Retired because messing with mods and the stupid fucking dyndolod deleted my saves and I don't feel like starting again.

I think the reason most people hate skyrim is that they view it as an rpg. And honestly? Yeah, it is an horrendous rpg. But, if you ignore the false advertising that tries to convince you it is rpg, and start viewing it as an exploration game with very light rpg elements, you can have a great experience travelling skyrim, as it's indeniable that journeying across it at night while secunda plays and you contemplate the moons is a very satisfying experience.

Between Elden Ring, GOW ragnarok, and now Totk, I’m getting pretty tired of AAA sequels that refuse to fix the mistakes of its predecessors and/or offer a more focused experience in favor of more meaningless content.

BOTW was a revolutionary game because it showed everyone that making an open world where every little corner of the map was not only purposeful and unique, but made with player interaction in mind, was a far better and more engaging experience than the hyper realistic storefronts (“very beautiful but try not to touch anything” design mentality) that many games were and still are.
This could be better appreciated if you read or watched any of the many articles that explained the way the map was designed, with mountains and hills located and shaped in such a way that would incentivize wanderlust and make you wonder what was behind them, along with constant landmarks positioned along the way that made you stray from the main path.

This design marvel caused inadvertedly one of the main problems of the game, which is that at the end of every quest, landmark or curiosity that incentivized said exploration there was ALWAYS either some kind or weapon, a trinket, or a shrine (and very rarely bit-sized, inconsequential stories called memories), and therefore, the moment the player realizes this, most of their wanderlust can disappear because there is no wondering if you know what’s the surprise at the end. This was most likely caused because Nintendo felt that a more relevant story along with better written and more relevant side-quests could make the player feel constricted and less free, but, at least in my experience in, say, Fallout New Vegas, more interesting stories make me want to engage more profoundly with the word and provide with a more rewarding satisfaction than any material in-game reward.

But then again, this, along with the exceedingly simple breakable weapons system, the horrid combat and the dumb-as-bricks shrine puzzles were the imperfect solutions nintendo arrived to while trying to make exploration feel great. And, in my opinion? They absolutely succeeded. Despite my many complaints about it, I can’t deny that I enjoyed every single one of the +200 hours I spent between two different playthroughs of BOTW.

I think it’s precisely because of my enjoyment of BOTW that I have found TOTK to be so unappealing to me, and why I have struggled to finish it despite having “only” played 45 hours, far less than any of my BOTW playthroughs.
My disappointment with TOTK could be reduced to the fact that it not only has refused to learn from the mistakes of its predecesor, but has actively worsened in some aspects.
Why implement Fuse if you are gonna keep the combat as orthopedic as in the first game, and most people won’t take advantage of the synergies between certain materials and will simple fuse two weapons for higher damage?
Why implement Ultrahand (an admittedly quite impressive ability, and, according to the game designers in my timeline, an absolute marvel of programming) if you are gonna keep puzzles both in and outside of shrines as simple and open as the first game, making brute-forcing your way through like an idiot an option.
Why implement Recall if you are barely gonna find situations where it’s useful (at least in my experience)
Why implement Ascend if you are going to trademark it FUCK YOU NINTENDO.
(I won’t talk about Autobuild because I forgot I had one power left to acquire and I couldn’t be bothered to explore the depths more)
I won’t say these abilities are bad, only that they bring to the surface problems the game carried over from BOTW and that it has not tried to fix in the at least six (6!!!!) years it’s been in development.

Now, I will absolutely say that the sage abilities and the world design have worsened enormously from the previous game.
In BOTW, each champion ability you acquired, regardless of the order you got them, made you feel much more powerful and competent than before. In TOTK you have two absolutely useless abilities, one that is a severely handicapped version of urbosa’s fury, and a wind burst that is pretty useful but still feels somewhat limited; and you better get the wind one first if you don’t want to get your time wasted.

And now, the cardinal sin of TOTK, the world design.
Hyrule has been butchered, not only by ganondorf but by the designers too. You are no longer required to interact and engage with the world, you no longer need to arduously cross the landscape to reach a new goal, confronting not only the dangers on the way, but the hostility of nature too.
Hyrule has been stripped of agency and reduced to a land whose only purpose is to endure the whims of the player. Whereas in BOTW hyrule was a dangerous place you had to explore on its own terms, aided by things like revali’s gale or the towers, in TOTK you can ignore everything, get yeeted to the sky by a tower and simply fly wherever you want.
It also doesn’t help that most of the map is the same as in BOTW with some minor variations and that the new zones, the sky islands and the depths, are so visually samey and, to me, kinda boring that they feel more like an addition for content’s sake than an worthwhile incorporation. In fact, I explored so little of the depths because I found them visually boring, and the gloom and absolute darkness such a pain in the ass, that I won’t say definitively that it’s filler.


Every Zelda game I can think of has tried to change and distinguish itself from other entries in an effort to be unique and worth playing. I didn’t finish Majora’s Mask (a mistake I will soon fix), but from the ten hours or so I played I could tell Nintendo didn’t try to simply replicate the success of Ocarina of Time, instead choosing a far darker tone and more unique design philosophy, making an independent experience from OoT.

TOTK biggest mistake is that it tries to one-up BOTW in every aspect, opening itself to far more criticism and comparisons in the process and making it an experience that, at least in my opinion, is not worth your time if you have already played BOTW.


Finally, Tears of a Kingdom, I thank you for making me appreciate more everything groundbreaking Breath of the wild did, and I damn you for making me be so much more conscious about its many problems that I can no longer consider it one of my favorite games ever.



Much better than RE7, and I'd probably give it one more star if the final boss on hard wasn't so, so much more difficult than anything else not only on this game, but on the entire RE saga (and all of the RE games I have played were set on the hardest difficulty mode available for the first playthrough), that I thought I had softblocked myself.

I'll post here the same thing I said on steam:
Taking into account how often videogames tend to be bloated, "content filled"messes that serve to their audience the same purpose that a set of dangling keys serves to a baby; and how they reduce narrative and dramaturgy, the main pillars of basically any other art, as a barely coherent glue to try to hold said mess together, it feels good when one can play a game that offers not only an unique approach to storytelling, but also a narratively satisfying one, without having to sink a hundred hours on it.

I won't detail all the things that don't work in Resident Evil 7 because I don't want to waste any more of my time with it, but I will say that I think the only reason that many people liked this when it released is because Resident Evil 5 and 6 were such monumental pieces of garbage that capcom barely had to lift a finger to make a better game than those.
Honestly, there is such a gigantic difference in quality between RE7 and RE2 remake that I'm surprised they are from the same people, and I'm thankful the first game in the series that I played was the latter, because if my entryway had been RE7 I don't think I would have bothered to play any other resident evil.

As a game it's pretty repetitive and suffers heavily from strategic dominance, but there is one thought that was always on my head while playing this as a kid that made Plague inc stay in my mind for years, and that while playing it after the coronavirus was even more present; diseases are terrifying.

Sundered is the game version of "Nuts and Gum, together at last!".
Why waste so much talent and hard work into a game that tries to mix what are, at their core, completely incompatible game genres such as metroidvania and roguelike.

Maybe it was the fatigue after playing the entire saga back to back, but it isn't as good as dishonored 2, and the recycled levels and the abysmal lack of powers certainly don't help.

Incredible game that I didn't appreciate properly the first time I played it, and I only have two nitpicks.

The first one is that it should have more non lethal options, as is you can barely use any weapon in your arsenal and your powers are also restricted quite a bit.

The second one is that the morality of dishonored is pretty fucked up, are you seriously telling me that selling a noble woman to a sex weirdo who will probably will rape her for the rest of her life is better than simply killing her? Sure buddy.

Your typical factory-molded, risk-averse, generic open world game, so it shouldn't come off as a surprise that the story fucking sucks ass, but I will say that if it hadn't chose to wear Tolkien's work as a corpse to try to sell more copies of the game, inherently comparing itself with the most recognized fantasy artpiece in the world, it wouldn't draw so much attention to that fact.
Also, Warner, shove a swordfish up your ass, I'm surprised you decided to trademark the nemesis system, depriving everyone else in the medium of improving it, taking into account that it is a pretty barebones gimmick.

It pains me to abandon this game after not even playing an hour because it has quite a bit of charm, but in a game where combat is one of the only two activities you can do, it needs to be, at the very least, palatable.

Trollhunter is a found-footage movie that despite not being specially good has a lot of charm to make up for that lack of quality.
I thought titan chaser, being obviously very inspired by that movie, would replicate some of that charm. And it does, but playing it is such a drag that the charm it has is not nearly enough to make me bother putting up with it.

After playing the remakes of RE 1, 2 and 3, and the hd version of 4 I was still itching for some more resident evil, so I thought that if I went into 5 and 6 with the knowledge that they are trashy action games maybe I could have some fun. I have never been more wrong in my life, RE5 is so bad that I couldn't get past the first big combat arena.
It blows my mind that Resident Evil 5, a game that was supposedly made with action as its core, feels like a worse action title that RE4, a game that was still made with horror in mind.
But, I'll be lenient and admit that 5 has some redeeming qualities. It's so bad that it stopped me from playing it even a single second more, protecting my mind from further harm, and convinced me that a lobotomy would be better than playing RE6.

I can tolerate a mediocre story in an rpg if it's at least fun, but what I can't tolerate is a slow-ass combat and EIGHT mediocre stories.

Amazing game even by today's standards, but the library is possibly the worst single level ever in a videogame .