Reviews from

in the past


Tbh I really liked this game , i like fast paced games that involve alot of prakour . kinda wished the story wasn't this lacking but meh it focuses more on gameplay so why not

A must play game if you love visual novels with lots of choice. There is so much to feel and explore in this game!

I would put this game at the top of the list every time. The characters feel very real, the struggles are relatable, and the silly moments carry all the way through.

This review contains spoilers

Esse jogo é a obra que melhor capta o horror feminino!

Concluindo minhas aventuras pela cidade de Silent Hill em meu desafio, temos essa obra prima que chega lado a lado com seu antecessor em quesito de qualidade!

Em Silent Hill 3, temos como protagonista a Heather Mason, uma adolescente que tem pesadelos horríveis com o parque de diversões de Silent Hill. Ela acorda em uma lanchonete véia em um shopping qualquer e, quando decide telefonar para seu pai, ela é confrontada com um detetive muito mas muito suspeito. Querendo dar fuga nesse cara, ela mete o pé pela janela do banheiro feminino do shopping para então se deparar com os primeiros monstros grotescos que caçarão a prota por todo o jogo.

O começo do jogo ja é muito mais frenético que seus antecessores. Aqui você já é jogado com uma arma e vários bichos pra te arregaçar logo nos primeiros minutos de gameplay. O jogo consegue passar com êxito o terror de uma pessoa inocente no meio das figuras distorcidas da cidade amaldiçoada de Silent Hill.

Por mais que o jogo tenha Silent Hill no nome, a cidade em si só é alcançada pela protagonista bem lá na frente. Apesar disso, os cenários anteriores com certeza não decepcionam, já que são bem trabalhados e bem pensados/encaixados na narrativa (principalmente com seus simbolismos). Durante a estadia nas colinas silenciosas, revisitamos clássicos locais apresentados nos dois jogos anteriores, mas com um foco principal no primeiro game da franquia.

Falando agora da Heater, pra mim ela é a MELHOR protagonista da trilogia. O fato dela ser uma adolescente e carregar nas costas aquele mundo bizarro com a imaturidade de sua idade é de fato muito bem trabalhado. Tem que a possa ver como "personagem chato" ou "irritante" e até mesmo "vazia", mas dizem isso quem não prestou atenção ao jogo em si. Em todas as interações com o cenário ou itens, temos um comentário da Heather onde mostra toda a sua personalidade e HUMANIDADE durante a progressão da história. Seu arco de desenvolvimento é o mais complexo e sublime, sendo mais perceptível aos olhos daqueles que curtem a porra de uma boa história.

Também no game temos a participação de outros personagens, como o detetive Douglas que eu citei mais cedo. Todos os personagens secundários tem um papel de motivação para o protagonista (diferente do Silent Hill 2, por exemplo) seja para o bem quanto para o mal (ficou meio genérica essa frase mas ta bão).

Esse game toca em diversos temas femininos para apresentar seu horror, o que eu achei fantástico. Durante as passagens no jogo, percebemos o que o diretor criativo queria passar e, na minha opinião, conseguiu com muito sucesso. Os temas centrais giram em torno da cabeça de uma adolescente sobre a vida, sobre os medos e aflições que rondam ou rondaram moças no mundo todo. O medo de uma gestação, ciclo menstrual, assédio/agressão sexual, aborto e etc são os principais pontos que o jogo sutilmente tenta passar e consegue colocar a gente no lugar da Heather, fazendo nós jogadores a compreender esse terror que é a fase da adolescência feminina. Outro ponto da história que também é mostrado em paralelo com os temas que eu acabei de citar é o desenvolvimento dos acontecimentos do primeiro jogo, em específico o culto de Alessa (mas isso fica para a sessão spoiler).

Agora partindo para a gameplay, temos aqui (dentre os três jogos da franquia) a melhor jogabilidade disparado! Aqui temos movimentos mais livres enquanto atiramos, possui sistema de "armadura", no caso colete e outras parada, melhoras sutis nos combates e um aperfeiçoamento no sistema de puzzles e de combinar itens. Porém, a câmera do jogo mantêm a tradição de te foder em partes tensas mas, não me atrapalhou tanto quantos os outros dois jogos.

Sobre a exploração do jogo, eu a considero a mais fraquinha entre os três. Esse Silent Hill se mantém mais no linear do que abrir possibilidades para exploração, e os itens de recursos aparecem em lugares que você é OBRIGADO a passar, portanto corta-se a brisa que os outros jogos tinham de sair explorando cada cantinho desse jogo para conseguir recursos. Recursos esses que foram mais escassos para mim na gameplay, tendo partes que eu penei para passar (incluindo o boss final), mas eu não acho isso de certa forma ruim, pois estimula suas decisões a cada combate.
O backsitting do game se mantém fiel ao 2° jogo, portanto não tenho o que comentar.

É fato que todo jogo da franquia se destaca pelos inimigos, e não é diferente aqui. Silent Hill 3 possui os monstros mais grotescos e amedrontadores da franquia (estou falando dos pendulum, aquele bixo que voa e faz um barulho mil grau). Como nós bem sabemos, todos eles tem uma simbologia fortemente atrelada a trama, então já é de se esperar que eles abordam os medos de Heather que eu citei acima.

A PARTIR DAQUI CONTÊM SPOILERS DA NARRATIVA

Se aprofundando na história, descobrimos que Heather é na verdade Cheryl Mason, filha do protagonista do primeiro jogo. Sua persona está intrinsicamente conectada a cidade de Silent Hill, já que ela também é Reencarnação de Alessa, a criadora do mundo amaldiçoado. Os temas de maternidade do jogo começam a fazer sentido conforme vamos jogando e, na ultima parte do jogo, temos a revelação de que Heather está grávida do Deus do culto. A Vilã Claudia fez a vida da nossa amada protagonista um inferno (matando até o Harry) justamente para alimentar o Deus dentro do ventre de Heather com ódio. Diferente dos antecessores, esse game não possui diversos finais... Apenas dois: O canônico (Good) e o que Heather se rende e fica possuída (lixo). Esse é um jogo que desenrola toda a história do culto para a franquia de Silent hill, mas também é uma jornada de autoconhecimento da protagonista. Ela possui memórias mistas, dividindo-as com Alessa e cada passo dado na cidade, cada diário lido é uma forma de Heather conhecer quem é, de onde veio e também descobrir sobre o triste passado de Alessa. No fim as duas se aceitam e barram as operações de Cláudia para despertar o Deus que é gerado no ventre de Heather, literalmente o abortando.

No geral, é uma obra magnífica e rico em história, na qual eu recomendo para qualquer um que quer ter uma experiência amedrontadora e misteriosa.

3/52


An impossible sequel that subverted everyone's expectations. A mind-blowing story that is even more relevant today than it was when the game released.

eu joguei primeiro o remake do sequel wars, mas n tem como a original é muito boa tbm

зачем тут 75 уровней характеристик

Cute little game. Not generally a fan of games where you can't jump or aim, but I got the hang of this one. The Ancient Egypt theme intrigued me.

A sub-2 hour metroidvania Wolfenstein-like is certainly not something I expected to enjoy (though tbh the metroidvania aspect helped a ton), but it executes itself very well. Each environment is distinct, and had its own gimmicks.

My only complaints/critiques, besides the lack of upwards aiming and jumping (which, considering the genre, is understandable) is the fact that the pixel filter was really, really hard to play in (needed to be probably double the resolution, or have an optional resolution slider - I had to scale up the resolution to play Star Wars: Dark Forces in The Force Engine, as well) and I would have preferred my crunchy aliased lines; I didn't really understand the story, not that there was much of one to begin with (and that's okay); and the music cut out every now and then. Also, the reload time on the rocket launcher was way too long, especially when digging out those really long corridors. Exploration was somewhat confusing as well, but the map helped a little bit. Combat was simultaneously dead easy, but also somehow had some unfair deaths. Very strange!

I didn't expect to burn through the entire game, and I'm kinda glad I did. Not because I wanted it to end, but because I've never really had a short, sweet game that executes its design principles and gameplay tightly and effectively. I wonder what a Quake-like version of this game would be like...!

Little to no gameplay and redundant dialogues.. really let down by this one, as a both a big blue lock fan and as a anime-football game enjoyer. It makes me miss Inazuma Eleven SD.

Do you wanna play a good Metroidvania? I now push you toward Momodora Moonlight Farewell. Its excellent in terms of challenge and even though its a series you do not need to play the previous games to enjoy this one. Also there is kitties and you may pet them You can pet all the kitties! That alone should sell it. However if you need a bit more, its pretty and its solid in how it plays. It is also on the short side at around 20 hours playtime. You play as Momo who is a maiden from her village sent to find out why demons are roaming around and stop the world from ending

Mail Time is a very charming fetch quest game. You have your first day as a mail scout doing deliveries. You help a lot of the members of a small community while on the search for one person in particular that you must deliver a letter to, its of extreme importance it gets delivered. Its very relaxing to play and it will make you laugh sometimes from the pure silliness of it. Highly recommend to all cozy game lovers though if you are not a fan of fetch quest games you might wanna skip this one. Soks is the true star of Mail Time.

Playing this game is like experiencing the most breathtaking sunset by the pier, albeit with the occasional annoyance of being pecked by seagulls. The narrative is compelling; it starts with a promising premise and unfolds into an intricate story that masterfully balances suspense and cerebral engagement. It challenges you to predict what will happen next, yet avoids becoming tedious or succumbing to unlikely plot twists. The attention to detail, whether it’s the background characters or seemingly trivial objects, is meticulous, revealing rich descriptions and dialogues that enhance the game world. The interactions between primary and secondary characters range from hilariously entertaining to deeply emotional, each crafted with care.

The characters provoke a mix of admiration and frustration. Initially, the reliance on common anime tropes was off-putting, but as the game progressed, the extensive dialogue and character development won me over. While they sometimes fall back into stereotypical behaviors—which can be jarring if you're not fond of typical anime character antics—the moments of genuine introspection make them endearing and relatable. If you can look past the occasional cringe-worthy, trope-heavy dialogue, you’ll find the character portrayal quite impressive.

Discussing the gameplay of is, unfortunately, essential, given its tight narrative integration. The puzzles, though intriguing from a story perspective, often lack logical coherence, leading to a trial-and-error approach that can disrupt the game's flow. This might be a minor nuisance for some, but for players who dislike repetitive checkpoint restarts, it could detract from the experience. Despite these frustrations, the puzzles are fundamentally connected to the unfolding story, adding depth to the gameplay.

Those seagulls I mentioned earlier? They symbolize the small yet persistent issues I encountered: the humor sometimes feels out of place, breaking the narrative's tone with abrupt sex jokes used to resolve tense situations. The overuse of sexual humor and reliance on anime clichés, along with the occasionally irritating puzzles, sometimes mar the experience in one instance a character is saved from a suspenseful situation due to a sex joke. However, the overarching narrative prowess largely overshadows these flaws, making it a memorable game that's well worth exploring, despite its imperfections.

I've been a Metroid fan since childhood and I'd known Prime 1 was consistently ranked as the best or second best of the franchise, alternating with Super Metroid. Since I never had a GameCube, I relished the opportunity to finally get to play this. It's obviously good - it wouldn't have been remastered if it wasn't - but I have to admit it left me disappointed in several aspects that I wasn't expecting.

For context, the last Metroidvania I played before this was Metroid Dread, and I loved it. It felt like a refreshingly modern take on the classic 2D style with excellent boss fights and most of the level backtracking only coming into play with finding optional bonuses and secrets. In stark contrast, Prime is built entirely on the concept of backtracking. The core goal of finding the 12 chozo artifacts is married to the design philosophy of the player coming across something gated behind a lock that can only be unlocked with an ability that will be gained later. As a result, you're destined to have to retread the exact same rooms, obstacles, and enemies dozens of times before finally getting what you're looking for. I know the whole series is built on that design philosophy, but this game pushes it to the extreme.

My other major complaint is that the enemy respawn system is gratuitous, and this point is another reason why the lengthy amount of backtracking got annoying. You'll enter a room, kill all the enemies in it, move to the next room, realize you took the wrong exit after a few moments, return to the prior room, and all the enemies will have already respawned. This got so tiresome that I started simply running through rooms ignoring enemies in the later parts of my playthrough. Regarding bosses, they're okay for the additional challenge they present, but on Normal difficulty they feel like they have way too much HP. Fights went on for so long that I grew bored before they ended.

I'm still glad I got to play this piece of gaming history, especially as a die-hard Metroid fan, but this is my least favorite of the ones I've played. A good game that may have been a masterpiece when it first came out, but by the newer standards both of its own series and of others, it's still somewhat dated.

The original Snowboard Kids was a game that everyone I knew with an N64 seemed to have. Its catchy music, cute and stylized character designs, and “Mario Kart on a snowboard” style gameplay made it one of the N64's most notable cult classics. So I was surprised how few people were aware that it received a sequel (two actually, but the less said about the DS game the better). Though a bit slower paced than its predecessor, Snowboard Kids 2 still excels in the places where the original did, and in many places surpasses it.

The game retains the stylized look of the original. While it might not look as great as some of its contemporaries, its cute and stylish design definitely helped its visuals stand the test of time. Players are treated to a ton of crazy, diverse and imaginative environments for the big nosed playable characters to challenge the idea of where you should and shouldn't try to snowboard through, from sandy beaches, to a giant bedroom, to outer space. Accompanying these wild settings is a fun and bouncy soundtrack that you'll be humming along to right away.

Most of the items from the first game return, some of which are buffed or adjusted like the glove now causing opponents to drop money. On top of that, several new weapons and items are introduced in this game like the rocket and the wings. The trick system was also reworked with a new, more simplified system which removes character specific tricks, but now allows characters to perform multiple tricks in a single jump encouraging players to chain together their own combination of flips and grabs to earn increasing coin rewards.

The computer difficulty was also tweaked from the original with the AI being toned down for the normal mode. Though it returns in full force in expert mode insane item luck and apparent omniscience. Snowboard Kids 2 also adds in bosses which can range from reasonably challenging to aggressively frustrating.

Overall, Snowboard Kids 2 feels like a full upgrade over it's predecessor. With tighter controls, more tracks and characters, and a difficulty curve that is easier to get into but just as hard to master, the game is a must play for fans of the first title.

Wunderschönes kleines mit minimalen Ecken und kanten wie das es manchmal etwas unübersichtlich ist was man als nächstes tun soll und sehr selten in Kämpfen slow downs bei vielen Gegner und Effekten.

2012, il met une drill à beaucoup de jeux qui sortent aujourd'hui


Petite aventure géniale le temps d'un week-end

Story: Sci-Fi detective murder mystery. The best story of any VN I've played, it has branching paths and keeps you guessing until the very end, with a lot of Inception elements. Great writing with some comedy every now and then. Perfectly paced at 20ish hours. Any more details would spoil it.

Sound: Everything is voice acted with quality VA. OST has no bad tracks, it sounds like a mix of Persona and Danganronpa.

Gameplay: Breaks up straight text reading with 3rd and 1st person investigations and puzzles, so you never feel bored. Only complaint is a couple puzzles make 0 sense and require a guide.

Visuals: Awesome colors and sci-fi aesthetic, looks like an anime japanese bladerunner setting. Runs at 90 fps no problem.

Overall: The best visual novel I've ever played, better than Danganronpa, Doki Doki, etc. If you like this genre you need to try it.