34 reviews liked by Laires


You bet I still have the spiky eared Pichu on my save file that's right I'm cool sex with me is great I promise

This remaster really doesnt do a whole lot, while it does look somewhat nicer than it did previously, the game is still awful and painfully slow to finish. I dont see the reason for remastering this game, as it never needed one, it needed a total rehaul of gameplay over graphics

This review contains spoilers

When it comes to production value, I don't think many games can touch this. Between the high-caliber voice acting, animations, music, art design, and cinematography, there are few products in this medium that could even aspire to this level of accomplishment. However, I found God of War: Ragnarok's plot to be overly-long and the emotional content inconsistent. I got severely tired of the combat, the sidequests, the equipment upgrading, the puzzle-solving, and the exploration. So, I am left in a very weird place where I had an emotional connection that made me contemplate how I feel about others and myself, but I wasn't really having fun playing. By the end, I felt like I had participated in a high-tier Marvel movie. Moments of greatness, but a lot of bombastic action sequences, an annoying amount of immersion-breaking jokey-jokes, and an imbalance of emotional achievement and mediocrity.

As I said, few games are as gorgeous as this, visually or sonically. It's clear that a tremendous amount of effort went into the building of this world. Sound and set design are next level. However, I found exploring and traversing the areas cumbersome and tedious. Long, boring canoe rides, endless Uncharted-style climbing, and a post-game that I could not be bothered with are all aspects I can't ignore. The puzzle-solving was similar. I honestly hope I never fire another Runic Arrow as long as I live. Lining up those goofy orbs took forever and I hated it every single time.

Examining the themes of burgeoning adulthood and parenting said child, resolving your past and facing your future, grief, and forgiveness was a monumental task and I feel the writers were successful. Kratos' and Freya's reconciliation, the acceptance of Atreus as both his son and his own entity, Loki, and the death of familiar characters were all done with a sensible touch and didn't feel exploitative or manipulative. Nothing was bound up nicely with a bow and, as in real life, the characters carry the shards of their experiences with them and it continues to inform who they are after the story thread is complete. On the other hand, whenever there was a story that didn't involve Kratos or Atreus or Freya or Sindri, I could not care at all. It went from being touching and evocative to being fluff out of the MCU. There wasn't a single side character I found remotely interesting besides the ones I mentioned. Tyr, Ratatoskr, Freyr, Durlin, ALL of the Asgardians, and, God, I hated Angrboda's levels. They kept piling these characters on and expecting me to give a shit. Most of them are actively irritating and, in my eyes, do little to progress or improve the narrative. The absolute bloat and fatigue I felt by the end of this could have been mitigated by removing all of these characters. During the admittedly exciting and climactic Ragnarok, most of them arrive in some Avengers: Endgame-style rally and it hardly felt worth the amount of hours I plugged into their tiresome subplots.

Combat was impressively built, but I didn't enjoy the execution. There are plenty of ways to build Kratos to your liking, but I never found one that felt cohesive enough for me. I constantly felt frustrated with subpar perks on weapons and pommels and the damage I was doing. I felt like I took a lot of unfair hits and took unfair damage. I acknowledge this could be a skill issue, but I play a lot of Souls games and got 100% on the last God of War, so I'm not entirely comfortable taking ALL the blame here.

After completing the main story, I embarked on the arduous journey to platinum the game by cleaning up all the sidequests and pickups I neglected along the way. I realized fairly quickly I couldn't be bothered. Besides having to make long treks to barely-accessible areas, the dread I felt, and I had been dreading it the entire time, of having to chase around yet another stupid raven with the axe or fight some imbalanced Berserker boss put me off of finishing it fully. I just do not have the patience for it after the first one.

In summation, we have something here of structural integrity built by masterful architects, but the weight of it all collapsed sections that should have been culled.

Finally beat the last 2 routes, the missile and ultimate being. Although i wish there was more to play, this game is mentally draining. Getting a perfect run with no deaths, only to fuck up on a boss you thought you had perfected is soul-crushing every single time. But once you get it all flawless, and you hear that final stage cleared music? Yeah, this is the best Contra imo

Junto de Paciência, o melhor jogo para se jogar no computador, na falta de coisa melhor. Campo Minado fez a diversão de crianças nos anos 90 e adultos em meio a jornada de trabalho até hoje.
De primeira vista, o jogo parece complicado, sendo a única coisa que chama atenção é o emoji feliz no topo da tela, e que reage ao mouse. O mapa do jogo é definido a partir do primeiro clique do mouse, uma área se abre e números aparecem rente aos quadrados que não foram revelados. Basicamente, o número indica que em volta daquele quadrado existe aquele número de minas, ou seja, 2 indica que 2 quadrados dos 8 em volta estão armados. A partir dessa lógica, você segue viagem. Raramente ocorre de você ter que descobrir quadrados na sorte, mas na maior parte você segue a lógica, acha todas as minas e ganha um par de óculos escuros pro seu emoji.

Aprendi tudo isso no trabalho :P

Ótimo jogo, lembro de zerar diversas vezes quando era moleque. Mas aí a gente cresce e percebe que esses jogos de guerra é puro suco de propaganda americana. Enfim, tirando o lado político da parada, é um ótimo jogo de tiro, me divertia muito quando criança.

Menu theme: Anime opening
Stage theme: Anime opening instrumental version
Boss theme: Anime opening metal cover
Credits theme: Anime opening 0.5x speed

I feel bad giving this game such a low rating, since i like alot about it. The different endings, the gritty tone, the experimental music, the ability to run, and the fact that its more story driven than the previous games. And then i remember that samurai boss with like 9 health bars, and I suddenly don't feel bad anyone.

Jesus Christ, this game is hard. Hard is an understatement. This game is FUCKING hard. Hell, i've even heard some people say that streets of rage 2 on mania is easier than this game on normal mode. And while i only beat streets 2 on normal, i wouldn't be surprised if it is. On top of that, those motherfuckers over at Sega hated children so much that they made it so if your playing on easy mode, the game ends at stage 5, and you aren't able to progress any further.
They also decided to bring back Mona and Lisa as the stage 2 boss. Fucking BS. They aren't as hard as they were in streets 1, but still.

Unless you want your life to be dedicated to beating this, I would recommend using the 9 lives and round select cheats if you want to get any ending other than the bad ending on easy.
I've heard that Bare Knuckle 3, the Japanese version, is easier, so once i get my hands on a translated rom, ill be able to give my true thoughts on this game.

For now, fuck it.

They say it ain’t easy being cheesy, and I certainly felt what they meant when I decided at random to take a look at the first game to feature the mascot of Cheetos as its main star, Chester Cheetah: Too Cool to Fool. It was pretty much exactly what you would expect from a cheap 90s licensed game based on a brand of snack foods, being incredibly generic, having terrible control/movement speed, some of the lamest excuses of boss fights I have ever seen, no inclusion of continues or passwords whatsoever, and just having that feel of a cheap product smeared everywhere you look. It wasn’t completely terrible, but it was just bad enough to where I would swear off Cheetos for the rest of my life, sticking with Doritos from now on in case I needed some cheesy snacky goodness. Although… it has been quite a while since we did play that game, and I have had a hankering for some cheese-covered corn chips that aren’t shaped like a triangle……… ah fuck it, why not, I’ll have some more again. I mean, what’s the worst that could happen? I would have to play Chester Cheetah: Wild Wild Quest? Yeah right, like that would happen…………………… wait, oh shit, I’m typing a review right now… which means………. NOOOOOO-

So yes, for some reason, I guess Too Cool to Fool was successful in its attempt to swindle money out of all the poor kids from the 90s in exchange for cheesy garbage, so as a result, it managed to get a sequel just one year later, and naturally, I wasn’t looking forward to playing it at all. Sure, the original game wasn’t terrible, so I didn’t immediately think this game was gonna be terrible, but there was still a good 99.9% chance it could’ve ended up being god awful. Finally though, after putting it off for long enough, I decided to give it a shot, and it was bad… but thankfully not doomsday levels of bad. For what it is worth, it is an improvement over the original game, and it does have an approach to gameplay that I prefer way more than what that game gave me, but it still manages to be cheap, licensed garbage that is just about as appealing as taking another bite of those god-forsaken chips.

The story picks up right from where the last game left off (I think), where while on his way to Hip City, Chester Cheetah loses his map due to Mean Eugene, the villain from the last game, chasing him down and ripping it up into ten pieces, scattering it all over the country, so it is up to Chester to get the pieces back to reach Hip City, which, much like the plot of the original game, is clearly perfect in any way, and if you question it or dislike it whatsoever, you simply aren’t wild enough to go on this quest. The graphics are… admittedly better then the previous game, with there being a lot more consistency in what you see and new environments to run through, but it is still mostly just a bunch of random colors thrown on the screen, the music is… actually not too bad, with there being several tracks that I ended up liking as I listened to them, but maybe I just have garbage taste, and the gameplay/control is, also admittedly, better than that of the original game, but not only does it still have some hiccups to be seen, but it doesn’t do anything to… you know, get creative.

The game is a 2D platformer, where you take control of the raddest cheetah you have clearly ever seen, Chester Cheetah, go through a set of 9 and a half levels that take place in various locations around the United States, run and jump your way through these levels while bouncing on enemies to take them out, gather plenty of items that can either give you extra lives, a means of progressing, or an extra chance just in case you get hit, and fight several bosses that are about as complex and fun to fight as me counting the fingers I have on one hand. It is as creatively devoid as any shovelware game from this era can be, offering nothing new or exciting from many other games of the era, but again, it could’ve been a whole lot worse.

First of all, you can now choose to go through any of the levels in any order you want, which is pretty nice, even if none of the levels are that exciting or different from each other, and speaking of which, the levels themselves are pretty short, with you being able to run through them very quickly, so that helps out a lot when you want to get through the game as fast as possible. Not to mention, it isn’t simply just about reaching the end of the stage, as you will also need to find a piece of the map along the way, which is pretty neat… or at least, it would be if most of the map pieces weren’t just lying around in broad daylight, just waiting for you to grab them. Seriously, you could’ve at least hidden them a little better this time around.

And finally, like I mentioned earlier, this game actually has boss fights! No more awkward, dumbass endurance tests like from Too Cool to Fool, for instead, we have full on fights with various lovable characters from the Cheetos franchise, like Mean Eugene and… uh… Mean Eugene! As for the boss fights themselves, they are… ok. They are pretty simple, just your typical “bop them on the head three-four times to win” bosses, but hey, they are at least more fun to deal with then the shit from the last game. Not to mention, some of them can be pretty tricky if you don’t take advantage of some of the moves that Chester has at his disposal.

But now, it is time to get into the issues that ruin the game, with the first one being, of course, the controls. You all ever seen that Family Guy cutaway gag that involves Chester Cheetah snorting Cheeto dust like it’s cocaine? Well, I feel like I’d have to do the same thing to be able to play this game properly, because not only does Chester once again have inconsistent running speeds (even if it is improved from last time), but there were many different moments where it just felt straight up unresponsive. Moving felt incredibly stiff, and a lot of the time, whenever I would hit the jump or run buttons, the game wouldn’t register it at all, and I would end up dying in some scenario because apparently I wasn’t allowed to hit a button then. Not to mention, you die in one hit if you don’t have a bag of Cheetos, meaning it is most likely you will die to a lot of things that you can’t see coming or properly avoid.

And finally, there is slowdown EVERYWHERE in this game. When it comes to the SNES version of this game, it feels like this game can’t just go five seconds without some kind of slowdown issue occurring, and it’s not as if there are that many enemies on the screen when it happens either. I don’t inherently have a problem with slowdown too much in video games, as sometimes it can actually be helpful, but I do get bothered by it when it either effects my gameplay negatively, or it is constant. This, my friends, is the latter. Aside from all that though, a lot of it is your generic licensed game affair, being a pretty unpolished platformer that can be beaten very quickly, if you can get a handle on the shitty controls.

Overall, despite the improved gameplay, the inclusion of boss fights, and not being long enough to get mad about, Wild Wild Quest is yet another pointless piece of shovelware for a product that really didn’t need any kind of advertising like this, being as basic as it gets, having flawed fundamentals, and is about as slow as a slug that is being burned alive from having salt poured onto it. I would only recommend this for those who liked the previous Chester Cheetah game, but for everyone else, there are plenty of better platformers from this era, licensed or otherwise, that you can play over this. But anyway, with all that out of the way, I think I am now done with Cheetos for good, for real this time! Don’t need anymore shitty food-related games to ruin my day. Although, I am getting kinda thirsty… ooh, hey, when did this can of 7UP get here?

Game #526