GS Mikami: Joreishi wa Nice Body is a solid action game based on the anime adaptation of Takashi Shiina's manga Ghost Sweeper Mikami. I have some reservations when it comes to licensed games, as most of them tend to be generic and serve merely as promotional vehicles. However, there are exceptions, and this game is undoubtedly one of them. This is attributed to the excellent work of Natsume, a company that, for those unfamiliar, was responsible for games like Harvest Moon, Pocky & Rocky, and Wild Guns.

When I played it for the first time, this game caught my attention right away, largely thanks to the anime, which I'm a particular fan of, and, of course, Mikami's charming body. Haha, I'm kidding... or am I? Either way, it's a great example of how to properly adapt material from another medium. The gameplay is excellent, the controls are fluid and responsive. Everything works as it should, both in jumping and in combat. In other words, no bugged hitboxes or unnecessary deaths due to lack of precision in jumps. And all of this is perfectly aligned with the well-designed level design, which features very diverse stages, each with its own challenges and mechanics. The game leaves no room for monotony and maintains its pace until the end.

The graphics, although not exceptional, fulfill their purpose satisfactorily. The characters are very well represented, and there is clear attention to detail in the animation of the sprites and scenarios, which faithfully reproduce the entire essence of the anime for 16 bits. The look of the bosses is also well crafted, especially Moga-chan, the cursed doll, who, in my humble opinion, was the best boss in the game. And we can't forget Kinuyo Yamashita's energetic and captivating soundtrack. Each musical track harmoniously integrates with the game's atmosphere and effectively captures the duality between terror and humor present in the narrative.

Unfortunately, both the anime and the game were not able to achieve great popularity here in the West. However, it is undeniable that the game has admirable qualities. Although it is not considered a masterpiece, much less a hidden gem of the Super Nintendo, it is undeniably competent in its execution and manages to provide a fun experience from beginning to end. That was his greatest achievement.

"Terraria is a land of adventure! A land of mystery! A land that's yours to shape, to defend and to enjoy. Your options in Terraria are limitless, are you an action gamer with an itchy trigger finger? A master builder? A collector? An explorer? There's something for everyone here."

I took this directly from the Terraria wiki, since we spent almost the entire game with it open; I thought it best to consult it first. This brief introduction defines well what Terraria is and what you can expect from the game. Terraria is easily one of my favorite indie games, I'm not sure where it would rank in my list, but it would definitely be among the top five I like the most. But what makes this game incredible?

Terraria emerged at a time when Minetrash was starting to gain popularity, meaning comparisons between the two are inevitable, but the similarities are limited to just the basic concepts: procedurally generated worlds, mining, and the crafting workbench. However, Terraria has undergone many more changes over the years and has received almost a decade of free updates. This demonstrates the care that the developers have for the game.

At first glance, Terraria may not seem very appealing; it is visually simple and can easily be mistaken for just another generic sandbox title. But as you explore the landscape, it becomes evident how creative the game is. It goes beyond mere building and ore collection, delving much deeper into the basic mechanics of a sandbox. Here, there is a genuine reason to construct things, not just for aesthetic purposes; it is crucial for the game's progression. Yes, there is indeed a progression in the game, along with an overwhelming amount of content such as bosses, events, NPCs, tons of weapons, accessories, and many other items that will aid you on your journey – over 5000 items at your disposal. The game's progression is measured by the bosses you defeat, and by doing so, you gain access to new items like stronger pickaxes, allowing you to gather new resources and become even more formidable to face the next boss.

Overall, Terraria offers an extremely satisfying experience and deserves all the praise it receives. Obviously, this is just a simplistic view in the face of the grandeur that the game represents. Each generated world is a unique experience, after all, being a sandbox, the way you explore the world, build structures, or defeat the bosses is entirely up to the player.


Do you know when you discover something amazing that, for some reason, completely escaped your notice? Well, this game eluded my radar for years, and it was only recently that I became aware of its existence through a friend's recommendation. I can confidently state that PokeMMO stands out as the best unofficial Pokémon version currently available. In addition to preserving the essence that made Pokémon games so beloved, the game also incorporates online features and some nuances in the campaign.

To start, I have a love-hate relationship with the Pokémon franchise, and I've only played the first four generations. Starting from the fifth generation, things began to get more complicated. I initiated the game with a well-established bias and ended up setting it aside. Thanks to PokeMMO, I gave the fifth generation a chance, and I confess that I was pleasantly surprised. As for the sixth generation and beyond, well, I prefer to think of it as a collective delusion. That said, let's get to the point.

Just like in the original Pokémon games, in PokeMMO, you have the freedom to customize your character's appearance. However, the game goes above and beyond, providing a wide range of options. The possibilities are virtually endless, as there are various ways to acquire cosmetic items for your character, allowing trainers to create truly unique and personalized avatars.

When we finish creating our character, right away, you have access to five regions, which correspond to the first five generations of Pokémon: Kanto, Johto, Hoenn, Sinnoh and Unova. Each of these regions has its own story mode, which follows the plot of the original games they represent. For example, when visiting Kanto you will play Fire Red's story mode; as you explore Hoenn, you will follow Esmeralda's storyline, and so on. It's basically five Pokémon games rolled into one. Initially, you can only choose one of these regions, but as the game progresses, you can travel between them freely, as long as you reach a specific point in the story that grants access to the ship's captain, responsible for taking you there. Having access to multiple regions was one of the things that caught my attention the most. The possibility of exploring five regions without having to change games is, without a doubt, an incredible experience.

Although PokeMMO has almost identical characteristics to the original games, there are some peculiarities, one of which, as the name suggests, is the MMO aspect. But what does this add to the game? Firstly, it provides real-time interaction with other players, whether during exploration or battles. The game also features a clean and intuitive interface, where everything is organized very well. However, my favorite feature was the GTL, or Global Trade Link, something that Game Freak could have easily implemented. This not only facilitates exchanges between players but also allows you to buy Pokémon and items that can be greatly useful during your journey. Another particularity that I really liked was its difficulty; the artificial intelligence (AI) of NPC trainers in PokeMMO has been improved compared to NPCs in the original games, especially gym leaders. Since your Pokémon have abilities and resources that can be greatly useful to cover their weaknesses. Finally, the battles present some challenge, something that hasn't been seen in the original games since the days of Whitney (oh, how I hate that Miltank). Additionally, the game restricts your ability to level up based on the number of badges you have. This bothered me a little at first, but I don't think it's necessarily a bad thing.

As for the graphics, there isn't much to say; they are practically identical to the originals. However, in some situations, NPCs have graphical styles that do not perfectly fit the specific region. For example, in Hoenn, the entire map uses the GBA style, but most NPCs have NDS sprites, which can be strange. However, you can adjust this in the menus. The introduction of the seasons system in PokeMMO is, in my opinion, a really cool addition. Although simple, it contributes significantly to the immersion and dynamics of the game. The battles use the visual style of Pokémon Black/White, which, by the way, has a somewhat unappealing aesthetic, but you get used to it over time.

Is it worth playing? Yes. The game brings interesting features that, perhaps (and I repeat, perhaps), we will never see in an official game in the franchise. It's not easy to bring together five regions at once, especially in a single game. After defeating the Elite Four, there is a variety of activities to explore, from seasonal events to PvP battles. Basically, you will always have something to do. Even if you don't play competitively, as I do, I would still recommend this game solely for the experience.

Rondo of Blood is often acclaimed as one of the best Castlevania games in the classic series and one of the most beloved titles in the franchise. I don't disagree with this statement, although my personal favorite is Castlevania III. But I'm not here to talk about that today.

The game was originally released in Japan as "Akumajō Dracula X: Chi no Rondo" for the PC Engine and remained exclusive for many years before being internationally released in an enhanced version for the PSP, becoming a coveted title for fans worldwide. Unfortunately, the PC Engine never gained much acceptance outside of Japan. However, despite being excited to write about its historical significance in the gaming world and its incredible library, I won't dwell too much on those details, so let's get straight to the point.

The game starts with one of the things I love most about the PC Engine, which is the pixel art cutscenes. These scenes are simply sensational and can be seen in various productions in the console's library. And since we're talking about art, even with clear limitations compared to its market competitors of the time, such as our beloved Mega Drive and the all-powerful Super Nintendo, the game is aesthetically beautiful. The graphics showcase a wealth of details, especially in characters and backgrounds, and the animations are surprisingly fluid. This is thanks to Konami's excellent work and, of course, the introduction of the CD-ROM, which not only allows detailed graphics due to the vast amount of available space but also, for the first time, enables the Castlevania series to achieve high-quality audio through the Red Book audio format—something unthinkable in cartridges until then. Akira Souji was responsible for the composition and recruited three musicians: Keizo Nakamura, Tomoko Sano, and Mikio Saito. The result of this collaboration was a superb soundtrack. Many of these songs are rearrangements of previous games, but they also introduced original compositions that undoubtedly brought a unique identity to the game.

The story is not very complex at all, something that is to be expected. It all starts with the return of Dracula, which is triggered by the sacrifice of a young girl. The scene then cuts to a village that is suddenly the target of supernatural forces, such as skeletons, strange creatures and chaos ensues. And that's where our protagonist Richter Belmont comes into the picture. And the shit is widespread, it's a whip everywhere. Richter's mission is to rescue four maidens who were kidnapped by the villain, including Annette, his fiancée.

In addition to its remarkable achievements such as a phenomenal soundtrack and well-crafted graphics, the game also stands out for significant changes in its gameplay. I think one of the most notable is that the traditional whip upgrade mechanic has been removed. Something very welcome in my opinion, as collecting upgrades throughout the scenario was quite tedious. Another innovation is the addition of the Item Crash, which is a powerful special attack from a sub-weapon, usually at the cost of a large number of hearts.

The level design throughout most of the game is very well-planned. The placement of enemies and elements on the screen is not arbitrary, providing a balanced mix of challenges and a smooth progression. But make no mistake, the game is not easy; there are some quite challenging moments, but nothing that makes the experience frustrating. That is unless you decide to play as Maria, who becomes a playable character later on. And what can I say? She is extremely powerful. She has a double jump, dash, the ability to dodge some projectiles due to her smaller size compared to Richter, can attack with a shadow clone, and has an arsenal of little creatures like birds, kittens, turtles, a little dragon, and more. I even wonder how someone managed to kidnap her; the responsible party should take Dracula's place as the final boss of the game. She's basically the easy mode of the game if what you're looking for is to steamroll everyone and finish as quickly as possible. And I don't think I need to talk about Richter, right? Whip everywhere. Plus, he's the standard game experience.

Rondo of Blood also receives a lot of influence from Castlevania III: Dracula's Curse; a branching path system has been implemented, along with various secrets and unique bosses for each of these optional paths. If you aim for the best ending, you'll need to explore each of these alternative routes, in addition to rescuing the four maidens, of course. Therefore, exploration is paramount. Another valuable addition to the gameplay is the ability to select stages at any time, allowing the player to replay the stages with different characters.

Ah, and I couldn't fail to mention that the battles against most bosses are epic; some can be quite challenging, requiring strategy and quick reflexes. By the way, a really cool addition was the "Desperation Attack" from the bosses when they are defeated. I remember when I first played Rondo, I thought it was sensational.

But as not everything is perfect, one of the things that irritated me the most is the extremely short invincibility period when hit. Another downside is that the sub-weapons don't have a dedicated button and instead reuse the "Up + Attack" button combination, which can be quite inconvenient, especially when used on stairs. I must admit, I also missed the initially more fluid physics we had in Super Castlevania IV. There's less control of the character in the air. However, this doesn't bother much during gameplay, as, as mentioned earlier, the elements in the environment were distributed fairly, considering these limitations. Obviously, nothing I mentioned above ruins the overall experience of the game; they are just some personal observations.

In summary, Rondo of Blood is a sensational game. From its release in Japan to its global availability, the game has captured the hearts of Castlevania fans, and it's not hard to understand why. It features multiple paths to follow, intelligent level design, unique bosses, and different characters to play. The graphics, despite the console limitations, are spectacular, making good use of CD-ROM capabilities to deliver rich details in characters and environments, along with its soundtrack. And despite having some minor flaws, they are nothing more than small nuances, especially when considering the positive aspects and the overall quality of the game.

Imagine a forgotten island in time, inhabited by creatures that should have been extinct for millennia. A remote island, located in the vast ocean, where dinosaurs roam among us in the present day. And now, add the mystery involving the infamous Bermuda Triangle, where ships and airplanes have mysteriously disappeared. This is exactly the scenario that Prehistoric Isle throws us into.

I found the premise interesting and quite original, especially considering the time it was released, when most shmups focused on futuristic space settings, interstellar battles, and aliens.

Prehistoric Isle is a side-scrolling shoot 'em up (shmup) game, developed and published by SNK in 1989. Its gameplay is reminiscent of classics like R-Type, which I happen to like a lot. Here, we take control of a biplane armed with a front machine gun, which is your main means of attack. During the game, you will come across the eggs scattered throughout the scenery, and by destroying them, you release a power-up. When the power-up is collected, you gain a special weapon pod, which can be attached to the aircraft, much like in R-Type. However, the big difference here is that you can rotate the weapon pod clockwise around the plane, providing different forms of attack depending on the position:

1. Above or below the plane: In this position, the weapon pod emits energy waves that bounce when they hit a surface.

2. Diagonally above the plane: In this position, it fires energy balls that bounce off surfaces at a 45-degree angle.

3. Diagonally below the plane: In this position, the weapon pod launches bombs.

4. In front of the plane: In this position, the weapon pod replaces the standard machine gun with a powerful flamethrower.

5. Behind the plane: In this position, the weapon pod fires aerial mines.

Apart from the weapon pods, you can acquire additional upgrades from the eggs floating around the scenery, such as speed buffs and "$"-shaped icons, which don't provide any direct advantage, only points. However, if our plane is hit by enemies or even if Neanderthals manage to board, we suffer a penalty. This penalty results in the reduction of firepower to its original state.

It's important to note that, despite making some comparisons with R-Type, don't expect too much. The gameplay is simple and offers a very limited amount of power-ups. Of course, you can still have fun, especially because the game is quite short.

The difficulty is reasonable, but as the game progresses, it requires Jedi-like reflexes. It took me only 45,999 credits to complete the game.

The soundtrack is really cool, and the graphics are beautiful. Even with limited hardware, it's undeniable that SNK did an excellent job. Everything is very detailed, the sceneries, the designs of the dinosaurs and creatures. By the way, the sprite of the final boss is jaw-dropping, the level of detail is impressive.

In summary, Prehistoric Isle deserves praise for its graphics, soundtrack, and original concept. But it doesn't go much beyond that. The difficulty is bitter, if not unfair. The power-ups, despite having a cool concept of changing the pod's position and having a different variety of shots, I think it was poorly executed. So, I recommend this game if you're a fan of the genre and looking for a quick and enjoyable experience.

Gunstar Heroes is undoubtedly one of the most iconic titles for the Mega Drive. But what makes it so special? First, let's talk about Treasure, the developer behind the game. There's an interesting story here.

Treasure was founded in 1992 by former Konami members and quickly established itself as a renowned developer for Sega, thanks to its ability to create high-quality, action-packed games. Their creations were true gems for console fans. On September 10, 1993, Treasure made its debut with Gunstar Heroes, which would not only become a console classic but also a milestone in gaming history. But before becoming a classic, believe it or not, Gunstar Heroes was on the brink of never being released.

According to Mac Senour, a former Sega producer, the game was initially rejected by several people before it reached him. He picked up the controller, played for a few minutes, and then slammed it down on the ground, and said, "This is the game of the year." Everyone around him laughed at his statement. But Mac Senour was willing to bet all his chips on the project because he strongly believed in its potential. You can see the interview by clicking here, if you are interested.

Did Mac Senour's prediction prove to be right? Well, the game received an impressive fourteen nominations for Game of the Year and, furthermore, secured the 33rd position in the 2009 Guinness Book Gamers Edition. Not too shabby. Gunstar Heroes was only made possible through the determination of its development team and Mac Senour's vision.

This brings us an important lesson: We should never doubt ourselves, even if others doubt or ridicule our ideas. A determined team turned a discredited project into a gaming industry icon. Gunstar Heroes is not only one of the best Mega Drive games but also one of the best run 'n' gun games ever made. Now, without further ado, let's talk about the game, starting with the plot. It's important to note that there are significant differences between the international version and the Japanese version, which apparently is the canonical version. I played the international version, and that's the one I'll talk about.

The game's story revolves around the Gunstar brothers, Red and Blue, who join forces to face the evil empire led by Colonel Red and stop their plans to resurrect the Golden Silver destruction robot.

The story may not be very deep or relevant, but nobody cares because you are quickly rewarded with frenetic action, and man, this game is intense. As soon as you enter the first stage, the screen is filled with an impressive number of sprites and visual effects, thanks to the Motorola 68000's ability to handle multiple elements on the screen simultaneously.

"What makes the Genesis the superior machine?" It has "blast processing."

The stages are diverse, ranging from a mine cart chase to a very epic battle against a free-falling robot. In fact, this is my favorite boss fight in the game, the Seven Force. This boss has seven different forms that randomly alternate after each defeat. It's an intense and highly enjoyable fight.

Visually, the game is beautiful; it's definitely one of the prettiest on the Mega Drive. Everything is colorful, detailed, and the enemies are quite expressive. The game makes clever use of the Mega Drive's color palette.

The soundtrack was handled by Norio Hanzawa, who did an excellent job. The music may not be the best of all time, but it gets you pumped at the right moments. The boss themes are truly memorable, especially the Seven Force theme, which is my favorite in the game. I shouldn't forget to mention that this music has an arranged version, and it's simply sensational, not to mention more aggressive than the original. I highly recommend checking out the official album on YouTube.

And finally, the gameplay offers an innovative approach compared to other games in the same genre. The game provides four basic weapon types, each with its own distinct characteristics:

1. Force: This is a rapid-fire weapon, similar to a machine gun, and it's great for covering a wide area with projectiles.

2. Lightning: Lightning is a laser that cuts through enemies and obstacles. It's excellent for long-range attacks and piercing through enemies in a straight line.

3. Chaser: This weapon fires homing projectiles that track enemies. However, individual damage is lower than the other weapons.

4. Flame: It's a short-range weapon, similar to a flamethrower, and it has high destructive power. It's the weapon with the highest individual damage in the game.

You can combine two of the four basic weapons to create new and powerful attacks. For example, when you combine the Lightning shot with the Chaser, the result is a guided lightning attack. There are 14 different combinations, and each offers a unique gaming experience, giving the player the freedom to choose a strategy that suits their playstyle. In fact, this combination was the one I used the most.

Another significant feature of Gunstar Heroes is that the game offers a health bar, starting with 100 hit points and increasing after each level. So, no hit and kill here, making it more accessible and less punishing. It's an excellent entry point for those starting to venture into games of the same genre.

The game also has a cooperative mode, so if you have a friend to play with, it's well worth it because it certainly adds an extra layer of fun. But if you prefer to play alone, the fun is guaranteed as well. Playing with a friend, of course, brings an extra layer of enjoyment.

In summary, Gunstar Heroes was a technical marvel of its time. It's one of those games that transcends the barriers of time and still impresses to this day. The game offers everything a fan of the genre could ask for: innovative gameplay, a versatile weapon system, frenetic action, and creative bosses (although some of them are a bit lazy). Finally, that's it...

I have a very special fondness for Streets of Rage. The first game boasts iconic characters, a sensational soundtrack, and impeccable urban atmosphere. The second game improved upon all the positive aspects of the first one, and many people consider it the franchise's best installment. It's not my personal favorite, but I won't beat around the bush here.

Now, let's talk about the black sheep of the series, Streets of Rage 3. To me, it's simply an absolute disappointment and a step backward compared to the earlier games in the series. It's hard to find any aspect of this game that hasn't been somehow ruined. Unfortunately, I had the displeasure of playing the Western version first, and I believe the vast majority made that same mistake.

What can I say? The difficulty is completely out of proportion, the enemies are frenzied and deal tons of damage, while seemingly taking none themselves. Thankfully, a friend showed me a glimmer of hope. He recommended the original Japanese version, and what a difference it made! It's a more satisfying experience, as well as being better balanced and true to the developers' original vision.

This game deserves to be analyzed from two distinct perspectives: the Western version and the Japanese version. Sega of America made significant changes when localizing the game. However, as this page is solely focused on the Japanese version, I will discuss and provide information related to that specific release. In fact, it's the version I completed anyway.

The first thing that caught my attention was the visual improvement. There's a greater level of detail in both the playable character and enemy sprites. I wouldn't call them works of art, but I liked them. The animations are very well executed and smooth. As for the backgrounds, well, they were a bit disappointing. Apart from being repetitive, in some places, it felt like an unfinished map.

Regarding the characters, they retained the three from the second game, except for Max. I missed Adam, and unfortunately, he's not playable here either for some reason. Actually, I know the reason; I just found it quite idiotic. The new character, Zan, is an old man equipped with electric weapons, and I quite liked him. He was a very fun character, and his moves were cool

The story is terribly bad. It's true that the series was never known for its deep narrative, but I liked the atmosphere and the simple plot of the first two games. Anyway, the story goes like this:

Basically, an experimental weapon called Rakushin causes a cataclysmic explosion in Wood Oak City, resulting in the death of 30,000 people and injuring over 80,000. Axel and Blaze are assigned to investigate the incident. Meanwhile, international tensions escalate in Lima, where a general disappears after being invited to a peace agreement at the White House. A mysterious inventor named Gilbert Zan enters the scene, claiming that his research was used for destructive purposes. Axel and Blaze must unravel these mysteries to prevent a global catastrophe.

The gameplay is by far the best in the trilogy. New moves like running and vertical dodging have been added, which, in my opinion, was an excellent change, making everything faster and more dynamic. Another excellent change was the "Power Meter," which, when full, allows you to use special moves without depleting your health bar. Weapons function slightly differently here; each weapon has its own health bar, and depending on the character, they gain additional moves.

The soundtrack is one of the game's major letdowns. Especially the music on the Disco Stage, which is arguably the worst in the game. At several points, it seemed like notes aligned arbitrarily without any logical foundation. Yuzo Koshiro mentioned in an interview that it was an experimental piece, and he used some kind of artificial intelligence he developed himself to help him find beats that no human would have imagined. Regardless of the method used, we already know the result.

To conclude, despite being criticized for various aspects such as bad music, an unengaging story, and uninspired backgrounds, it still has notable merits. It's worth trying to see if it suits your personal taste, especially if played with friends in cooperative mode, which was my case.

Ah, Super Metroid. For sure, that's one of those games that really stuck in my memory when I first played it. From the moment Samus steps onto the Ceres Space Colony, you're wrapped up in this unique atmosphere of isolation. There ain't no music here, just this heavy feeling of loneliness, and it pulls you right into the mood from the get-go.

The story keeps going right after the events of Metroid II, that game on the Game Boy. Samus had just put those Metroids in line on her home planet (SR388), but there's this little Metroid baby she couldn't get rid of. So, she jets off to the Ceres Space Colony, and things start heating up when the colony gets attacked and the Metroid baby is snatched by her arch-enemy, Ridley. The station starts self-destructing, and she's gotta make a fast escape.

After all that crazy stuff, you finally touch down on Zebes' surface, and the whole world's there for you to explore. And here, as you explore bit by bit, you start to realize the sheer awesomeness and brilliant design. Personally, I think about how the atmosphere in Super Metroid is unlike anything else in the series and how only a few games in general can top it in those aspects.

You're thrown to your own devices on this hostile planet. Nobody's holding your hand, telling you where to go, you're on your own. There ain't no excessive dialogues or long texts. The story's built through exploration, and that gives even more depth to the whole experience.

The game's graphics are great, the environments change a lot, and the way they've been meticulously designed is something that's impressive even today. Every region of Zebes has its own atmosphere and unique style. The music fits perfectly with each of the different areas, completely immersing you in the adventure. I can't forget to mention the main theme that's definitely memorable, still gives me chills to this day.

In short, Super Metroid is undeniably one of the best games of all time, a timeless classic. A lot of folks consider this game the pinnacle of the franchise, and they're not even a bit wrong. But it's not my favorite 2D game in the franchise. Personally, I have a passion for Zero Mission.

Is it worth playing? Yep. Is it a game for everyone? Definitely not. But I think it's a unique experience. At least for me, it's been like a sort of therapy revisiting all these classics. And it's been an amazing experience.

Since last year, I've been on an emotional roller coaster. This might be one of the most uncertain periods of my life. I've been tirelessly searching for that inner strength to confront life and move forward. So, with hope waning, I thought about reigniting my passion for video games that had faded over time.

I saw this as a fantastic opportunity to finally explore the games I had let slip by, as well as to relive games I hold dear. I've been documenting my journey, and surprisingly, this activity has turned out to be a form of therapy for me.

I decided it was time to dive into something new and finally experience the iconic Chrono Trigger. It was an authentic first-time journey. Every twist in the plot and every interaction with the characters – it was all new to me. This perspective is as neutral and honest as it gets.

It's no exaggeration to say that there's nothing quite like Chrono Trigger. Hironobu Sakaguchi, Yuji Horii, and Akira Toriyama teamed up to create something unprecedented. And of course, Yasunori Mitsuda gave his all, to the point of facing serious health issues. This clearly shows his dedication and love for the project. We already know the result of all their efforts.

The soundtrack of Chrono Trigger is exceptional. The most notable examples, in my opinion, were "Corridors of Time," which plays during a pivotal moment in the plot, and "To Far Away Times." The latter touched me on a personal level. In my humble opinion, I believe this to be the most beautiful and impactful piece of music in the game. When it concluded, a feeling of nostalgia was all that remained. I knew I could never relive an experience like that.

The graphics were possibly among the best things the Nintendo hardware could offer. The world is visually diverse. Each playable character had many unique sprites and expressions, along with smooth animations.

The story is simple, which is by no means a drawback. Chrono Trigger is a perfect example of how a simple narrative, when executed well, can become something truly memorable, and all of this is bolstered by its characters. I, for one, grew fond of everyone. Each of them has their own arc of development and individual motivations. I wanted to see the different interactions each character could have in unique moments of the game. I plan to do this in a New Game+ playthrough.

And to wrap things up, Chrono Trigger's combat is one of the coolest battle systems I've encountered in a turn-based RPG. It strikes a perfect balance between strategy and action elements. It's a variation of the ATB system, which was also used in other Square games like Final Fantasy. Its most distinctive feature is the seamless transition between exploration and battles – everything happens in the same place, and enemies are visible on the map.

I admit, Chrono Trigger is a masterpiece. It deserves all the praise it receives. Finishing the game to the tune of "To Far Away Times" left me with a deep sense of joy and melancholy. Some experiences become so special that they leave a void when they come to an end. Anyway, that's about it.

Well, what can I say? The Legend of Zelda has been an essential part of my life since I was seven years old. Even in the toughest moments, the adventure was there, and my worries simply vanished. But nobody's interested in that, so I won't beat around the bush. Breath of The Wild is one of the best games I've ever played. And that's it for today...

Breath of The Wild isn't a perfect game, actually, there are many flaws that I simply couldn't ignore. We all know what Nintendo had to sacrifice to make this game possible. But as a longtime fan, I might be a bit biased. So, I'll try to be consistent and give the most honest opinion possible.

The story, well, it's quite simple actually. To keep with tradition, the game starts with Link waking up. Only this time, from a 100-year slumber and not knowing what the hell is going on. So he goes around all disoriented, not knowing what to do, and discovers that the world has been completely destroyed.

Right from the beginning of the game, we get a beautiful view of the new Hyrule. I couldn't wait for the old man to hand over the darn paraglider, finally letting me explore that vast world. Which, by the way, is a marvel. Personally, I think it made exploration much more enjoyable.

The whole world-building is simply masterful. It's huge, incredibly beautiful, and rich in details—speaking of which, the attention to detail in this game is something to tip your hat to; that actually raised my rating of the game. I never felt stuck or limited at any moment. You don't need to collect items to follow a linear adventure, you can face the final Boss whenever you want. All you need is a pair of underwear, a stick, and three hearts. But obviously I don't recommend you do that.

The gameplay is good, the physics are sensational, the weather system impressed me greatly, especially how things around react to it. The combat system is good; I liked the new dynamics at the beginning and didn't have any issues since it demanded a bit of strategy at times instead of just brute force. But one thing that deeply annoyed me was the weapon's durability. The weapons break so quickly that they seem to be made of styrofoam.

The graphics, despite being stylized, impressed me a lot. I personally love stylized graphics, given that my favorite game in the franchise is Wind Waker. But in the case of Breath of The Wild, it strikes the perfect balance between realism and cartoonishness. Allowing for breathtaking views.

Now, if there's something that displeased me as much as the weapon durability, it was the choice of voices. You see, I'm not against having voice acting in Zelda, actually, it was an excellent and much-welcomed change. But sometimes I wonder, did anyone really like the voices that were chosen? Not all of the voices, both Urbosa and Daruk were acceptable. But everything else was pretty bad, but for sure, the worst of all was Princess Zelda. Her voice is by far the most bothersome to me.

This varies from person to person, but personally, I missed the traditional Dungeons. Did this negatively impact my overall experience? No! The idea of the shrines isn't bad, but each of them has the depth of a saucer. They're fun at the beginning, but soon you're just fed up with them.

In summary, this game is a work of art and it's definitely a game worth playing both for series fans and newcomers alike. Even with its evident flaws, Breath of the Wild carries an exceptional beauty, and you can sense a certain care even in the small things. The new ideas presented here could be very welcome in a future game of the franchise; they just need refinement.

I plan to start a new playthrough, but this time I'll play in Master Mode. Maybe waiting for six long years to be able to play affected my excitement and I judged some things unfairly. But anyway, that's it.