This game is the most comfy you cant get while jumping arround and befriending and helping everyone, that''s a frog fact.

When i play a 3d platform there are two main things that make it or break it, those being the level design and the movement in the game. In the studios last game, Mail Mole, both of those thing were in the right path, but missed ever so slightly, but here on their second game i'm happy to say that they have nailed both.

With a familiar movement to the first game, Koa's movement has a simple execution but a satisfying mastery to it, when you start to chain the jump > roll > jump making it kinda of a dash and blasting trough levels left and right that platforming prowess comes alive to deliver a satisfying flow to the game.

As for the levels, besides being creative and diverse themselves, most of them support this movement, which is necessary and it is what make this 3d platformer one that you shouldn't miss.

Pack together with cute visuals and characters as well as some extras makes Koa a solid entry for the 3d platform genre.

You can really see the seed that generated the greatness that the sequel is, even in the simpler format of the original steamworld dig is still such a cozy and fun time that is worth all the timing diggin every last mineral possible in this game.

Em raven's hike você vai ir de um lado pro outro com seu confiavel gancho, similar a quando em zelda voce obtem o hookshot, porem aqui é sua unica forma de locomoção.
Se você jogou Dandara deve ter uma ideia de que isso torna a plataforma desse jogo unica e muito interessante de transversar, enquanto vamos avançando nesta pequena e unica jornada novos elementos vão sendo adicionados explorando ainda mais o potencial dessa ideia.
Num todo essa ideia unica o torna um jogo bem legal, com certeza vale o seu tempo

For starters i'll say that the things i liked and disliked about botw still remain the same on this one, so i won't talk about those things again, what i do want to talk about and i do think it makes this game better is the addition of the Zonai and how they work with the new powers.

Granted, the old powers were also good, however i caught myself using this ones way more, because the way they interact with each other, the ambient and the zonai makes so at every moment you're solving a puzzle "what if i time loop this wood so i can acend there, or maybe grab something from there, or even just launch me away with momentum". The zonai devices also work like that, making the game so much better to play, even when you're just checking an area that has nothing, you do way faster with the best thing in this game of course, the hoverbike!

But yea, the sky and it's puzzles were a great addition , the deep under felt like just a battery farm for me since i don't care for combat or enemys, so they kinda nullify each other, still a great time with a lot of puzzles, still wanted way more from it's droplets (aha) of narrative and characters and felt that there was space for that, but in the end, an overral great time with a great ending sequence.

Cadence of Hyrule is an unique experience, never did we expected nintendo to collaborate with a indie dev in one of it's biggest ips, and yet here it is.

The gameplay fits like a charm here, finding new places, new itens, making your arsenal greater and marking the map while you go all while listening to an amazing soundtrack with remixes off classical zelda themes is so unique that even if the roguelike aspect was not of my liking i kept on playing untill the end.

I'm so glad this game exists, it may not be mine or yours kinda of game (roguelike , dungeon crawler) but the fact is that it executes that premise greatly. One can only hope for a Mario from the Celeste team, or a earthbound from Toby fox, even tough i don't think those'll ever happen at least this one did.

Recore has some cool ideas, a metroid prime like where you have companions that allow you to transverse in interesting ways in the world and in its dungeuns, a fair combat system and a interesting start to it's narrative as well.

And then it comes, the executive, the "ceo" that goes into the dev room and says "this game HAS to be a open world, it's the current industry tendency, no matter what" and congrats, you ruined a potential good game, not only it's open world is boring, it also blocks your progress throughout the main path that was good and the consequence of this is making the game launch a total disaster.

In the end a good ideia, a good beginning destroyed by someone who clearly had no idea what the game was, a shame really.

To quote a friend, in a gaming world where everything is about being bigger, larger , longer and more realistic it's so refreshing to see a game that dares to be what it wants to be, a game that just want's to be fun! And boy how fun it is.

Hi-fi rush overflows with personality, joyfull moments and love sprinkled all over it's playtrough that is just the right size and the right way of doing it. It is hard to describe how fun it is to play this game, all the moments you get to live with the amazing cast of characters, how no matter how bad you're at rythim or timing the game will make you fell like a rockstar in its battles and at the end you'll be just chaining stuff trying to give the audience the best show they've ever had.

If i had to choose the thing i liked the most it would definitely be the cast of characters, how they grow , not only in their own perspective but together, as a team, as a family, each has it's own moments and merits and adding all of them together really brings together what makes hi-fi rush the greatness that it is.

oh to be a little chiken jumping arround in a small retro inspired platformer just for the funs

2023

Tchia overflows with personality and its own ideas, in a unique game world based on the small island of New Caledonia Tchia knows it's strengths and make them count, the charismatic set of characters, the beautiful views of natural places, everything makes it's setting different from everything you've seen before.

The movement deserves it's own text because soul jumping is so much fun, sure you can just do basic stuff like capture a bird and fly away and that's nice, however you can also chain captures your way trough a lot of space, like using a rock to go from the beginning of one island to another and even chaining some captures along the way, is such fun times.

And yes Tchia has it's flaws, primary the combat (even tough the devs know that and you don't need to fight in anywhere after the tutorial, yes even on that place, you just need to do objectives) and both the city and the character models could be better, however it does fits the game the city being the least interesting thing, the game isn't about that.

In the end Tchia don't have the money or time of bigger games to have "perfect" systems and all models and such, but they know what the core of the game is, and that core, is such unique and well executed that leaves you wanting more.

I can only hope for more great games representing different places and cultures in the same way that Tchia does.

"low fi beats to downhill skate to"

Comparing to previous entries, Corruption is of course no match for the original, however it has some interesting ideas , using phason is very satisfying , working around the planets , especially the one in the sky is a nice change of pace, using you spaceship as the transport system works well and the map having more options is always neat.

Corruptions downfall are the lack of more backtracking and the sentiment of a boss rush in some parts which are definitely not a good part.

In the end, still another great step on the metroid franchise, tons of fun to be had and maybe someday we'll get to continue this series, i'm looking at you Nintendo.