Fun and cute little game made by a couple of friends of mine, with some cool puzzles and a gorgeous art style. Give it a look: https://store.steampowered.com/app/1419290/Out_of_Line/

I'm not a pure-platformer type of guy, but I found Celeste to be right up my alley. Its greatest strength, besides the pitch-perfect feeling of control over movement, is in how it ties its concept with the execution. Never has a tough game been so kind towards the player, and that's really it, the main key thing: kindness. Kindness and nurture to provide personal growth, either for your own life, or simply for the next jump.

An excellent game that's just on the edge of being a masterpiece. It's sprawling epic fantasy that never forgets to ground itself in character and emotion, even if sometimes it comes across as too one-note or simplistic for its own good. It's greatest success is in how it successfully manages to be an epilogue to the original GoW saga, a setup for a new overarching adventure, and a self-contained narrative with fully realized arcs. And it's a blast to play, obviously!

"Un jour je serai de retour près de toi."

My favorite game of all-time, only even better.


Rife with imagination, an absolute feast for eyes and ears, more-than-slightly buggy, and unapologetically stylish -- sometimes to its own detriment. It's an EXPERIENCE, unlike anything I've ever played, but mileage will vary.

Except for the "Improvisation" chapter, that one is perfect from top-to-bottom.

(campaign only review)

The first-person shooter embodiment of "all killer, no filler". Perfectly paced and structured, with one of the most charismatic companions in videogame history. I'd heard great things about it during these past five years, and only now have I played it. So, now that that's done, allow me to add my voice to the choir: Titanfall 2 is fucking excellent!

It has its issues, but Control feels absolutely unique in the current landscape of Triple AAA games. It takes queues from many greats, but imbues them with such... zaniness. And the best of all is that it simply doesn't give a single hoot whether your on board or not with its weirdness. It's a bombastic parade of juxtaposing ideas and themes that finds its sense of unity and purpose exactly through them. Things exist, things ARE only in relation to what surrounds them, and we exist as mere catalysts of this universal process. As long as there is a conscious, there will always exist a subconscious. One disappears, the other follows it immediately. For better or worse, this is what motivates every little design decision of the game.

Lucky for us, there's plenty more "better" than "worse".

An interesting experience to say the least, but one marred by quite a few issues regarding narrative and design -- the former admittedly my own fault, since I didn't know this was a direct sequel to the first Silent Hill, which I haven't played yet. After amending that, I'll surely give SH3 a retry. Only after that will I be comfortable giving it a rating.

But I do have to say: technically, it's virtually perfect, one of the most effective audiovisual horror experiences in history, superior even to what Team Silent achieved in SH2.


Mechanics meet text meet subtext meet mechanics again, just one colossal wheel of kaleidoscopic madness. And, best of all, it just so happens to have a tremendously sweet beating heart, underneath all of the cubes, rubber ducklings and fire alarms.

Change your perspective, change your life!

One of those games that just isn't for me. I love the concept and ideas, but I really struggled to get anything from this -- I'm just not that into this type of survival experience. Tried it twice this year, and I gave up both times. I don't regret paying for it, however, since I think it's accomplishes pretty much all that it sets out to do. I may give it a third go somewhere in the near future, we'll see...

An absolutely fascinating video game experience (yes, I'll call it a game with all the might and meaning that word may carry). Its pairing of mechanical simplicity and poetic opaqueness is a dreamlike paradox, making the player's impotence both a feature and a meta-commentary on the medium itself and the expectations it injects into its new creations. It's all pretense, a walking virtual poem, exactly as it need to be.

Unfortunately, I just couldn't get into it. I know some people laud Minerva's Den narrative as the best in the series, but the game's pacing is ridiculously overbearing, with just too much combat encounters to make the experience enjoyable. Would've preferred it to be a more slow and moody offering. Many people loved Bioshock 2's combat, so I respect their attempt at giving more shoot-em-up scenarios to the player, but the experiment didn't pan out -- at least to me.

Didn't finish it, so I won't be giving it a score.

Wrote this message in my native language (portuguese) as a summary of my thoughts on the game. Since I'm too lazy to translate it, I'm pasting it here as is, and I'll leave the translation to anyone who, for some heck of a reason, wishes to do so.

Tem os seus momentos frustrantes (controlos pouco ergonómicos, câmara com consciência própria), mas há um feeling muito particular neste jogo que nunca vi replicado. Eu já tinha lido isto e, agora que o joguei, verifico: o mundo de Shadow of the Colossus irradia uma energia muito própria. É deserto de qualquer tipo de vida para além dum ou outro animaleco, mas há uma alma ali que confere a cada paisagem um propósito que transcende completamente qualquer possível interpretação que possamos ter. É um mundo completamente natural e ao mesmo tempo alienígena. Há algo nisso que me marcou muito, juntamente com o tom todo da narrativa: o herói que controlas progressivamente assume-se como um vilão, assassino de criaturas lindas de morrer, para o fim admitidamente nobre de ressuscitar uma mulher que deve ser todo o seu mundo, mas fá-lo sabendo que tanto a paisagem como o seu próprio ser vai cair numa decadência irreconstituível. Mas o final do jogo consegue, surpreendentemente, afirmar-se como uma celebração à vida e que homenageia todo o esforço feito ao longo da jornada, que, porém bárbara, foi movida por nobreza, devoção e amor....

Monumental, ainda nos dias que correm.

It's absolutely incredible how drastically a game's mechanical philosophy changes just by slightly readjusting the speed and intensity of a combat system. In Dark Souls you felt like a thing to burned, gnashed, stabbed and pounded until made ash, and thus the combat reflected this by incentivizing the player to tackle it in a ponderous and surgical manner. Bloodborne doesn't just ask you, but demands that you partake in violence in a much more bestial manner, where you have to throw yourself at your enemies, again and again and again, because blood is not just a consequence or need of your journey, but a blissful pleasure in of itself. Even when hunted, you're always the Hunter.

What a game, what a setting, what a feast for the eyes and ears. I do have to give it another go before pitting it against the other Soulsborne games (and Sekiro, of course), but it's just as masterful as I anticipated it being.

EDIT: currently tied with DS1 as my favorite of the series.

2018

The most clever spin I've seen on the roguelike experience. Not only sporting one of the most satisfying combat systems I've ever got my hands on, but it propels itself with a narrative that, against all odds, works in the most enrapturing, moving and hilarious ways. A true godsend.