7 Reviews liked by AleEsteves


I grew up with Banjo-Kazooie. For some reason, I had a problem with Tooie because it seemed too different from its predecessor. I called BK my favorite game from 1999 to 2014. Then I finally decided to play Tooie, and I 100%-ed it.

It was incredible.

Everything BK can do, Tooie can do better. The only issue is the framerate, as Tooie (like other Rare games) pushed the 64 to its limits, and that leads to some performance issues. But if you play Banjo-Tooie on Xbox, it plays like a dream.

Play this game!!

I always liked Tooie more than Kazooie despite how unpopular of an opinion that is. I genuinely think it is a considerably better game, I know there's a lot of content and it has the potential to bog down the gameplay if you're used to how easy and straightforward 100% completion is in Kazooie, but I was exposed to Tooie first and didn't mind it. I will return to the game to 100% it whenever it gets a modern port (please god)

A classic of the rape genera. nothing can top rapelay

resumo da ópera;

gameplay e worldbuilding legal, roteiro tem boas ideias extremamente mal escritas, kojima é inseguro demais no que tenta transmitir e tem que se 'autoexplicar' a todo momento, além de dramatizar personagens que mal conhecemos sem nenhum desenvolvimento, criando algo novelesco e BREGA; até o nome do personagem tem que ter uma cena com bordão meia boca pra cagar o conceito "eU mE cHAmO FRaGIle maS nÃo soU fRÁGIL!!!". Ademais, Cliff Unger é baseado.

Note: Been playing Smash competitively since 2007, won't be covering the casual aspect of this game.

Since the very first day this game was announced, I felt sceptical about it. All the talk about the game was exclusively the implementation of rollback netcode, and movement options like air dashes and wavedash (and of course "funny spongebob does Melee techniques meme"), both of which were great for the marketing of the game, and the timing was perfect.

Smash players have been disillusioned with Ultimate for a while because of the incredibly poor online experience + the Covid-19 pandemic + Nintendo shutting down events, and NASB promised a fresh "Smash-like" ("Melee-like"?) experience that had good online, incredible potential for internet humor and the famous mechanic that Super Smash Bros has neglected for the past 3 games.

And I think NASB, as a product, really delivered. The game is exactly what they made it out to be. But mechanically it has no soul, the philosophy behind the design is flawed, and it ends up feeling like every other "smash clone" that has ever existed like Digimon Rumble Arena or Cartoon Network Punch Time Explosion. The big difference being that now, most smash players know about the competitive scene.

The game is too technical for its own good. Mastering movement in NASB is very very important, and ergonomically awful, high level matches are just 2 characters flying around and doing a lot of "sick movement" while throwing out random hitboxes, until one of them gets hit and dies (or not) and then repeat until the match is over.

And why would you want that many movement options in the first place? Aerials have no endlag, short hopping and spamming aerials is a super strong strategy with very low risk, and some characters have moves so big that you can approach and anti air at the same time.
It's a super unnappealing gameplan for me, and the lack of defensive options make it even worse.

I criticize Rivals Of Aether for some of that as well, but every character has a specific mechanic/gameplan that makes them unique, they have to work towards a specific objective in the match, and taking all the matchups into consideration makes RoA a very rich game that stands out, where characters have their own way to deal with each other, and where movement really matters, even though it not being my cup of tea.

In NASB every character has crazy ground and air movement by design, similar recoveries, very similar or identical kill confirms and combos, they all look for the same things in neutral, so the line between characters is blurred.

Balance is really silly too, but that's expected in a game like this. And I really couldn't care less about patches, they won't fix what really is wrong about the game (most people are complaining about the game not being polished, lack of voice acting, and even about the price, and I think they are completely missing the important stuff).

And I'm sure Nickelodeon pressured the devs a lot to release the game asap, so that sucks too.

In the end NASB is another game that tries to be Smash (with a twist) but doesn't get it. I don't want every platform fighter to be the same, and this is a nice little experiment, but there's so much more to the genre than wavedashing and getting 0 to deaths.

Kusoge material for sure. Feels like Smash 64 with UMVC3 movement and that just doesn't make any sense.