14 reviews liked by AlexQSB


This game is... very pretentious, but it's absolutely my kinda thing. The closest thing I could compare it to would be Scorn; you spend your time exploring this vast, uncaring and alien landscape and, while there are occasional puzzles or platforming sections, the main reason you are here is just to drink it all in. Again like Scorn there is no real story to grasp on to, it's more about vibes and a nonspecific sense of dread, and the experience comes off more as an art exhibit than a video game (see also Yume Nikki and, for a bad example, Agony). In my experience games like this can feel a little aimless or content-poor in terms of actual gameplay challenge, and I get why many would find this boring... but it turns out these kinda of game are absolutely my kind of shit.

Naissance is absolutely beautiful and, despite basically nothing happening in the whole game, utterly terrifying. The use of massive scale, harsh lighting and pitch blackness make you feel like an insignificant mote of dust drifting through a world that wasn't made for you, doesn't care about you and mostly doesn't even realise you exist. The use of darkness in particular is very bold... parts of this game are so dark that it's extremely difficult to see anything, which sounds like terrible design on paper, but it really hammers home the feeling that this is not a world that was built for you to explore. Later on in the game it feels like the world 'notices' you somehow and begins to fuck with the player character more directly and... well, it lost me a bit there, and I much preferred the feeling of loneliness and lostness that came in the earlier part of the game.

Overall, though, I did find this game weaker than Scorn. The art direction in NaissanceE is, don't get me wrong, austerely beautiful... breathtaking, in fact. But it just can't compete with the overwhelming detail of the world in Scorn. There are also a few parts of NaissanceE where it opens up into a quasi-open world, and honestly these feel pretty aimless (and not the good 'aimlessness' of the explorative parts of the game). The area I'm going to refer to as 'the Desert' is the worst example of this; just a huge area with a few random points of interest in it. Each of those landmarks is interesting in its own way, but they all come across as just randomly placed set pieces that were dumped here because the devs couldn't figure out where to put them. Also... yeah, won't lie, that ending made me roll my eyes pretty hard.

Still, the overall experience I had with NaissanceE was a strong one. I particularly liked the more maze-like areas where it felt like there were dozens of different paths you could take; I'm sure that video game magic ensures you get to where you need to go anyway, but the illusion of choice really helped sell this game as an exploration of an unfathomably large place in a way that few other games can. Definitely recommend trying it if it's your kind of thing (it's free!), but do be prepared to bounce off as this is definitely not everyone's cup of tea.

Incredible atmosphere, awesome sense of scale, mystery, threat... adventure. Plus, this introduced me to BLAME!

If I knew Monster Hunter would start catering to MMO-brained metagamers I never would've skipped this one initially.

Prueba de lo poco que entendemos los videojuegos en realidad, y de que a veces lo que los hace buenos o malos está en los hilos invisibles que sostienen aquello que apreciamos a primera vista.

Resident Evil 5 empeora considerablemente lo conseguido por su antecesor pese a mejorar el sistema de combate, que es la base de la propuesta. Ahora podemos finiquitar enemigos derribados de un pisotón en lugar de esperar a que se levanten, lo que agiliza el ritmo de los encuentros, y el nuevo modo cooperativo propicia dinámicas de compenetración que enriquecen la jugabilidad. El inventario, antes un pequeño minijuego de optimización de espacio, ahora es un plus para la acción: reduciendo el espacio para ítems nos obliga a sacrificar armamento y evita que vayamos sobrados de munición, y su nuevo uso a tiempo real fuerza instantes de tensión cada vez que queremos usar granadas o hierbas curativas o lo que sea. Además, al estar compuesto de unos pocos huecos separados a los que hay asignado un botón, dónde se pone cada cosa importa. Sin necesidad de malgastar minutos colocando y ordenando, librándose de las pausas in-game y reservando todo el tiempo posible para la acción. Debería haber sido el mejor Resident Evil, pero no fue así.

Resident Evil 5 es el primer videojuego de la franquicia ya cien por cien juego de acción. El título está fundamentalmente conformado por set pieces, reduciendo la importancia de la navegación, y con esto se pierde la parte de recorrer un mundo y sentir que uno avanza y descubre y a ver a dónde demonios voy ahora. Además, es todo tan rocambolesco y estúpido y, sobre todo, se siente tan inconexo, que uno nunca termina de estar ahí. No es solo cuestión de atmósfera, sino de continuidad e inmersión. Y lo peor de todo es el diseño. Lo que hacía funcionar tan bien la acción de Resident Evil 4 era su manera de rodearnos de enemigos. Básicamente, el juego se resumía en llegar a un lugar y ser emboscado para acto seguido tener uno que sacarse las castañas del fuego como buenamente pudiera. Control de masas. Y la clave de un buen control de masas está en el posicionamiento respecto al enemigo, cosa que aquel título sabía exprimir con sus escenarios, más cerrados y limitantes. Siempre sentíamos el agua al cuello, incluso cuando no era del todo así, y cada cambio de arma o granada empleada se sentía crucial. Pero en Resident Evil 5 esto apenas sucede. Siempre hay demasiado espacio, siempre es fácil acabar con los esbirros o huir o encontrar coberturas. Y, si no, tu compañero ya te echa un cable. Su énfasis en el espectáculo es agotador y su acción, pese a la aparente mejora, sabe a menos. Es un videojuego decente, pero decepcionante y en cierta medida insustancial.

I want shorter games with worse graphics made by people who are paid more to work less and I'm not kidding

La parte final con Bowser es como la parte final de 'Inside' pero sin querer morirte.

Stray

2022

This review contains spoilers

Stray's setup is beautifully minimal and lets you simply enjoy napping and wandering around with your cat crew (family? friends?). Even though where you can jump is scripted, it's still really fun to wander around and see the remains of the world. Then, of course you fall and become separated from your crew, and the game really has an opportunity to get great.

Unfortunately, I think with the addition of the robots (which in turn adds the story of the humans), you get very far away from a game that could have been a Milo and Otis style lost-and-found story, with no dialogue, text, or really any story at all needed. The world would have told it's own story, and it's obvious from the opening that they can get you to care about the cats without them doing quests for robots abandoned by humans.

The fact that the game never gets you back to your crew even after all the detours is borderline criminal. I thought for SURE I would find them at the end. That was the saddest part of the game.

I won't say I didn't have fun, but the promise outweighs the delivered product. In some other universe there is a Team Ico version of this game that is incredible.

Wakey wakey, time to go to the coal mines little Timmy!

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