Reviews from

in the past


I wanted to love this game but tbh the microtransactions turned me off which is a shame cause this looked so much fun...
I really wish microtransactions as a whole weren't a thing in games or at least they should be reasonable like in Fortnite
but it seems this game saids otherwise

Eu pensei muito sobre Quantum Break, e talvez a frase que melhor resuma sua proposta seja:

Nós não podemos mudar os eventos do passado, mas podemos garantir que exista um futuro.

À título de contextualização, minha aventura começou com a vontade de fazer companhia à um grande amigo em sua jornada de passear pelo jogos da Remedy. Fizemos questão de adentrar em entrevistas, documentários, artigos e conferências com a carinha do carismático Sam Lake.

Sendo o terceiro título do diretor com o qual tenho contato, temos percebido em nossas discussões um padrão colossal de importância nos elementos narrativos e estruturas de roteiro. O alto impacto que Sam Lake proporciona advém de uma escrita incrível, além de uma paixão inegável por músicas dos mais diferentes estilos.

Além disso, diversas influências de quadrinhos, livros, séries e filmes noir, de horror, terror, suspense policial, thriller psicológico, ficção científica e drama se tornam salientes na roteirização de suas obras, mas Quantum Break acerta diferente. Direi o porque a seguir.

Sendo um jogo de 2016, e escolhendo um tema que já estava relativamente saturado no meio audiovisual, a aventura de Jack Joyce tinha tudo para dar errado.

Mexer com viagem no tempo é como mexer em um vespeiro, principalmente quando a abordagem abraça os picos da ficção científica atrelados em conceitos de física quântica. Pior do que isso, dado o histórico do finlandês de estar para a escrita na décima arte assim como Kojima está para o cinema, a incontável quantidade de logs, e-mails e conteúdos narrativos poderiam ser uma encheção infindável de linguiça metafísica, o que não foi o caso.

A construção do micro-mundo da cidade portuária de Riverport é envolvente do começo ao final, e mesmo com o plano de fundo do "salvador loiro dos olhos azuis" inserido abruptamente no contexto de grandes poderes e grandes responsabilidades, Sam Lake transforma Quantum Break em uma homenagem de ponta aos materiais de perseguição policial — e incrivelmente não imperialista — com uma história que poderia ter sido facilmente escrita por Christopher Nolan, ressalto, em um de seus bons filmes.

Ao passo que a preocupação em estabelecer Jack Joyce como um herói não-blasé era inevitável, fui totalmente surpreendido pelas tramas que compõem presente, passado e futuro do que conhecemos como tempo. A sensação inevitável de urgência, as reviravoltas e os desfechos de cada personagem são pontos extremamente fortes no jogo, assim como diversas escolhas criativas que merecem elogios. Algumas delas são os pontos de ruptura, a sensação ininterrupta de correr contra uma ameaça iminente, a presença das bifurcações e os efeitos das nossas escolhas. É tudo tão forte, que eu realmente me questionei como seria ter o poder de controlar o tempo em mãos, e se eu estaria pronto para enfrentar as consequências dessa possibilidade.

Não bastasse o apontado, ainda temos a presença de uma transmídia dentro da própria mídia original que funciona como uma surpresa gratificante. Entendo Lake nesse momento, pois seria um tremendo desperdício não agraciar o mundo com as atuações não-interativas do elenco de peso contratado em Quantum Break.

O único ponto falho, para mim, é a jogabilidade, que infelizmente acabou se repetindo aqui e acolá nas minhas últimas experiências com a Remedy. Sinceramente, achei que fosse dar uma nota muito menor por conta disso, mas é necessário levar em consideração que os desenvolvedores entregaram um experiência que, mesmo com defeitos, se manteve fiel do início ao fim em sua primeira tentativa de lançar um título no motor gráfico Northlight. Testemunhas dizem que Control correu após a caminhada perversa da gameplay de Quantum Break (e espero realmente que seja esse o caso).

Diante dos pontos elencados, a aventura de Jack Joyce ficará marcada para sempre como uma das boas experiências que pude experimentar, e espero honestamente continuar me surpreendendo com as escolhas criativas da Remedy no futuro.

The only Obsidian game I ever played where I just dropped it entirely less than midway through, this is Obsidian's nadir. Super glad I just played it on Game Pass at launch. An utterly shallow game both narratively and mechanically, so terminally vapidly centrist it gives Bioshock Infinite a run for its money. Disco Elysium had just came out like a week before and it just made this game look exponentially worse in comparison in every way. Still will never get over how Parvarti was Rainbow Capitalism personified as she never stopped licking the boots of people who enslaved her and separated her from her mom. Just appallingly tone deaf writing.

Fricking sucks we're getting a sequel to this pile while Alpha Protocol and Tyranny will be forever lost to rights hell.


Nothing really special about this one, it's just 5D's as a racing game. It's not awful but not one I would play that much. Cool opening though.

an oddball "grasping towards Souls" title developed by neverland, best known for lufia and rune factory. there's a similar sort of interplay between loadout, upgrade currency, and death mechanics. see if you can spot where it falls apart.

1. you play as a robot that can be equipped with weapons/armor on your head, arms, chest, and legs. pressing the corresponding face button uses the equipment mapped to that body part, with the leg equipment being purely passive and not being mapped to a face button.
2. using equipment raises the heat gauge for that body part. when the gauge is full, the equipment is disabled until the gauge has fully drained. there is also a total usage limit for each weapon, which more or less acts as ammo.
3. double-tapping in any direction causes a roll or dash with full i-frames, and repeatedly tapping in the direction of a roll/dash continues it. each roll/dash raises the legs' heat gauge.
4. the game is arranged into a series of floors in a tower, with the full eradication of enemies on each floor leading to a boss fight that opens a portal to the next floor.
5. there's a single place to save, restore one's health/ammo, upgrade player stats, and equip weapons at the center of each floor.
6. upgrades are conducted via "elixir skin" you receive from killing enemies. health, defense, maximum heat gauge, and weapon slots can all be upgraded in this manner.
7. elixir can also be gained by "restoring" equipment, which basically removes them from your inventory in exchange for a set amount of elixir that depends on the equipment's rarity and strength.
8. killing enemies occasionally drops weapons as well, with certain weapon "combos" activating "overkill" after death that supposedly raises the drop rate.
9. upon death, the player is sent to the first floor of the tower, although all previously opened portals remain. enemies do reappear on previously cleared floors but are randomly distributed. all equipment is dropped as well and is permanently lost.

imagine playing a souls game where taking a death permanently removed all your equipment and forced you to scrounge for more. suffering a death would instantly disrupt your build, forcing you to cobble together a new build from whatever extra equipment you have stored. instead of soul grinding (which is generally unneeded given the importance of equipment on your abilities), you would have to grind back your old weapons, making every death a major setback in terms of time investment. sounds poorly constructed, right? rengoku does exactly that! what's more confusing is that souls and elixir are virtually identical in terms of mechanics, and having all of that dropped on death would be a much more interesting mechanic. you would have decisions to make in terms of cashing in your surplus weapons vs wasting time grinding or hoping that upcoming floors yield enough elixir in the process of clearing them out. it wouldn't necessarily elevate the game, but it would certainly be much more fair to the player and more thought-provoking than what rengoku puts you through, where losing a nice weapon can virtually eliminate your chances of clearing a floor without toiling on the floors below looking for a replacement. even the devs must have recognized this, as they explicitly allow you to keep your equipment upon dying to a boss, removing any penalty from death whatsoever. every other review I read for this admitted that they just save scummed upon death, and I naturally followed suit.

however, some of the other fromsoft-adjacent choices bring some mechanical appeal to this otherwise-unremarkable title. the equipment customization and variety is incredibly flexible in terms of restrictions on body location and how many slots each weapon takes up. with extra slots on a body part, additional weapons can be loaded in as backups in case the primary weapon runs out of ammo. using the limited elixir to determine the distribution of talents to each body part allows for some interesting questions: should one part get extra heat and slots? should one arm get extra heat and the other get slots to give the former a safe and consistent weapon and the latter a deadly but quick-to-overheat weapon? what about leveling up heat for chest armor or dodge capabilities? finding boss weaknesses through exploiting a relatively underutilized elemental system and observing the separate tactics of each involves repeated build customization a la armored core. this is augmented by the fact that every single solitary enemy in the game operates via the same build system that you do, including using the same equipment that you have access to. the dodge/roll is also exceptionally useful, as it not only is extremely responsive, but it also creates momentum that can be preserved while executing attacks if said attacks are buffered into the end of a roll or dodge. gliding around an enemy in sync with one another and narrowing down openings where one can unleash their weaponry feels fluid and rewarding thanks to the generous cancel windows for rolls juxtaposed with stiff, deliberate weapon animations.

unfortunately, each floor is "randomly generated" aka it pulls different dull rooms from a pool of ~20, duct-tapes them together, and stuffs enemies with randomized builds in them. what's more, the layouts are not changed on death; they stay exactly the same between deaths. clearing out each floor quickly becomes monotonous through the repeated room layouts and lack of curated encounters. what's more, the weapon balance is incredibly skewed in favor of guns, as individual bullets deal nearly as much damage as melee attacks with a rate-of-fire many times faster than a sword slash or hammer strike. the game opened as a somewhat challenging experience when I actually engaged with the melee combat, but it quickly became identical from enemy to enemy as soon as gatling/machine guns became available. up until the seventh floor (out of eight) you can shred anyone in your way just by DPS racing them with the gun, and the ability to go back to the save point, lock in your progress, and refill all your ammo for free makes it impossible for the game to ever prevent you from cheesing the game like this. of course, the permanent loss of equipment is supposed to counteract this, but consider that each enemy uses the same weapon pool you do, and by extension they also have access to gatling cannons and such that will instantly obliterate any melee-based build. thanks to this virtually any decent build will converge to primarily using guns if you want to compete on the mid-to-high range floors, and those who choose to play by the rules wrt death will be forced to scour lower floors for guns in a game with sparse enemy spawns on cleared floors and low weapon drop rates. it doesn't help that using a particular class of weapon (for example: Bullet) levels up your damage output for said weapon, further pushing your build in favor of whatever weapons you most often kill enemies with. given how quickly guns mow down enemies, it's likely that you will quickly gain even further DPS buffs for said weapon(s), making them even more attractive.

that being said, the groove of combat in the later areas where enemies can live longer than a few seconds benefits greatly from the intuitive, smooth control scheme and variety of different enemy types you'll encounter. it helps that the bosses tend to get exclusive weapons that spices up their particular encounters and makes reaching one a bit more exciting than the usual grind. this was fun for about three hours, upon which I reached the top of the tower and was instantly booted back to the bottom to restart again. yep, to reach the true final boss you have to play through the game again, and the layouts seem more or less identical to how they were on the first playthrough. surprisingly, there's a completely new weapon pool to work with, giving those interested in further experimenting with their kit some juice to keep on playing (while enemies deal plenty of damage thanks to this, some of them have suspiciously low HP values indicating that the full range of "hard mode" buffs may not have been properly implemented). I did two full floors including bosses on this repeat run out of due diligence and was disappointed to find that said bosses had barely changed at all from the first run. even finding online information at all on the second run is difficult; the one gamefaqs guide lists only weapons for the first run, and I didn't read any reviews that mention a second run at all. I'm not getting anything more out of this game, so I'm happy to just call it here and maybe move onto the sequel in the future.

why do we have to wear these ridiculous ties

It's an ok rendition of Battle City but I got bored pretty quickly in some areas. Not terrible just meh.

Perhaps one of the most ... ugly games I've played on consoles. The main character has no body. The only other character is very stiff. Very bad controls.

That said, if this were a short film or a play, it would be amazing. The game is mainly worth it for the dialogue and the two excellent voice actors. Play it if you can find it cheap for these reasons

[European Portuguese - Nintendo Switch - Dated 02/03/2023]

"Metroid Prime Remastered é um título obrigatório de ser vivido. Ponto final. Fora niquices pessoais não encontro um aspeto que possa criticar. Os dois elementos principais da jogabilidade estão equilibrados, a atmosfera criada pela banda sonora e detalhe de Tallon IV é imersiva até dizer chega, e os visuais na Nintendo Switch estão espetaculares a sessenta fotogramas por segundo, seja Docked ou Portátil. Como se não bastasse o novo sistema de controlo, e consequentes opções de acessibilidade fazem dele um tanto mais acessível. É espantoso como, vinte anos depois, o núcleo de Metroid Prime não envelheceu um cabelo branco que seja, servindo ainda hoje como modelo e exemplo a seguir dentro do género em que se insere."

See more @ https://squared-potato.pt/metroid-prime-remastered-analise/

I'm 50/50 on this game. It has a decent story with the members of DATS trying to find the 7 evil sin Digimon along with several twists throughout the story and it's not bad. Gameplay isn't that great though and it does get pretty tedious at times. Fuck that last boss fight though I had to see a youtube video showing how the game ends and I rarely do this with a game. Yeah that final fight was that bad for me.

There are more than enough reviews that describe what makes this one of the best single player games of all time.
I love single player games so this is a no brainer. This is one of my most favorite games in recent years and is my most relevant current favorite game.

the announcer is like "i am in the radio. there are Sounds on the street in Ridge City today. the Racing of Cars is going to be happening in Ridge City. Hot! Road for the Soul of the race. are you ready to need it or keep it?"

might be the best ridge racer full stop, and one of 4 PS2 games with neGcon support.

how the fuck do make something like this

A game I ilked 50/50. It did a pretty decent job incorporating the main story from the original yugioh to Arc-V and it was nice reliving certain moments from each series. Gameplay on the other hand was kinda meh, it's tolerable but not what I'd call good. Overall it's good for nostalgia but as it's own game it's just ok.

Ah, weary traveler, for what reason have you come so far as to visit one such as I? You wish to defeat...Ninja Gaiden on NES? You seek....guidance? That is quite the mountain to climb. It will not be easy...

The journey may seem frightening at first, but believe in me for it is not quite as bad as the tales would tell. To help Ryu Hayabusa on his quest to seek revenge for his father's murder, you must channel all of your ninja know-how and master the hitbox of your blade. Timing is of utmost importance! You must be light on your feet, and be as swift as the wind! Your enemy however is quite formidable, the Jaquio is not one to take lightly! For they do not fight fair with the placement of their army of henchpeople and henchanimals! You will need to maintain a good rhythm and flow to your movement if you wish to keep up progress, as the Jaquio's minions will not hesitate to warp back onto the field as soon as they are decimated by you!

On top of that, you must also maintain proper ninja balance. What is a ninja without their ninja balance? A dead ninja. The Jaquio knows this! That's why they hired the entire NFL to run at Hayabusa and tackle him into the ground! What good will Ryu be at exacting his revenge if he's been sacked on fourth down?! No good at all!

While you indeed do have your mystical dragon sword and your ninja sub-weapons, there is also another unseen magic that you must keep mind of. That which can be barely seen from your view of the screen, the void of the edge of the CRT monitor. The fourth dimension one could say. Utilization of this can be instrumental in making certain sections of your adventure easier. The Jaquio's minions may be able to warp themselves back onto screen, but sometimes the warp tubes backfire and transport them to another stage entirely. A big break for you! Sword throwing Larry will be busy throwing his swords elsewhere!

Step by step, inch by inch, you can ascend this mountain with the help of your endless continues. Ninja Hayabusa is never a quitter, and the journey's checkpoints can be surprisingly forgiving at times. Well....except when you finally confront Jaquio themselves, whom will inevitably bamboozle you with their fiendish side-to-side movement and homing fireballs. They do not fight fair, I've mention this! Jaquio loves trap doors! They can't get enough of them, and will not hesitate to send you back to stage 6-1! Be patient, and be precise with your approach against the scoundrel! Of course, as always you may attempt to fight dirty as well against Jaquio. You may utilize the art of save stating or time rewind, and would you be less of a person to me if I saw you stoop to his level?

Eh, I don't judge. Just remember to never give up, and always think to yourself...

Finish the story.
FINISH THE STORY.
FINISH THE FUCKIN' STORY!

Personally though, I do believe there is something to climbing the mountain from bottom to top constantly, and acquiring mastery of all of it's paths and tricks. Knowing every nook and cranny of where an avian fiend will rear their ugly head, and being prepared for any football player attempting to make you another number to their season statistics. Your rhythm becoming greater and preparing you for your next attempt at the climb. Maybe you don't agree, maybe you do. Regardless, one day maybe you'll see why I adore this adventure as much as I do and meet me at the top of the mountain.

It's quite pretty.

I think this game to the point that it is enjoyable. I hope EA and Dice continue to support this game in the future.

Please finish this game first, rather made another one now.

Considering the fact that I played this in a single setting, Citizen Sleeper is an incredibly strong narrative game that I definitely recommend. There are some strange pieces to the writing, such as how it seems that the game is allergic to using any contractions, but the stories that you go through and the prose both enraptured me. I was a little disappointed on the gameplay side however. I would say that the majority of my playthrough was spent without any threat from the different resources. I always had enough money, medicine, or time. A sequel was just announced, and I'm highly anticipating it. I think if both the writing and the gameplay are tightened up and expanded, this could be something really special.

The first Digimon game I played and it still holds pretty good even years later. It's very similar to a Pokemon game but with Digimon as your partners and it's just as cool that sounds.

Aside the fact that it turned me into a reverse Yoshikage Kira, this game is extremely good!


Marijuana is illegal in most countries around the world, being seen as an addictive drug, but this game is far more addictive than weed and isn't banned anywhere. Funny how that works.

i really like rance but this game reeks of old japanese pc game and is just not fun to play most of the time

i think this game is where rance as a series really kicks off. introduces so many important characters and concepts to the series and is on such a larger scale compared to its predecessors. also the music in this game is GODLIKE

5/10

It's fascinating how many franchises are recently explored by games that deal with previously unknown technologies and powers that lie at the basis of the worlds fans used to know beforehand. Here you look for your lost memories and ancient Jedi artifacts, in Hoghwarts Legacy instead you inherit some kind of ancestral magic...

Except this, some good locations, and a good way to echo the series' mix of sci-fi and fantasy with an intertwining of metroidvania (sci-fi) and soulslike (fantasy) elements, almost nothing else to report here.