Reviews from

in the past


Expectativa: jogo de estratégia/rpg com elementos de história que eu pretendo ignorar.

Realidade: Um enrendo surpreendente, cativante, dinâmico, e que bota A série DARK da netflix no chinelo. Os trechos de combate são tragáveis, mas massantes.


Mas meu amigo, que história! Sinceramente eu esperava alguma punhetinha japonesa genérica que eu iria ignorar pra aproveitar os trechos de luta, mas foi o completo oposto. E que maturidade do enredo em deixar o jogador escolher a ordem dos atos! A história é complicadíssima, mas não deixa uma ponta solta, e não segura sua mão também! Então caso fique perdido ( vai ficar ) retorne nos logs e procure informações. Me surpreendeu.

nota: 8,5.

Every single plot reveal in this game feels like they're doing this without making the tower completely collapse.

Fascinating non-linear sci-fi story that you can play in whatever order you want and at no point does it fall apart because of it. A real feat of storytelling to get everything to work how it does. A game you gotta go in completely blind.

The RTS portion of the game is a lot of fun when you figure it out, I just wish that there was a way to balance it out and make it feel less Start-And-Stop than it is but it is satisfying to see the waves of bad guys explode on the screen. I thought for sure the last mission was going to make my launch PS4 melt through the floor.

cool game.

Aegis rim, is prolly the best story I have ever gotten to experience in my life. Now I won't pretend that I understand the story at all and I won't act like not understanding the story left me satisfied in anyway, but I don't think I was really supposed to, at least not on my first playthrough. But don't mistake me here, just bc I didn't get it, doesn't mean the twist and turns of this game didn't have my hands on my head screaming "WHAT!?!" this game will never cease to Surprise you and entertain you, it somehow pulls you back into the story even though you have no idea what's going on. The moment you think you have a grasp on the story the game hits you with another plot twist that completely switches your thinking. The games story is amazing and the way it's told unique (though I would've mush perfered if it more if it was more direct in its story telling) the story is complicated, and the characters are nothing but a delight, you will find yourself finding a home with these mentality ill teenagers. My biggest complaint with the game is the gameplay. The gameplay is just boring tbh not much I can really say about it. Overall though the game is beautiful, the story is complex and exciting, and the characters are funny and are oozing of personality, and their very complex too. This game has definitely taken it's place as the best game in terms of story for me at least



I didn't expect anything, but I got everything. The game is absolutely incredible. The gameplay is incredibly addictive and so much fun to play, and the story somehow made me interested in each of the characters, and believe me, there were a lot of characters. There's just one thing to say about this game: Incredible.

This is one of those games I can’t help but have a ton of respect for after finishing it. As a relatively new Vanillaware fan (Unicorn Overlord was my first title from them) it’s no wonder this game is beloved by so many and I’d say it’s more than earned it’s passionate fanbase.

The prospect of weaving together a narrative of 13 different protagonists to create a cohesive story isn’t something I would’ve ever thought could work as well as it does here, and the fact that it does is extremely impressive. With that said, there are some hiccups with the overall story presented here which frankly was always going to be the case given how ambitious this method of storytelling is.

Most if not all of the protagonists are endearing and have their own standout moments from their own stories, and being able to gradually piece things together in varying orders depending on whose stories you focus on was overall a fun experience that does a great job of getting you attached to the characters themselves. Some were more interesting than others (Minami and Ogata were particularly great) but I’d argue everyone at least had something going for them that kept their respective narratives interesting. I had a few qualms with the ending of the overall plot and felt some aspects were rather convoluted but at the end of the day it’s more than serviceable and accomplishes what it sets out to do.

The combat sections are…fine. You assign members of the team weapons and abilities to fight in squads through strategic mech battles fighting off waves of machines, and its clear that while these sections serve the plot, it isn’t the focus of 13 Sentinels. It works well enough and can thankfully be taken care of relatively quickly if you know what you’re doing, especially given that the battles themselves aren’t particularly difficult.

Overall, Vanillaware made something special here and it’s no wonder that this game has developed such a dedicated following. It isn’t perfect, but the scope of the game combined with its endearing cast of characters makes this a title I’d recommend to just about anyone into narrative-heavy titles.

This game is one of, if not the most insane sci-fi story out there, touching on nearly trope the genre has to offer making it a unique and memorable experience. It’s hard to grasp the scope, to piece together what you’re consuming and how it fits in the puzzle. Confusion haunts the majority of the game. It’s part of the formula that keeps 13 Sentinels so engrossing.

It’s tough to review this game without telling you what it’s about, and I don't mean the plot but the experience itself. Let me elaborate. Whenever you start a new game you’re not familiar with you trip and stumble doing silly things, you attack everything around you to see what breaks, you try talking to every NPC to get something. In a nutshell, you try every action available and learn from the responses you get. That’s our way to understand the worlds we get into, how we get familiar with the rules the game devs set. In your first 5 hours, 13 Sentinels will toy with this idea, it will teach you using deceit. After finishing the first set of prologues the game opens up to an overwhelming degree, letting you continue the story of the characters you just played as at your own leisure. This is where the guess work begins, picking up a character’s story will leave you at a state that doesn’t quite make sense. There isn’t a linear progression from where you last left it at, sometimes it will be as if you never did the prologue at all, you’re back to square one, but things seem a little different. You get the flowchart. A web of seemingly interconnected events that more often than not take you back to the same starting point despite progressing further. The game is certainly teaching you something, though you start doubting what is shown to you. This is where your mind starts to wander. What is happening? Is this an alternate story? A different character? Time-period? Timeline? Universe? My mind surely went through these theories and more.

There is a golden rule in horror media, “Don’t show the monster”. When you do it stops being scary. The reason is because what is the scariest is what your mind comes up with, your thirst of expectation grows wild as it brews in your head. When you show the monster, it becomes underwhelming compared to whatever you concocted in your mind. 13 Sentinels gives me a similar feeling throughout, where my theories were put to test with each new reveal, to my surprise what lied behind the curtain was an escalation, an even crazier idea than the concepts I thought of. It tore down what I planned, and where did that take me? Back to square one. In a funny way the gameplay loop is the ideas that run through your head and the re-conceptualization at each step. Your experience is likely to be different than mine, the plot can be tackled in any order feeding reveals at different paces. 13 Sentinels balances this by locking you out of some events until you have better understanding of others. This is a fail-safe that keeps the sense of escalation going. Of course, it doesn’t do so infinitely, it has to crescendo at some point. Whether the final reveal and conclusion is satisfying is up to how your expectations were met, and whether your head went beyond what Vanillaware had in mind. I for one, was pretty satisfied with the conclusion, the epilogue was a wholesome cherry on top of the whole experience.

The plot of 13 Sentinels is boxed in the “Remembrance” section, which I’d argue is the gameplay itself, but I’d be remiss if I didn’t talk about “Destruction”, a complete subversion of the formula. Much like in the game I wasn’t quite sure where it fit in this review. Destruction takes place in the very final battle, but is introduced at the very beginning. It’s very akin to an RTS and possibly added as a selling point. I understand the idea of a visual novel is a very hard sell to your average gamer. Destruction has a complex UI and as such the game holds your hand through the majority of it. It starts too slow and seemed like a distraction from the main plot… at the start. In time I really started to enjoy it. The strategic scenarios are clever, it becomes a decent challenge towards the end of the game. I just found it a shame it took so long to click.

I’ve played several graphic novels in the past and let me tell you, most of them aren’t good. 13 Sentinels is a cut above the rest, with better looking sprites and more interactivity than its peers you should not sleep on this one even if you’re sour on the genre.

There's a bit in this when a guy really wants a yakisoba pan and then I found out that a yakisoba pan is noodles in a sandwich and I just don't know why that's a thing but the game is rad.

I'll be real here, if this wasn't a spoiler free review this would be five times the length but I'm not here to subject you that, in fact we can both do that once you the reader are done with this game one day! I'm here to try my level best to condense my thoughts into something coherent without ANY spoilers, without sounding like a crazy lunatic, on selling to you what is arguably my favorite story in fiction so here goes. There will be ABSOLUTELY ZERO SPOILERS in this review, I'll be making sure of that. Spoiling this game for someone or for yourself has to be a cardinal sin or something SO I HIGHLY RECOMMEND NOT LOOKING UP ANYTHING ABOUT THIS GAME UNTIL YOU BEAT IT, NOTHING ABOUT THE CHARACTERS, NOTHING ABOUT ANY OF THE TERMS YOU HEAR AND DON'T EVEN MAKE A SIMPLE SEARCH ABOUT THE CHARACTERS I'M SO SERIOUS. LOOK UP ABSOLUTELY NOTHING.

First off, what is 13 Sentinels: Aegis Rim? Well in a nutshell it’s a VN-esque game pumped full of steroids and cranked up to the max. This game features a non-linear narrative revolving around, you guessed it, 13 distinct characters. There are 2 types of gameplay options: Remembrance and Destruction. Remembrance is the real meat of this game and features the non-linear story with you controlling characters in a side-scrolling scenario whereas Destruction is the RTS (Real Time Strategy) section where you control the Sentinels as per the games namesake. Usually, you're mostly here for Remembrance which is understandable, I was too, but I personally find Destruction quite fun despite some considering it the weaker part of the game which I disagree with, it is genuinely really fun once you get the hang of it. It doesn't take too long once you get the hang of it either and the gameplay itself is quite minimalist, simple and most importantly it ends rather quickly as to not distract you from the story, in fact it adds even more to the story but that's a discussion for another day. That's it for the basic rundown of this game but allow me to go in depth and the reason why I hold this game in such high regard without spoiling anything for you.

This will be talking exclusively about Remembrance for the record but let me to get the simpler stuff out of the way first: the visuals are absolutely fucking gorgeous, so is the artwork and animations, characters have such subtle animations during events in order express their personality with some even happening in the background unbeknownst to the player and all accompanied by stellar voice acting in both languages but I personally find the dub much more enjoyable and would recommend it. The game is a visual treat for the eyes, this is Vanillaware at its peak, the music and even the sound effects are absolutely phenomenal as well but that's enough of the little stuff let’s move onto why you're really here. This game has the most unique way of telling a story that I've ever seen in a game, you can quite literally play the story in any order you like hence the obvious reason it’s called a non-linear narrative along with swapping between Remembrance and Destruction at your leisure albeit you will need to fulfil certain criteria to progress the overall narrative but worry not, the game spells out exactly which pre-requisite you need to do for unlocking the next segments. Every single character has their own distinct stories which branch into multiple other stories, oh and a neat fact, every single one of their stories is a unique spin on an existing piece of media or a movie, the characters themselves are also exceptionally well written for the most part. This may seem daunting but its presented in a way to hook the reader in, the stories overlap and intersect, there are countless clashes between the characters and their own goals and beliefs, some work together, some are at odds with each other and what really drives this home is the fact that eventually you will be seeing these certain events from another characters perspective sooner or later when you pursue the aforementioned characters story which on its own sheds even more light to the overarching narrative along with adding even more context on the event you just experienced. Again, this may seem daunting but it truly isn't, I say it has a unique way of presenting its story but it’s not merely just presented, the real reason is that piecing together the story IS the gameplay and I don't just mean the overall mystery, the game trusts and respects the players intelligence unconditionally. If a certain word is said again in another route? There is no flashback or "I remember them saying this" for the most part, the game reminds the player nothing because it trusts the player to remember the finer details and it does not let up in the slightest along with giving you an extensive archive to help you keep track. The plot is this constantly changing schematic inside your head which changes drastically as you take in and learn new information and plot threads, sometimes even flipping it over its head entirely, challenging everything you may have pieced together thus far. You the player are tasked with piecing this gigantic puzzle together, that in itself IS the gameplay, the puzzle may not make sense at first but you soon suddenly have some manner of "OH NOW I GET IT" moment which feels immensely satisfying BECAUSE you did this all yourself, the game did not feed you this revelation in a traditional manner, you the player pieced it together before the answer was even presented to you. It’s such a unique concept and I wish more games went to the lengths 13 Sentinels does in respecting the players intelligence to do. No matter how farfetched a plot detail may seem the game WILL expand on it in a well-executed manner at a certain point, the game trusts the player and it expects the player to trust the game in return, a symbiotic relationship if you will. Every bit of info, every bit of context from a different perspective and every single plot thread is tailor made to fit into the overarching narrative in such a disturbingly cohesive manner that you gotta wonder how long it took for the writers to make everything not seem nonsensical in fear of it seeming like multiple asspulls. Then again, this game WAS delayed multiple times so mayhap that was the reason, contrary to popular belief I haven't exactly deep dived into this game’s development cycle... yet.

This game is an experience like no other and, full disclosure, this is just me quoting 2 certain well known and respected game developers but I truly believe there will never be another game like 13 Sentinels but I would LOVE to be proven wrong, in a perfect world maybe everything was this game but this is just me being delusional for the sake of it but its heartening to know this games sales went from poor to exceeding expectations due to strong word of mouth by its small albeit extremely dedicated fanbase, giving Vanillaware the push they needed and deserved. This game is a phenomenal work of art, an extensive labor of love and passion by the developers and if you still managed to listen to my ramblings this far, I recommend this game to you with everything I have. Now go get in that Sentinel and strap in for the ride, also here's a cool line from the game to end this review cause why not :P

"It's really happening... Just as you said it would. So we'll do what we have to do. Get in the robots and fight. Our fate was sealed a long time ago."

Review in progress:

First Impressions
Pretty sure I'm only like 25% of the way through this beast, but I just wanted to get some initial thoughts out since it's been getting me to think a lot, and I've been enjoying my time with it pretty thoroughly! First off, this game looks and sounds gorgeous, and that's coming from someone who's generally not huge on anime artstyles! I'm a massive sucker for hand painted sprites and damn does Vanillaware deliver— the soundtrack goes insaneo style too. ALSO, I fw the mech combat hard, and I'd honestly be perfectly content if that's all 13 Sentinels was.

However, what I more so wanted to talk about was this game's narrative, an aspect of it I'm a little conflicted on, at least as of writing this. To specify, I'd like to speak more of its writing's quality than of my personal experience with it, because regardless of if it amounts to little more than pulpy anime bullshit, I can't lie, I've been getting quite a kick out of following the ludicrously convoluted paper trail. I think my final verdict on 13 Sentinels' story will be contingent on whether it uses its unconventional structure for something meaningful, or if it's just confusing for confusing's sake (and knowing the GOAT Yoko Taro praised it, I'm hopeful).

Something I'm a little confused by is the ratio of information 13 Sentinels leaves ambiguous to that which it just directly tells you. I'm usually a pretty big advocate for show-don't-tell, but when a piece of media throws 30 wacky new keywords at you every second, I think it's totally understandable and generally advisable to include some exposition, or even a glossary. 13 Sentinels is an anime mystery game so it obviously would fall into that camp, and does indeed compensate with a much appreciated and cohesive glossary (and at that, a pretty clever one in that you unlock entries as you go). However, for how happy the game is to leave you in the dark on major plot details, it can be surprisingly heavy handed when it comes to the more digestible ones.

For instance, in the scene that introduces Megumi (whose plotline has probably interested me the most so far), she's walking and talking with her friend Tomi, and then Tomi basically just turns to the camera and says "This is my good friend Megumi Yakushiji. She's always been the Hopeless Romantic character archetype, probably because she's so Shy personality trait." I'm exaggerating a little of course, but what I mean is that it feels really awkward and unnatural to blatantly exposition dump during a casual conversation between high schoolers, especially when that exposition is simply one of said student's personality, something that was already being established organically. Now, it's honestly very possible that the tropeyness of the cast is actually a highly intentional David Lynchian stroke of genius, but when the rest of Megumi's plotline consists of contracting with a talking cat to shoot witches with a magical gun in order to revive her deceased boyfriend from a different era, and none of THAT is explained, I'll admit this kind of thing feels a little off— probably just some clunky translation, idk. When basic information is so bluntly communicated in a story otherwise seemingly apathetic to one's understanding of it, there are times when it's hard to tell whether the game actually respects its players' intelligence.

At least, going directly into another time traveling RPG immediately after Chrono Trigger gives me a little whiplash. On one hand, I think complexity is great for a story, but it also needs to be earned, well placed. CT's story is instantly very effective because of its simplicity, but 13 Sentinels' seems much more of a slow burn. With that being said, I do really appreciate how the characters themselves generally don't seem to know what the fuck is happening either, and it makes them a lot easier to connect with. On the surface, they may all be defined by an archetypal personality trait and a like and dislike or two, but with the game's focus on story and its 40 some hour runtime, I'd have to imagine they go a little deeper than that once they're better established.

13 Sentinels is as niche as it is a vibe, and from what I can tell, its opening chapters are a weeb-level filter if nothing else. Since it's as well received as it is, I think I'll just have to swallow my pride and trust VW to cook, but nonetheless it's pretty damn fun. :)

Rikko kyl kaikki odotukset tää on erittäin hyvä shitlus peli