Reviews from

in the past


Asthetics heaven. I really enjoyed this one.

Um dos jogos mais bonitos e charmosos do console porém mecanicamente é nada de espacial e ficaria bem chato se a duração fosse maior.

É engraçado como os primeiros títulos da inti creates era tudo jogo de mecha low poly

Esse jogo foi uma surpresa para mim, o jogo é incrível, sério. Mesmo que sem sentido, o visual dos cenários, personagem e chefões, são muito charmosos. A mecânica para a época também é do caralho, você pode jogar com três “estilos” diferentes, cada um pode mudar a cutcene que você recebe após derrotar um chefe. Enfim, o jogo é muito bom mesmo, recomendo para todo mundo que curte o gênero Mecha (mesmo se não for fã do gênero, recomendo o jogo, vale a pena dar uma conferida)

Lo primero es lo primero: Este juego solo salió en Japón y no tiene subtítulos aunque los menús están en inglés y es más o menos sencillo navegar por ellos.
Dicho esto, no me he enterado de nada de lo que me han dicho pero la idea de un juego de robotes arcade mezclado con un dating sim me llamó la atención al instante. Sin duda la estética lo remata todo con unos gráficos de finales de Playstation y unas secuencias anime muy noventeras. No es una joya (o quizás si sabes japonés sí) como para jugarlo al 100% pero echar tres o cuatro partidas, sacar unas cuantas secuencias y un final merece la pena para echar una tarde pero en al final es café para muy cafeteros (o tarados como yo que nos gusta no enterarse de nada y descubrir cosas a su ritmo).


AAAAGHH THIS GAME WAS SUCH AN AMAZING EXPERIENCE!!

Seeing a single gif of Love & Destroy a few months back sparked my imagination in a way that I haven't felt since being a kid and piecing together information about games from background clips in Youtube videos. This game alone motivated me to delve in to playing PSX games which, so far, has been a wonderful experience that's given me a lot of thoughts about what I like and dislike about game design.

The presentation of this game instantly gripped me with it's low-poly, low-res visuals being able to portray a sense of scale better than any video game I've ever seen (bar, BotW (namely, the dragons that fly around sometimes). L&D's limited 3D graphics with baked-in shading and no lighting-engine enable the player's imagination in a really powerful way that I haven't experienced before playing this game. When watching gameplay of Armored Core 6 after playing L&D, I was intrigued by how the lighting-engine, level-of-detail, and camera of AC6 did a disservice to the massive scale of the game's battles compared to L&D. This isn't to disparage AC6, as it's a great looking game in it's own right but to emphasize my shock that L&D is able to compete with it aesthetically in any way shape or form.

Often people look back on retro game aesthetics with the somewhat inaccurate opinion that they're "outdated". I think this is due to a multitude of factors, including but not limited to the scarcity of native-res, CRT-filtered footage of 6th generation games. I've noticed that a lot of "retro-inspired" games (namely, Pseudoregalia) underestimate 6th-gen's graphical capabilities and pull their aesthetic more from the N64 than the PSX. While the N64's graphics had limitations in cartridge-size making it read more as "charmingly crappy", what L&D showcases is that PSX graphics were not just good "for the time" but have their own strengths that can't be replicated with modern graphics.

While I do one day hope for a fan-translation, it would be inaccurate to say that playing the game untranslated didn't add to the experience for me. This game has the aura of an old, untranslated arcade cabinet in the back of the arcade that not many people care to give a try, but you feel like the coolest person in the arcade just for giving it a shot. The UI of the game uses english-text so it's rather easy as an english-speaker to get by without knowing any japanese, but not being able to parse the story at first added to a sense of intrigue about what the game could contain.

My first playthrough was actually a failed run, I thought the "virtual-mission" bosses were survival-missions, so I timed out on each. This lead to a series of cutscenes of the player-character sitting alone in his room looking somber, ending in a sudden apocalypse on the 5th mission. I assumed this was just how the game was meant to go, which made my 2nd playthrough that much sweeter when saw more cutscenes of the protagonist hanging out with the main girls. Despite not speaking a lick of japanese, getting these cutscenes was really exciting to me. Connecting the characters to each mech made me want to root for the girl I felt was the "strongest" (Kiki) because she helped me get through boss fights that I had initially failed. Even beyond that feeling of playing something "rare", the game being in japanese served as a testament to how well the gameplay loop was able to make me root for the characters.

Realizing after my first playthrough that there was a "cutscene gallery", I immediately became curious as to why I was still missing cutscenes with Kiki. A true ending? A New Game+? I wasn't entirely sure, but I became very determined to understand every facet of the game. I continued with a few more playthroughs trying to trial-and-error until I found what worked. Eventually, I figured that out, but there's still a soundbite gallery that I'm unsure how to complete. Because of the game's short runtime, I feel a lot more comfortable taking my time and experiencing multiple runs to find out all of it's mysteries. This game has quickly become an all-time favorite and an inspiration to me and I'm really glad that I acted on my curiosity for this game.

Not exactly a great game but how can I resist a game with cute girls and mechs? While the combat ends up being pretty simple, it does have a nice sense of scale and an aesthetic packed with soul. It's too bad it's not longer with more complex missions. Also Kiki CUTE!

Sabe quando tu não entende absolutamente nada mas sente algo? Ele faz literalmente isso, não faço ideia se existe uma mensagem por trás ou não mas que tem uma visão artística fodida isso tem
Alias destruição de cenário e analógicos no PS1 é algo surpreendente

This game kinda feels like dogass to play but the visual presentation is so peak I dont even care.

The actual shooting is fairly mindless, but the game is filled with great Digimon-core aesthetics, and the thing where you walk around a city with your giant robot and as you do you destroy buildings all around you would have blown my 8-years-old mind if I had played it at the time.

Solid fun. Plus it's only like, one hour long. Which I can appreciate.

It was never translated, but it's perfectly playable without knowing Japanese. You miss some of the date-y relationship-y story choices, but everything is still pretty readable from the anime FMVs (which are fairly cool too)

This game is so cool it makes me wish Sony still published video games.

Beat this game in less than an hour then spent the rest of my playtime trying to figure out what triggered the other cutscenes.