, and goes on a rampage to get Axl back.

9/10 because 999.

Okay, but actually: how was this game so tightly written??

I played the first game and its multiplayer was incredible, but a little disappointed that it didn't have a campaign. In this installment the implementation of the campaign gives personality to the game and has a good start for them to continue with the franchise (if possible) And the multiplayer, as always, is super fun and very innovative to this day.

still a fun time! you can especially get all of x's upgrade from the getgo! the ost is great here too! would recommend

now this game was really fun! the ps graphics for this game are really great to look at, the gameplay is fun! zero is really fun too! the music is great, and the mavericks are fun! the story for x and the voice acting however is laughably bad. but that's really about it! would recommend!

Fortnite made me play this bullshit

Not the worst elder scrolls game but far from the best, by this point Bethesda had lost the plot on what makes for good storytelling in an elder scrolls game. There is, of course, fun to be had, I personally found stealth melee to be extremely fun and played through basically the entire game that way. I give this a 3/5 because many mechanics (horses, magic, transformations, etc.) are very undercooked and rendered almost unusable.

não tenho conhecimento pra comparar com o jogo original mas acho que vocês reclamam demais porque esse jogo não é nunca um jogo ruim; sei que cortaram várias coisas do jogo original, apesar de não ter jogado isso é bem paia mesmo mas como alguém sem a experiência do original isso não me incomodou. achei relativamente curto e podia ter mais puzzles mas isso não foi um incômodo pra mim; senti que a gameplay é de modo geral muito parecida com a do resident evil 2 porém digo mais como duplinha casalzinho jill e carlos são muito superiores a leon e ada ! nada é impossível pra uma gostosa e um latino

not as good as megaman x1 but still pretty fun!


I think this is one of the most overhated bethesda games. The gameplay's great, the world is cool, and the map is giant. What more could you ask for

Many people view this as the worst game in the series, and I would agree, but it really isn't as bad as people make it out to be. The downsides to me are the fact that I-Frames are tied to a stat, which creates some balancing issues, the crazy run-ups (and mob density in general), some bosses were pretty forgettable, and the ending was a bit underwhelming to me.

The biggest positive to me were the environments. Each area was fascinating to travel through and experience. This game was a journey, taking you through many different areas.
The combat is still very good, the game is massive, and I thought the torch mechanic was actually very interesting.

Quick note about the DLC, it features the best boss fights in this game, so definitely don't skip on it.

In all, the game is massive with a lot of things to do, a lot of bosses, and beautiful environments, but it seems like FromSoftware wanted to take the "painful" aspect of DS1 and crank it up to the max.

The presentation is beautiful, and the puzzles are quite fun, but also pretty hard. I mainly just played solitaire, but I finished a couple of the puzzle packs.