12 reviews liked by AlastorAlex


“We’re beyond sympathy at this point. We’re beyond humanity.”

A maximalist, sprawling epic and a disgustingly under-appreciated entry in this increasingly transforming franchise. Packed storylines weave in and out of various perspectives and connect with glowing ferocity, gameplay and thematic elements from past entries are remixed and redefined for a prime convergence of tradition and innovation, and it subliminally sets the groundwork for what would come with the remakes and Biohazard. On top of just being an absolute joy (for the most part) to work through, with bombastic set pieces and crisp gunplay and ridiculous one liners and silliness to be found in every corner, it’s downright the most wistfully romantic and optimistic the franchise has ever been. There’s little to no regard for nuance and restraint and 6 is all the stronger and more singular for that. While it is packed with fascinating vision and consistent creativity in its visual design and structure, it lacks cohesive direction as it feels like a diverse hodgepodge of all the classic Resident Evil tropes while attempting to lay foundation for something new. It’s the expected progression from what 4 and 5 offered even it lacks the compact polish that those two had. However for something of this massive caliber it should be anticipated that it occasionally drops the ball in pacing or makes some of the most awkward decisions I’ve seen in a AAA title. It’s a pioneering experience that feels otherwise unprecedented and yet released in a time when endless content reigned supreme. There’s a sincerity and enthusiasm here to impress that transcends the faux-profound pretensions of what we see nowadays more often than not. Resident Evil 6 is proud of itself and deeply loving of its history, blemishes and all, and chooses to take no prisoners in the process of whisking the player on their grandest and most reckless expression of humanity’s endurance in the throes of seemingly unbeatable odds.

fuck dev sisters all my homies hate dev sisters

I can definitely see that this was probably someones first game, and I can see the effort but its not very good regardless.

This is a good deal, it has the best 2 games in the trilogy, the game still mostly holds up visually and the combat is fun to play.

08:53:45
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hubo un tiempo en el que nadie más hacía lo que metroid dominaba con tanta maestría. previendo el diseño metroidvania, otorgándole la mitad del nombre, pero haciendo hincapié en algo que a partir de symphony of the night no haría más que irse perdiendo de forma progresiva.

el METROID en metroidvania, ante todo, era exploración, era experimentar con el escenario, intuir por diseño espacial dónde podían haber secretos. los power ups cumpliendo un rol de volver más versátiles tus habilidades, permitirte hacer más y con ello comprender mejor tu entorno

el vania en metroidvania, lastimosamente, marcó un cambio de paradigma que afectó a títulos por venir. de golpe todo debía ser más rpg, regirse por números y, por consiguiente, poner mucha más atención en el combate. variedad de armas o estilos, posibilidades expresivas en dicho respecto. pero el mapeado poco a poco pasaba de ser un lugar donde primaba la exploración para centrarse en un mero trámite donde los objetos ahora eran meras llaves, un bloqueo artificial para justificar una idea a medio cocer de mapa unificado. y ahí la peor sensación que un metroidvania puede ofrecerme: el ver un objeto ahí, a la vista, saber cómo obtenerlo, pero que el propio juego te reniegue de poder hacerlo, que todavía te faltan 3 horas hasta conseguir el objeto que te permitirá llegar hasta allí.

metroid hace tiempo que dejó de ser la cúspide de dicho formato, no solo porque otros títulos hayan realizado su propuesta a niveles más altos e insospechados (el mismísimo la-mulana, mi juego favorito, me parece que puede ser superficialmente reducido a leerse como un "metroid hasta sus límites"), pero también ha venido vaticinando una falta de sentido para con sus propios intereses, ya desde fusion percibo una continua desintensificación de sus más grandes virtudes para distraerse en adornos que le restan, que parecen exigirle modernizarse, que no puedes ser un metroidvania sin hacer hincapié en la parte vania.

metroid dread toma lo malo de samus returns y decide convertirlo en su atractivo principal. el combate? más elaborado, más oportunidades de parry, más espectáculo, un exceso de munición que llegado un punto desaprovecha por completo la gestión de recursos para navegar adecuadamente el lugar. menos sensación de perderte, ahora hay más cinemáticas que fuerzan un contexto. el escenario? aún con sus momentos de genialidad clásica, extremadamente señalizado, confuso de leer y guiarse, restringido por mera propuesta de avance y consonancia narrativa, con la presencia de unos emmi que más que aportar frescura al conjunto solo seccionan el recorrido, proveen espacios vacíos como excusa para las piruetas y una falsa sensación de peligro (por el propio modo en que los checkpoints están distribuidos), convirtiendo un mundo potencialmente interesante en una contienda de pequeñas sub-secciones con problemas por resolver, uno tras otro.

metroid es una franquicia a la que llegué tarde, desde hace unos tres años apenas, y ha sido ciertamente decepcionante estamparme contra el primer lanzamiento que quiero vivir próximo a su publicación con el que me ha parecido el peor de la saga 2D hasta la fecha. mi opinión de los prime es similar, yendo de un primer título fantástico a juegos que me resulta difícil tolerar, por lo que incluso la alternativa de un prime 4 solo me genera desconfianza.

quiero quererte metroid, pero viendo el éxito de este título y que la estela del 'buen diseño' compitiendo con los mejores momentos donde activamente consigue rehuirle a dichas convenciones no augura un buen futuro para mí. seguramente me quede aquí mendigando los próximos juegos que saquen, pero con muy poca confianza de que puedan transmitirme lo que alguna vez lograron. sencillamente, ya no es ese el METROID-vania que el público anhela.


pd: piratear a nintendo está de sobra moralmente justificado, y que bien te jodan mercursyteam por el maltrato a tus trabajadores.

Half of the cast is canonically peruvian.

They make your hands disappear anytime you go near Ashley to prevent you from being inappropriate

but you can still lovingly caress the merchant with your big meaty hands without hinderance, so get fucked Zuckerberg

It’s a common joke that Samus Aran never hunts bounties. She’s always either stumbling into heroics for free by accident or hired for, essentially, mercenary work by Da Army. The only game where Samus’ work could I think be conceivably considered actual Bounty Hunting is Metroid II: Return of Samus. She’s given her hit list and she trudges down into the depths to do her job.

And what we get out of it is arguably the most ambitious Metroid game to date, clearly pushing the limits of its hardware in terms of delivering a gameplay experience that, similar to its predecessor with the NES, is just clearly beyond the ken of the Gameboy but also accidentally in terms of themes and mood. It’s not a secret that Metroid 2 has gotten the coolguy art gamer reevaluation over the years as a secret death of the author gem but that doesn’t make it work any less well as one.

Samus takes up a huge chunk of the screen. You can barely see where you’re going. You can barely remember where you’ve been. The world isn’t hostile, necessarily; how could it be hostile when you dominate it so powerfully from the very beginning? Samus is untouchable – more agile and powerful than anything she’ll face from the first second to the last as she trudges down, down, ever downward, through endless twisting corridors as she practices the tedious chore of genocide. She only becomes more durable and more powerful as her targets become fewer and more vulnerable to her weaponry.

No, the only resistance is from the world’s indifference, its ambivalence to Samus and her violence, and even then only in the few places where she cannot enforce herself upon it. The only dangers on SR388 are momentary environmental hazards, getting frustrated by disorientation, being frightened by surprise or by unknown sounds. But never by anything remotely similar to what Samus herself brings to the Metroids, to the other fauna she might encounter.

Atmosphere is king in Metroid, and narrative – explicit and implicit – is rarely given much heft in these games, especially early in the series. It’s hard to imagine that Samus, given what we know of her (with her military background, her most frequent contractor being the Federation marines, literally spending all her time with one of her hands replaced with a gun) has spent a lot of time considering the morality of her place in the galactic landscape. She probably doesn’t have to think much about it, since she mostly seems to fight, like, animals and the Space Pirates who do seem like assholes (I don’t have time to go into the absolutely batshit colonialism allegories happening in Prime 2 but that game is a weird can of worms). So I really have to wonder what’s going through her head when she’s struck by the burst of compassion that leads her to spare the last metroid. What’s she thinking about as she makes that long ascent back to the surface with a little buddy who doesn’t know that its mom just butchered its race. Does she think she’s done a kindness? Is she considering the enormity of the act she’s just failed to complete? Are these things she thinks about at all?

I don’t know. Metroid 2 is a masterpiece.

Worst fighting game out. Just fuck off

Imagine thinking this aged poorly

Heh. Youtubers.