10 reviews liked by Brunobalango


Bro, let me be clear: you hate Fortnite for no reason. The game is fucking awesome and it gets better and better while the years passes.

only fun if you play with friends and try not to take it too seriously, but really damn fun at that

A wonderfully creative and engaging game and an excellent take on the creature collecting genre. Amazing creature designs, unique spins on type advantages, capturing, combat and moveset creation. The soundtrack is delightful and I will be listening to the vocal tracks in my day to day life. The characters and story are well written; funny; actually fun to interact with; and feel worthwhile. The boss designs are insane and lovely but I cannot go in depth on that without spoilers. Every little detail of this game is wonderful and I would recommend it if it looks the slightest bit interesting to you.

Dusk

2018

DUSK is very simple. Probably, that's one of the strongest sides of this game, considering there's nothing to stop you from just jumping in and starting a massacre. The gamefeel is one of those things you can't relay in a review, especially in the text form, but I think it's safe to say that most people (myself included) find the controls satisfying.

Another thing that draws in is the setting and directional choises. The game doesn't contain any cutscenes, it never asks you to take your fingers off keys. Everything that is shown you have to see for yourself. While the game looks downright ugly, it really captivates your attention with the ideas of levels themselves. Something that is very much enhanced by soundtrack. Sometimes DUSK feels like a game a kid with lots of imagination would make if they were given a sizable budget. And I don't mean it in a bad way, on a contrary, it feels like someone's dream come true.

However it does show that simplicity also one of the main downsides of DUSK. The game is so simple, you could call it primitive. Player has very standard set of guns and even more standard set of enemies that not vary throughout the whole game. Excluding only a couple of examples, most enemies are just the same basic concept put in different skins. They walk and shoot. Sometimes they shoot homing projectiles. Sometimes they shoot grenades. Maybe sometimes they fly. But they never show some complex behaviour. It becomes painfully obvious when you meet first few bosses - they're just the same enemy but with a huge healthbar on top. And if you might think that this would change later in game, I have sad news for you. Really, nothing changes in the way you play throughout DUSK. You don't learn any skills, none of the enemies really test them or push you to your limits. Because every enemy acts the same, you can't expect change in player's behaviour. To really understand why it's true just jump into endless mode for a couple of days, and see how long it takes before you stop having fun. DUSK is so simple, the gameplay feels solid and familiar. Something you already accustomed to and want more of. But if it weren't for presentational choices in the campain, this game easily might've been forgotten because of how shallow game design is.

While I enjoyed my time playing, I just can't be sure that it were enemies or arenas since first ones are uninspiring and second ones mostly serve to set the scene. That's why it should be said that most of the design choices left to be perfected. DUSK is more of a good David Szymansky game than it is a good shooter. Overall, it's okay.

perfect game for lulling yourself into a state of constant state of wondering "what am I fucking doing"

Game has procedural generated levels so I ended up going through the same 3 or so streets and sewer layouts more than enough times to think that the game was trying to pull some sort of prank on me

There was like 3 guns I found and they all felt like discount nerf guns

It just barely has a pulse of life when the real alien shit comes up but then quickly simmers down to making you go through more levels that could have just been copy and pasted for the same effect

The theme here is "shooters" and was produced along with David Szymanski, which gives it a different aura. It's hard for me to get bored with a shooter, shooting stuff is always fun, so I was expecting to really like this one.

The launcher's cool, setting never gets old. It's too story driven in comparison to the previous ones, not only because of the dialogue but also because of how many chores and setups it puts you through. It doesn't feel too dense tho, since this collection contains half as many games as the previous ones. I also like the build up to the monster, previous launchers were really detailed but felt more like an intermission between each game. Here you actually get a climax, get yourself in danger and receive an ending and I think that's pretty cool.

7. Seraphixial

It sucks I'm sorry, Vidas just can't seem to find a balance with the asset flip move because everything looks out of place wherever you look at. Enemies suck, shooting sucks and this guy seems to think being loud = being scary, gets annoying. It's not boring tho, I'll give him that.

6. The House of Unrest

Cool-looking, but the rest is just fine. It's piss-easy and the "puzzles" feel more like chores, it's enjoyable because of the visuals but the mechanics feel more forced-in to make you feel like you're doing something more than walking. Final boss rocks tho absolute badass

5. Axis Mundi

This one's nice, I like how it plays out, no pretensions about it, it's exactly what you see and the scope is really small. Almost relaxing in a way.

4. Uktena 64

Similar to Squirrel Stapler in concept and presentation but a lot more action packed. It's sort of generic when compared to the rest of the pack, but the protagonist and the overall tone of the game just makes it really charming and enjoyable. It's just fun!!!

3. The Fruit

This one's just really polished, like, could've been a demo for an actual game. Combat feels nice, the sigils mechanic and the way it develops and relates to the story is really cool, and the plot itself, while simple, stays relevant during the whole thing and never feels like an excuse.

2. Rose of Meat

Didn't actually enjoy this one as much as Uktena or The Fruit gameplay-wise, but I respect when you do weird shit like this. Everyone had a different vision in this collection, but this is the only game that decided to go waaaay out there in both aesthetics and gameplay and I enjoyed it a lot in that regard, figuring out the mechanics and how to take advantage of them. Great stuff, would love to see more meaty games.

1. Black Relic

Torple Dook always understands the assignment. Clearly inspired by RE4 but it's really polished, movement feels great and shooting more. The visuals and plot are cool, but it's the ending what ends up selling it for me.

Overall, cool stuff. In terms of quality, I'd say it's the most consistent out of every collection, but it's also the one that surprised me the least. Not even Black Relic, which I liked a lot, comes close to the highlights from previous games, so that sort of brings it a bit down for me. Still enjoyed it.

After about 6 hours of playing, I'm going to move on. I figured out the best way to explain my feelings about this game, though.

It feels like the exact kind of game that I personally would end up making if I was fresh out of game-design school and was miraculously given a decent budget. On paper, it's absolutely a game for me. I love Souls games. I love shooters. I love risk/reward. I love equipment leveling and management.

It just kinda does all of these things at the most basic level. I think there's a lot of promise here - I wanted to play this specifically because I wanted to try Remnant 2. I'm actually not 100% confident I'm going to try Remnant 2 at this point, I'm a bit mixed. I've read plenty of takes claiming it's an improvement... but how much? I think there's a lot to work out here.

It feels bland to look at; there's really no uniqueness to the environments or the enemy design. The dragon boss was cool, though. The shooting is solid, but the melee attacks feel loose and awkward. I'm not sure what to think. This could have been something fantastic. Perhaps that's what 2 is... but now I'm afraid to jump in and try.


A fantastic ROMhack that starts fumbling the bag by the time the purely original content is with how bloated the level curve becomes and their insistence on using HM moves making it feel like a handicap

Tentarei ser breve na explicação do porquê Nier: Automata é o meu jogo preferido e deixar explicito um pouco da temática abordada ao longo de todo o jogo. Então, não será de meu intuito o aprofundamento em categorias como a gameplay e a história do game, somente tentarei comentar e passar uma visão geral do que o jogo abarca, deixarei completamente de lado detalhes minuciosos que mostram a completude da obra, já que não farei uma analise técnica de todos os pontos do jogo.

Nesse sentido, ao longo do jogo, é perceptível o conflito que há entre os robôs e os androides em relação aos conceitos humanos, frequentemente vemos como as maquinas se portão ao tentar imitar o comportamento humano, mas constantemente falham já que não possuem o completo entendimento do significado proposicional daquelas ações humanas, isso, pois, não passarem de meras copias a fim de imitarem seus criadores. Desse modo, Nier: Automata trabalha com a diferença essencial que há entre os robôs e androides criados e seus criadores humanos, um abismo intransponível onde não há aparente forma da criatura igualar-se ao seu criador, tudo isto por causa da capacidade atual que não é presente na natureza das maquinas, a capacidade de entender um Eu, ou uma subjetividade, no ser alheio à ela, essa potência de compreensão de que há também uma pessoa além de mim mesmo é o fundamento de toda a consciência de si próprio, já que é desse principio que nasce todas as relações sócias humanas. Durante o jogo, pela ótica dos robôs, é visto constantemente máquinas tentando imitar conceitos humanos como família, religião, gênero sexual, amor, beleza, estado e ética

continuarei dps kkkk