Reviews from

in the past


Es hat die bekannten Yakuzastärken und die bekannten Yakuzaschwächen.

Die Story und die Hauptdialoge sind super.
Die Nebenstorys zum Vergessen schlecht.
Die Minigames alle viiieeel zu langsam und unbedeutend.
Monopoly ist nachweislich das schlechteste Brettspiel der Welt. Und dennoch wurde hier eine noch schlechtere Version eingebaut. Warum?

Und dennoch bin ich froh, dass ich trotz dem mieserabelen Yakuza Like a Dragon Lost Judgment gespielt zu haben.

Die Dialoge der Mainstory haben so eine hohe Qualität, gerade in Verbindung mit dem genialen Soundtrack.
Wäre nicht alles andere (vom Kämpfen, über die Kletterpassagen bis hin zu den Verfolgungsszenen) nervig, könnte man das Spiel jedem problemlos empfehlen.

Aber die Yakuzakrankheiten bleiben, daher idealerweise auf leicht stellen und einfach ALLES ignorieren, was nicht der Mainstory dient.

is the cure to male loneliness to become a godkiller?

This game is held together by chewing gum and masking tape, and I wouldn't have it any other way.

Very strong starter to the game so far. It's nice being back in the world of Fables after just finishing the comics, especially the early parts with Bigby as shrieff, and the first episode sets up enough clues and mysteries to leave me wanting more by the end. Excited to see how the rest turn out


Man this game is fucking hard but also the best arcade game glow up. The music is unreasonably good

Qué género más versátil y a prueba de balas que es el roguelike. Sifu aplica la fórmula a un beat'em up de artes marciales y le sale de maravilla gracias a una jugabilidad tan simple como profunda, un diseño artístico precioso y un par de ideas muy originales como su sistema de envejecimiento.

También es un gran ejemplo de que el género puede ser sinónimo de accesibilidad si los desarrolladores están dispuestos. Si he podido acabarlo y exprimirlo al máximo, es gracias a la existencia de sus modos de dificultad, que me han permitido disfrutar del juego en normal hasta notar que me empezaba a bloquear y luego bajar la dificultad a fácil en vez de tener que dropear el juego frustrado.

Una experiencia corta pero muy satisfactoria. Eternamente agradecido a Hades de haberme abierto la puerta al género porque no paro de descubrir juegazos gracias a ello.

I mean... it's pinball. There's not much to say. If you like pinball you'll probably like this, I will say if you want to play a pinball game there's probably a better one than this. The game holds up fine but there are definitely better ones out there.

These sorts of first-person adventure games don't normally impress me, but I feel the need to spread the good word of Broken Reality. It's a delightfully weird homage to ye olde internet during the 2000s and early 2010s, and you can feel in particular areas that the small dev team do legitimately miss it. I realise it's just nostalgia informing me, but I do too. As well as that melancholic undercurrent in some areas that I always love, the art style was pretty tremendous. It can be way too much sometimes and can hurt your eyes, but I think that's part of this game's charm. I thought most of the puzzling was very straightforward and easy, dialogue writing was mediocre and the overarching plot was obtuse and didn't have much development, so Broken Reality is just for people who want to see the weirdness on display.

Have you ever had a moment where you fuck up royally at something, and you just wish that you could go back and do it over again so that it turns into a positive memory of your life? I’m sure we have all had those instances of memories we wish we could forget, as I definitely wish I could forget about a lot of the fuck ups I made in the past, or to go back and remedy those situations. Unfortunately, unless we ever invent time travel, that will most likely never happen. With video games and other forms of media, though, that is a different story. You could release something that many consider pretty lackluster, bad, or just flat out god-awful, and the people that worked on it could live in shame for the rest of their lives because of it, or, on the other hand, you could go back to what you had before, change some things up or rebuild it entirely from scratch, and you could redeem said product by making it much better in the public’s eyes. One such instance of this happening would be with the dated title known as New Adventure Island.

So, technically, this game is not a remake of the original Adventure Island, and it is instead just another game that was made in the Adventure Island series, but from what I have played here, it may as well be a remake. It shares a lot of very similar elements with the original game, from the levels to the things that you fight, even down to the bosses, which could be seen as a bad thing right out of the gate. I have mentioned plenty of times in the past that I think that the original Adventure Island, and the original Wonder Boy to an extent, are bad games, being extremely repetitive, way too difficult, and just not fun to play through after a while. Thankfully though, this game pretty much takes a lot of the problems that the original game had and fixes it, making a pretty good game out of it. I wouldn’t say it fixed all my major gripes with that original game, but it does make things a lot more fun to play, while also being charming and fast at the same time.

The story is all too familiar for every game in this series, where Master Higgins gets married to Tina in a glorious ceremony at the church, but all of a sudden, the evil Baron Bronsky comes down and not only kidnaps Tina, but also the many island children that have come to enjoy the ceremony, so in a fit of rage, Master Higgins then sets out to once again save Tina, all of the island children, and defeat the Baron once and for all, which is about as generic as a story for this series gets, and it does nothing more then continuing to make me feel bad for Higgins, as the guy just can’t have a relationship without someone kidnapping his girl. The graphics are fantastic, having a wonderful art style that I don’t want to stop looking at, even if the animations for the enemies and bosses leave a lot to be desired, the music is pretty good, having plenty of energetic and cheery tunes, along with some more menacing ones that were also nice to hear, and the control/gameplay is… well, it is an Adventure Island game, so you should know by now what to expect.

The game is a 2D action platformer, where you take control of Master Higgins yet again, go through six different worlds, each with four levels a piece, along with a seventh final stage, dodge plenty of enemies along the way or defeat them using whatever weapons that you may find on your journey, gather plenty of weapons, extra lives, and food items to keep your hunger bar from depleting completely, and take on several fun, albeit very similar bosses that will take some time to take down if you aren’t too careful. For those who have played any other Adventure Island game, especially the original game, then a lot of this will feel very familiar to you, but it does still manage to be very fun most of the time, and it does feel a lot better to play than the original game.

Like I mentioned before, the game is very similar to that of the original game, having very similar level structures, level themes, and the same type of bosses, but thankfully, this game manages to fix all of that by adding in a wonderful little spice of life known as variety. While the level layouts don’t change all too much, all the environments, hazards, and the types of enemies you can encounter change throughout the game, making things visually distinct and interesting for most of the journey and fun to play through, even if it isn’t as interesting as other games. Not to mention, while most of the bosses are the same dude with the head of a different creature, each one has a different attack, such as one that creates a wall of ice spikes to send shooting at you, or one which sends a wave of fire arching towards you. Each one is defeated the same way, but the way that you approach these fights is slightly altered each time, which does make things a lot more fun and engaging, which I really appreciate.

In addition, some elements that were brought into the series in previous sequels are also brought into this title as well. You now have multiple weapons that you can find throughout the land, such as spears, boomerangs, and fireballs, and while most of them work the exact same way, some end up doing more damage than others, making it so that you wanna stick with one weapon for as long as you can for the most effect. And finally, I know I already brought this up earlier, but I absolutely love the visuals in this game, and they help make me want to play more of it so that I can enjoy every second of this. It’s just such a cute art style, and it really shines in instances such as whenever you beat a world, and before the next one, you are greeted with a cutscene that has Master Higgins dancing in some way with some other island creatures, with me having a huge grin on my face the entire time whenever any of these popped up.

However, if none of that sounds all too enticing for you, then at the end of the day, this is just another Adventure Island game. You run around throw things, eat things, and die to that octopus that you didn’t see coming until it is too late. You know how it goes at this point, and this game really doesn’t do anything new or original when compared to every other game before it. That doesn’t necessarily make the game bad at all, but at this point, we are four games in, and the lack of any prominent new features does kinda suck, and it does make it to where I can’t say this game is any better than that of Adventure Island II or even Super Adventure Island. A cute art style can only do so much for something like this before you start asking where all the new, cool shit is.

Overall, despite a major lack of change, and while it isn’t technically a remake at all, New Adventure Island manages to take most of what was wrong with the original game in this series and fixes it to where I ended up having a really great time with it, having the same basic, yet really fun gameplay at a reasonable length, coupled with an amount of charm that made this really enjoyable to admire as I was going along. I would definitely recommend it for those who fans of the previous games in the series, as well as those who didn’t like the original game like me, because while I can’t say for sure that you will like this one much more, you can definitely appreciate the effort put into making this into what is essentially a much better version of that original title. It’s also too bad that this was only released on the TurboGrafx 16, because I would kill to be able to play this game on modern platforms. Yeah, it did get re-released for the Virtual Console and PSN a while back… you know, before those services got shut down……… I hate video game companies so much.

Game #539

on

NES

again

Dr mario is a pretty fun tetris clone, the viruses make for a unique and fun spin on the gameplay. Other than that though it isn't anything special, just some good old Dr mario

You know you're in for an interesting time when you first start the game and Steam gives you an EULA that just says 'have fun'.

This game is just a jank-filled mess with very little redeeming it. The voice acting is abysmal, the controls are awkward, the menu and UIs are dull and lifeless, the graphics are ugly and the music is generic as it comes.

But wait, its gets worse, text hangs often on some screens, there's multiple pickups that haven't been coded properly so they just come up as 'Undefined', combat is slow and dull but the game can never decide when to do long range attacks or short range melee properly so often you'll just be wailing at random hoping for the good attacks to come out.

There's NPCs who spin while rooted to the ground, there's ground elements that block your progress that look exactly like the walkable ground, there's passageways and doors the character just flat out refuses to interact with for no reason other than 'I Cant do that' and there's text errors and spelling issues all over the place.

Just a total mess.

I remember playing this back when it released on PC and I'm honestly surprised how well this game holds up. While I do think the lack of sprinting does hold the game back a bit, its very rare I feel like I needed it outside of some exploring parts.

I like how much this game has drawn form more recent survival media for inspiration, offering some interesting intertextuality one of my favourites being The Descent (2005). The overall reliance on horror elements feel right at home in a game like this. While still giving the audience some great action set pieces.

Overall a really great reboot for a modern audience, while I understand fans of the original games may feel alienated by these entries I do think reviving this series into a more cinematic action setting was the right call. Which definitely left me wanting more.

Didn't think it was funny and tried too hard to be. Puzzles are a mixed bag, difficulty very inconsistent, no real curve but rather a zig zag. Way too much filler content where you're just walking around and looking for the next "portalable" wall.

Considering it's a free mod it's got very good production value and some of the puzzles were indeed excellent. Were it a standalone, regular priced game I would not necessarily recommend it, but it was decent overall.

Super impactful game for me emotionally. Absolute banger revival for the god of war series. Can't wait to see more.

(side note: this is my first mario rpg and my first TBRPG that's not a persona game that I actually beat)
For a 12 hour long RPG (something VERY rare to find these days), SMRPG is one of the most unique games I've played for a while.

The spin it puts on turn based combat is really interesting, having the same general structure as other games, but adding in extra depth through a timing system which I found really enjoyable to master.

This game's story is also really great, and I loved the world building of finding new kingdoms to explore and see how their atmosphere and problems differ from the last. I also really like the artstyle of the game and while seeing mario bowser and peach a lot differently than how I usually see them was a bit of a culture shock, It didn't take me too long to get around their new style, and liked it a lot (especially bowsers). I also really liked the new characters they introduced and built around the story, with Geno probably being my favorite as his sense of humor I enjoyed a lot, and not to mention he has some of the most broken abilities I've ever seen in a game.

This segways well however into one of my main problems with the game: IT'S SO FUCKING EASY. This is coming from someone who's greatest feat in a turn based game is beating p3reload on hard (chickening out on the elizabeth fight tho) and beating P3Fes on normal, as I beat both persona 4 and 5 (5 numerous times) on easy, and struggled there. However with this game I did no grinding whatsoever and I think I died a total of 3 times, because I forgot to heal. This doesn't take too much away from the game as the story is great and the difficulty in combat is made up for in the difficulty of the janky platforming and borderline unfair puzzles (fuck those 2 puzzle rooms in the last leg of the game).

Otherwise apart from this though this is a great game and considering it's price and quality it is definitely worth picking up, even if it's on the shorter side.

i've had this on my wishlist for forever and let's just say i'm really glad i didn't have to pay for it. i usually don't mind having to drive back and forth on a map, but to have everything remotely interesting happen within the first 3 in-game days makes the other 11 days so boring. i'm also just really confused as to why the game shows its hand so quickly considering the small map. it would've made more sense to keep the player within the center of town at first and slowly send them farther out to keep intrigue.

my biggest nitpick though are the dialogue options that supposedly influence the story. the only time that matters is with the romanceable characters and the very last decision. i would pick contradicting statements within the same conversation, that's how bored i was.

I found it to be very unique. The movement and action were very fluid. The atmosphere and the levels were wonderful, all around, it was a great experience.

took me a while to understand what the fuck happened at the end

Pretty good, although it is better on mobile phones mainly due to the more natural touchscreen controls. This version of the game is quite slow, and it lags very often. I would recommend playing this game on other platforms instead.

I've only played the DSiWare port, and I fell in love with this game! I've heard that the DS version has more content, but I decided to pick the DSi version so that I have more DSi variety of games. Nonetheless, this game is awesome!

gosto muito de como a dificuldade é implementada. passar pelas fases é bem fácil e bobinho, mas é no desafio de conseguir os P ranks e os achievements que o level design e os controles precisos do jogo se escondem. recomendo jogar sem absolutamente nenhum pensamento na cabeça pra aproveitar o charme no visual e na música do jogo, pra depois enlouquecer tentando aperfeiçoar os ranks.

Princess Peach Showtime montre une nouvelle fois que Nintendo en a encore dans la caboche pour renouveler leur licences phares en proposant quelque chose de relativement nouveau et/ou encore jamais vu dans la série concernée. La dernière fois que j'ai eu un ressenti de nouveauté/d'originalité/d'inédit aussi prononcé dans un jeu de la franchise Mario, c'était avec Luigi's Mansion : un jeu qui n'a quasiment aucun élément principal de la série du plombier moustachu, dans son aventure (pas de champignons et autres power ups, de pièces "Mario", étoiles, tuyaux, ennemis et biomes récurrents ou encore des clins d'oeil à un précédent jeu...), mais qui possède pourtant un style, une ambiance, des personnages et une atmosphère qui collent bien à l'esprit Mario !

En vrai, dans Princess Peach Showtime, à part Peach, son château dans la cinématique du début, les Toads, des pièces à ramasser dans les niveaux et les biscuits de Yoshi dans la pièce de la pâtissière, je n'ai pas vraiment remarqué d'autres éléments récurrents à la série Mario et/ou un clin d'oeil d'un précédent jeu, caché quelque part dans ce théâtre de l'étincelle. Mais peut-être que j'ai mal cherché.

Pour parler du jeu en lui même, l'ambiance générale de ce théâtre ainsi que son lore est tout simplement incroyable ! Il me rappelle beaucoup Puppeteer, un jeu PS3 méconnu que j'affectionne énormément. Et c'est un énorme compliment, car cela donne aux spectacles dans lesquels Peach et Stella jouent, une vie et des effets spéciaux explosifs ! Ce qui est également explosifs, ce sont les tenues que Peach porte dans son aventure ! La princesse du royaume Champignon n'a jamais été aussi adorable et badass qu'auparavant ! Les fan artistes ont de quoi manger pour les prochains mois, voire encore plus longtemps.^^' (et ses pouvoirs sont très bien utilisés dans les nombreuses représentations).

J'ai également beaucoup aimé les boss de ce jeu (le boss final étant littéralement le clou du spectacle, mais les laquais de Syrah (Grape en VA) sont tous très plaisants à affronter et ont un design et un charisme vraiment géniaux (je préfère nettement les boss de ce jeu que ceux de Super Princess Peach sur DS, car ils sont à l'image de tout le jeu : inédits, originaux et fun !

Evidemment, dans tout ça, on peut rajouter une DA colorée et adorable, une OST incroyablement soignée, une très bonne diversité de gameplay, des histoires intéressantes à suivre dans les représentations, Stella qui est une très bonne sidekick attachante, des répétitions proposant des défis très difficiles (un très bon challenge pour compenser l'aventure un tout petit poil trop simple, à mes yeux), des choses à faire après l'aventure...

Honnêtement, à part le framerate un peu étrange à certains moments de l'aventure et la quasi obligation de ne pas rater une seule gemme d'étincelle dans les différents tableaux des pièces de théâtre (au risque de devoir recommencer depuis le début, si on vise les 100 % du jeu, car il n'y a pas d'options pour recommencer le tableau en cours, à part essayer de faire exprès de mourir), j'ai vraiment passé un moment incroyable sur Princess Peach Showtime qui entre officiellement dans mon top 5 de mes jeux Nintendo Switch préférés ! Et je le pense vraiment ! ;-)


My first Thief game and one of the games that made me fall in love with the stealth genre.

Also features one of the best horror levels in a non horror game.


More than anything this game reminds me of Dragon Quest 11. They both share the same light, hands off approach to modern JRPG design trends. In spite of its vintage clothing, the body of Ara Fell is decidedly more Xenoblade than Chrono Trigger in its density of cutscenes and gameplay systems. I was weary of the potential for bloat yet like Dragon Quest, Ara Fell is conscientious of the ideas its drawing from and the result is a lean and focused adventure.

On a kinaesthetic level, I appreciate how deeply the devs leaned into the inherently cozy feel of RPGMaker. I love the richness of these scrolling tilesets and the awkward frictions of trying to perceive where these squat sprites can manouevre into. There's an intimate sense of place these RGPmaker-isms produce, further accentuated with a lush art direction in which you can practically smell the grass scented winds and feel the drifting snow. It's a game that is staid rather than kinetic, about soaking in the world and all its lovely details rather than rushing towards the next plot point.

To that end, regular battles are de-emphasised. Battles against normal mooks are both easy to avoid and (relatively) easy to defeat, you recharge mp after every turn so there is no reason to resort to spamming basic attacks. There is not even any accompanying battle music. Growth then is mainly earned through boss fights and sidequests. The latter of which are found by naturally exploring alongside one off resources that are used for a simple linear crafting system for armor and weapon upgrades. Progression in Ara Fell is concise and silent, power is earned naturally rather than throguh constant notifications and checklists.

'Silent' is maybe the key term I've come to appreciate about Ara Fell so much. The story is wordy yet much of that weight is used to effectivley characterise the Protagonist and explore a perspective that is unique as far as JRPGs go. There are big bombastic themes yet much of the soundtrack is ambient and pleasingly blends into the overall soundscape. There are side-quests to complete and materials to collect for a crafting system but they're all diegetically interwoven into the world. In everything thus far, Ara Fell has been succinct and to the point, a joy in every way.

Random Notes:
- I appreciate how the Devs leaned into clunkiness a bit with giving every exploration activity a distinct animation and sound, it imparts a sense of weight and presence in the protagonist you don't usually see in this type of game.

- Once again I can't emphasize enough how refreshing it is to have a JRPG with no normal battle theme. I don't know if the devs were inspired by Sakimoto's work on FF12 but the lack of a hype battle theme threatening to take over imparts a similar naturalism and interconnectedness to area exploration here. Not every rpg needs a battle theme.

- I didn't really mention it much in the review but I appreciate as well how non-gated and non-railroaded the game has been up till this point. It really gives you a wide berth in terms of areas, quests and things you can find before the story even sends you there, again sort of similar to FF12. Can you tell I really love FF12 lol.

- Dungeon design is fun, nothing too complex but the little puzzles and bespoke mechanics go a decent way in contextualising them as spaces beyond hallways full of random encounters.

Igual de bueno que ninja gaiden 1 pero con mejora grafica y un mejor desarrollo de niveles.
Tiene unas canciones que flipas dirian los españoles.

If UT2003 was the prelude , this was for sure the full course meal.

UT 2004 sits at the same level as UT99 for me, but with a different aesthetic and feel.

The addition of vehicles was cool, and all the new maps and characters really expanded the world and lore in my mind.