As a game master of the original tabletop RPG game, Cyberpunk 2020, even before Cyberpunk 2077, I was always scared the game wouldn't do the setting - Night City - justice.

But now, three years later I can say this is a Masterpiece, a true love letter to Night City and everything we dreamt it would be, even if it needed 3 more years to actually get to that point.

It'll be hard to forget this game. The characters, the quests are so masterfully written. The direction is impeccable - Night City is about choosing the lesser evils, the "less bad" instead of the "good" outcomes because it's ruthless. It's about people trying to survive - or people chasing suicidal glory to feel alive. They got all of that perfectly.

I can't thank the developers enough for giving me the best adaptation one could ever get. They're the real chooms.

Good games leave you melancholic because you're done with them, you've got a void to fill.

That's what I'm feeling. I guess I'll pour one out for the blackest sea.

Amazing puzzle game, stunning visuals and engaging story about positive nihilism. If you like puzzle games this is an easy recommendation.

Darkest Dungeon 2 is a more polished and more roguelike sequel to its predecessor.

Now, being more of a roguelike can be good for some people and bad for others - there's less progression in between runs and playing it feel more like 1-2 hour experiences that you can launch the game, try a new run, stop.

I like the new hero paths and having to go into the characters' stories to unlock new skills. It gives more build variety and you can do a lot of fun stuff.

The game is also absolutely gorgeous even though it changed to 3D, and of course the audio is as amazing as ever.

The only issue for me again, as it was with the first game, is that it goes for too long. I'm in act III and I feel like I'm nearly satisfied with the game. I feel like I'll still boot it up and try new runs from time to time (good thing about being more of a roguelike) but in general, I don't have the drive to go ahead and play to the end.

And that, in my opinion, is not a big issue (clearly, given my rating). I've had a ton of fun and I don't really like rating games based on hours (hell, someone here complained that they got tired after 170 hours and gave it 2.5/5 because of it), I much prefer rating the experience itself and it has been amazing. Just be mindful of the genre change - it's not for everyone. It's not just Darkest Dungeon 1 but better.

Too much of anything is bad - even if it's what your players want.

Boltgun is a gorgeous retro-inspired FPS that misses the mark on pacing. It's less of a boomer shooter and more of a modern renaissaince FPS akin to ULTRAKILL and Doom Eternal in which the levels are structured in fight rooms where waves of enemies spawn and you can't go further without killing them all.

The reason both ULTRAKILL and Doom Eternal have parkour/movement focused areas in between fight rooms is to give the game better pacing and the player room to properly enjoy the intensity of fights when it's time. Boltgun is always intense, all the time.

While the game is beautiful with the billboard but multiple angle sprites, has weapon variety and great feel of movement and mechanics, it gave me multiple headaches and got very tiring, very quickly, because you never really get a breather. It's not really about difficulty - the game isn't that challenging - it's about intensity and length, all fight rooms are long, and you get one after another.

So while I think Boltgun is a very well crafted game, absolutely gorgeous and with a good feel for the mechanics, the pacing made me drop it because playing it for more than an hour started to feel strenuous.

If you're into deep exploration first person games with well written world building and the feeling of unfolding a story as you play, you'll love system shock.

Now if you just think you're getting a traditional action adventure FPS and you don't really care about interacting with the world, you'll probably still find some enjoyment but this was not made for you.

System Shock is all about exploring all the levels of the Citadel Station and uncovering what happened while you were sleeping. And it never becomes tiring or like a chore - it stays interesting from start to finish, following a storyline as you go through the levels and find out more through audio logs and environmental touches.

I had an absolute blast exploring Citadel.

This is by far the most fun I've had in a co-op multiplayer game in some years.

I can't really vouch for the singleplayer experience most players are talking about - if I'm being honest I don't think I'd play this game singleplayer at all. I'm talking about enjoying TTRPG as it should be: with friends. Playing this multiplayer has been a regular activity for my group of friends for over 6 months now and we've all been having a blast.

This is the best attempt to translate the 5e formula into a digital game I've seen, and the combat is pretty fun and fast because of that. If you like 5e combat you'll love this game.

There is some wonkiness, yes. Some visual bugs, stupid "can't perceive this enemy" situations even if you have the range to hit them and it's broad daylight and more. The story is pretty bland and obvious, but the worldbuilding is well done. And finally while the roleplay has some nice novelty with social ability checks and character personalities, you don't actually have much agency over the characters, you just find the personalities they fell into given your inputs during creation interesting or not.

Because of those factors I'll give it a 4/5, to be objective. But if I were rating only the fun I've had and have been having with my gang? Absolutely 5/5, would recommend.

Amazing character creation, and amazing lore (this gave us most of what we know about daedra in the elder scrolls), I mean, we are literally in a medieval magic powered spaceship, how is that not cool?

The game starts with a very interesting character creation system with a point system that lets you debuff yourself in exchange for more points to spend on more skills or stats. It's one of the most interesting systems I've interacted with.

It also has an interesting system where you can talk to the enemies instead of just fighting them, perhaps convincing them to not fight or help you.

That's cool and all... if I could control my character. I'm being serius when I say that if you press forward, your character doesn't go forward. Is skews to a side randomly, you don't have the same speed in every angle and it doesn't seem to be consistent with anything for you to get used to it. That literally made me quit the game. It's unbearable. Which is sad, because I had tons of fun making the character.

Dungeon crawler that started a legacy. But that's literally all I can say about it, it's definitely dated and tried to do too much with the limited technology they had access. The dungeon crawling loop itself isn't that bad, but everything around it is impossible to stand in this day and age.

The main gameplay loop in The Elder Scrolls II: Daggerfall is the same as The Elder Scrolls: Arena, which is dungeon crawling. But unlike Arena, Daggerfall's loop can still be enjoyed, especially if you're using the Daggerfall Unity mod.

That said, the first dungeon is ruthless and requires either min-maxing at character creation or avoiding mobs altogether (there are imps that you literally can't damage with equipment you can find in said dungeon) which I thought was really weird.

The biggest issue of Daggerfall is that the randomly generated dungeons are many times broken. The first quest I took to go to a dungeon gave me a broken dungeon where I couldn't complete the quest, which I only found out after being there for hours and clearing it out completely. This can be very frustrating and I feel like this would've been a good game even to this day if the procedural generation was more robust. Which it isn't.

*Eu recebi uma cópia desse jogo de graça, em um sorteio numa palestra

Eu curti bastante Shieldmaiden - é um jogo curto, mas bem polido, divertido, os chefões são bem satisfatórios (o que é difícil de executar) e a arte e música estão bem legais também.

Diria que no level design as vezes na questão do platforming a distância entre paredes ou altura de plataformas poderia estar mais alinhada a distância do pulo da personagem de forma confortável. Além disso, me diverti demais com a nova mecânica de usar o escudo nos orbs rosa para um pulo extra, senti que dava pra ter abusado mais de mecânicas desse tipo para fazer o platforming ficar mais interessante. Sinto que a questão de surfar nos lasers foi mal aproveitado, pois também era legal e dava para ter sido extrapolado para verticais também.

No mais, curti bastante o jogo e a equipe está de parabéns!

Pretty chill game about wholesome people and their stories - making coffee is just an excuse for gameplay here, you'll be here for the dialogue and the characters. And they do a great job in that sense.

If you've played VA-11 Hall-A it's literally the same vibe. It's as if they were made by the same developers (they were not).

Genius concept of doing storytelling through the house changes and furniture - With little to no words, Unpacking can make you emotional with it's storytelling while the gameplay feels relaxing but also puzzling when trying to organize things in the best way possible.

The only issue I had was that at some point I did get tired of the concept, even though it's a short game, and had to force myself a little bit because I wanted to see the ending.

2021

A classic - the Id game that added proper 3D where aiming high or low actually mattered, the models and guns are 3D, a technological bookmark.

The Gothic and Lovecraftian themes mixed feel weird, but in a good, unique way. The game still feels good to play, shooting feels rewarding and the movement feels good - I mean, quake's physics engine, specially for movement, was a set piece for shooters when it came out (like the source engine) and still is to this day.

It's hard to rate old games - there's a gap of decades of gameplay and design development that feels unfair to put them against, side to side. That said, Quake still feels amazing to play, to shoot, to move. The theme is interesting and the enemies are fun to deal with. Even with today's eyes, Quake is still great.

Charisma, style and lots of fun.

That's Hi-Fi Rush in three words, and what a breath of fresh air it was.

Hi-Fi Rush is a 3D hack n slash action adventure game with a rhythm twist and theme.

The game that doesn't take itself seriously and is overflowing with charismatic character designs, from the main cast to every single NPC. Every single dialogue is voice acted and fun to read.

The sound design is amazing and as a game programmer I can't help but be impressed at the audio system and how everything syncs perfectly to the music which is dynamic.

The art is beautiful, with some 2D animated cutscenes blending perfectly with the stylish 3D models. The animations blending with the rhythm and even the environmental objects themselves - the world feels alive. Every character is always doing their actions on the beat - and even when idle snapping their fingers, so stylish.

And the combat is such fun, with amazing impactful and stlylish moves - and at the Hard setting, it felt like a perfect challenge to me, since I'm used to rhythm games and hack n slashes.

If I'm to name issues I had with the game, I'd say mainly that the combat has sudden difficulty spikes that felt too out of the game's pacing. Also, the jump didn't feel as good for the platforming sections. Too much vertical leap and almost no air control.

Even with those minor issues, I'd say Hi-Fi Rush executes everything it sets out to do almost perfectly and with amazing polish. It's hard to argue against giving this game 5 stars.