2400 Reviews liked by Moister


you can roll around like sonic the hedgehog

jueguito claramente hecho post-pandemia que trata sobre las inquietudes del confinamiento y de cómo afectó a la gente con depresión. es cortito y no está mal pero tampoco da para decir mucho más

the elvis boss was so hard i accidentally unplugged my ps2 controller from my computer and now i can't play any ps2 games anymore because all of the buttons don't work right. like right trigger makes my character move right and the right stick does attacks. what the fuck shinji mikami

Sega saturn's famous title. Panzer dragoon. Or to be exact: Armored Dragon.

It's one of those games where it does have story at the beginning and end, but the rest is pure gameplay. The arcadey kind. But is it good tho? Answer is yes.

Is it still worth playing tho?... Kinda but with a caviat?

You see, this game is about a novice rider's adventure with a dragon to destroy an evil tower that is the reason that all those monsters. How do we do that? With destroying enemies of course.

While our trusty partner dragoon rides the way automatically like a railway, we point and shoot or hold the attack button to do a lock on shot. That's the entire thing. The entire game. But if so, how can this game be good?

With good variety, short length and good pacing of course. It's just a one hour game where every mission just takes 8 minutes or something. Also it's unique looking both technologic and natural artstyle adds to the experience with a nice energetic songs as well.

Unfortunately there are some problems. First one is your aim reticle kinda moves slow, so I am not sure how the heck killing every enemy in levels is possible. But the bigger problem is, there is no save system. It's just uses life system and it's pretty annoying. I myself died multiple times at the middle point of chapter 4 bc I couldn't understand the timing to dodge those drones. Then it send me back to title screen...

Then I looked up and learned there is a stage selection cheat combination and of course I used that. With that I finished the game in a single sitting. If it's in the game why not just enable it? If they did that, I wouldn't be here to complain.

Anyway even if I complain a bit, it's still a fun game and it's short so it's never goes to infuriating level as long as you get the timing to dodge enemies(not dodge, but kinda moving away from their attack) and attack back.

Tho when it comes to if it's worth playing today, I said kinda because it's hard to return to this kinda simplicity after playing n64's Sin and Punishment arcadey gameplay with it's own added parry mechanic. But it's sure as heck panzer dragoon is a fun time. After all it's a full of content kinda one hour so it's still a great time.

All the girlies are ride or die for this game so this marks the second time this month I'm making all my sisters out there dislike me but umm. I don't like Adventure 2 that much, sorry! (brat is like a 5/10, idk how the queer community is just eating that shit up like it's god's gift to the world)

A lot of people seem to describe Adventure 2 as "trimming the fat" from Adventure 1... that is, most of what I cared about. The charming little overworld, the multiple playable characters, the goofy ass NPC dialogue.. it felt like a long lost PC game I could get lost in for hours and hours as a kid. The Chao Garden and the levels being accessible from the hub world also made it so themselves felt a lot more like an in-world location, whereas here they feel like... levels. Said levels also rarely rising above "decent" and more often than not reaching "medieval torture" status.. even if you only considered Sonic/Shadow levels (1/3rd of the game btw) none of them are specially enganging (the rails and the Bounce Bracelet were great additions,though.) The first stage of every character is usually at the very least passable and anything past that is strictly downhill.

I'll of course praise the killer soundtrack, undoubtedly more Y2k aesthetics and the (at the time) new characters introduced here. In particular, Rogue's double agent anthics are cute (even if her levels suck). Her ears have jiggle physics. Shadow is uh, a lot goofier here but it might be down to his character model looking a bit off (do like how his fur looks more like a very dark blue than completely black though). I wasn't first introduced to these characters here and they've been in so many different games I can barely consider them a positive on this game's part but oh well. Neat.

Truth be told, I wrote this whole thing when I got to A) Mad Space, B) Eternal Engine, possibly two of the most dogwater levels ever put to paper. Once I beat those and the final cutscenes rolled in, I'd instantly excuse most faults but I had to make it known! I really didn't enjoy like, 80% of this game!!! Beat those levels and that exact scenario started happening. Thankfully, once I died on the Last Story segment because silly ass forgot to grab Knuckles' (completely irrelevant in any other stage) waterbreathing upgrade and was booted back to the title screen... It would have taken like 10 minutes tops to get the upgrade and back there, but I just went "okay,ya got me!!" and left it at that. At any point past the first play session I was pretty much dreading to come back to this. Dreading a piece of entertainment. Why bother? The back half of any Sonic game being complete horseshit is a series tradition but they went slightly too far.

There's still some things to love here. I'm just not ever going to 100% the emblems or raise some fucked up Chao like I planned to but I might still do in Adventure 1. Hopefully there will come the time where I can overlook the copious amounts of shit, like it a little bit more and actually beat it but until then, </3

Long before I decided to become a reviewer, I used to jot down brief thoughts on the games I was playing in order to capture my feelings at the moment of completion for personal archival purposes. Since then, I’ve of course evolved my craft into full-fledged write-ups, but I do think there is enough merit to some of these earlier critiques to warrant their publication, especially for titles I do not intend on replaying (in the near future at least). I’ve thrown in some updates, but this is one of them.


STORY
-Epic opening cinematic

-Story is pretty standard: a retelling of some of the events that went on in the later stages of World War II (exception being the first Russian missions, which take place during Stalingrad). The introductions to these missions are either boring slide show presentations or even more boring diaries/mission documents to read.

-Unskippable tutorial (ruins replay value).


GRAPHICS
-The few building interiors you enter are beautifully-furnished -- paintings, Nazi drapes, etc...

-Exteriors look good for the most part as far as these past graphics were concerned.

-I like the blurred slo-mo that occurred whenever you died- made it more realistic.

-With regards to the death animations, it felt like the developers tried doing things that were just out of their coding reach. Most times enemies go down as normal, but other times there’s a jerk in the transition -- for example, shooting a guy who tries to get back up will sometimes result in him instantly returning to a stand kill animation, or enemies that fall over balconies do so with a lag.

-Found it darkly amusing that you can adjust the number of corpses on screen.


SOUND
-Voice acting is surprisingly mediocre despite solid actors like Steve Blum, Jason Statham, Michael Gough, Giovanni Ribisi, and Neil Ross rounding up the cast. I attribute this to bad ADR direction over the VAs though.

-The lip-syncing is also not good, though the characters at least have surprisingly solid (if a bit uncanny) facial expressions (this is not fixed on the highest graphical settings).

-Soundscape does a good job making you feel like you're in the heat of a firefight: gunshots and explosions have a realistic din to them.

-Unfortunately, most of the firearms sound relatively the same, with bullet impacts continuing that aural trend (minus broken windows and water).

-No splashing sound when you step/walk in bodies of liquid.


GAMEPLAY
-Having a health bar is an interesting aspect considering contemporary CoDs went with rejuvenating health (veteran difficulty has no health packs, so I assume hardened has fewer health packs than Normal Mode).

-There is a decent amount of diversity to the missions (car driving, tank plowing, house raiding), but for the most part it is standard.

-The early part of the Russian campaign was of notable interest since you're not even given a gun and will be shot at by barrier troops if you try and fall back. Unfortunately, it too inevitably settles into run-and-gun missions.

-Interestingly, there is less time spent with the Red Army than US & British forces.

-Allied AI is surprisingly good for the time. Bit of a double-edged sword in that your comrades almost always stick very close to you: on the one hand, this can impede your movement, but on the other, they’ll go forward and kill enemies for you.

-Allied AI being largely immortal does impede the difficulty a little, though at the same time they aren’t good at shooting long-range targets, so perfectly balanced as all things should be.

-Enemy AI, on the other hand, are idiots. They don't move based on how you shoot: if you snipe down a bunch of them, the others don't react, instead continuing to twiddle their thumbs in place.


VERDICT
-Can't say I recommend it at full price ($20.00 USD) because it just doesn't offer much gameplay (took me 6-7 hours to beat on normal) and no replay value.


TRIVIA
-There is a Sgt. Foley, Captain Price, and Makarov in this game.

-End credits have an interesting side-scrolling animation of a mission in progress.

-Appreciated the homage to Serving Men and Women at the end (surprised modern Call of Duties stopped doing it).

I started this game two years ago, and dropped it at the very last level of the game. This is something I would associate with the fact that at that time I didn’t really play much outside of Garry’s Mod, but if I came across something that was interesting enough, I would play it till the end no matter what. That was not the case for Wolfenstein: The New Order, the reboot of id Software’s 1992 Wolfenstein 3D, which was itself kind of a remake of 1981 Castle Wolfenstein. After two whole years I finally decided to finish what I started, and I can see why this didn’t grab me back then.

The New Order starts with a level whose first half is set on a plane, shooting down enemy aircrafts, and the second half is an assault on a castle, kind of a throwback to the original game. The first half is a turret section set within an aircraft in which you have to go around grabbing stuff you’re told to grab and bringing it back, some time after, you’re left to finally shoot something, the tension is gone as the set-piece is just a sequence of scripts one after another - the better version of this can be found in Call of Duty: World at War’s mission Black Cats -. The second half of this level is set in a castle, you know, like in the original game! Only this time the wall-humping and the exploration-based level design is replaced by “press E to open the secret door” and objective markers. The reason I bring this up is because I feel this exemplifies what the rest of the experience is like. The New Order is a script-based, follow-the-objective, press-E-to-watch-the-character-do-something, letterboxed-cinematic-cutscenes game.

First of all, the story is good. A revolution formed by a small group of misfit underdogs settling a score with the worst Nazi ever, while coming across all sorts of mechanical beasts, brutalist architecture and retro-futuristic technology. Even if there’s A LOT of media revolving around an alternative universe in which Nazis won, this game is interesting mostly because it’s one of the few games about an alternative universe in which Nazis won, and it also has some worldbuilding that is kind of interesting. The things I dislike about the story can be summed up in 1) the tone is all over the place, never deciding between badass nazi killing silly bombastic shooter or melodramatic emotional story about people suffering and 2) can the main character like, shut up. For the most part of the game you’re hearing Blazkowicz insufferable internal monologue, and sometimes, he talks (with his mouth, I mean), mostly in cutscenes. He’s always blabbering about how he is a badass tough-as-nails Nazi killing machine and that all he’s good at is at that, because he’s a badass, and the game tries as hard as it can to make sure you know he IS a badass. The game keeps telling me how much of a B-A-D-A-S-S I (Blazkowicz) am, yet I find myself hiding behind covers, peeking corners and wasting my time searching for meaningless collectibles.

To be fair, Wolfenstein 3D was something like that, you had to be careful when approaching encounters, and there’s was a really, really barebones attempt at a stealth system - by this I mean that you if you were lucky enough, you could approach enemies from behind and stab them -, I mean, the original Castle Wolfenstein was a stealth game, not a shooter, so someone at least took a couple of notes from the game they were rebooting. The issue here is that stealth isn’t that engaging nor encouraged. In Wolfenstein 3D, health items and ammo were scarce, that’s why being careful and avoiding combat if possible is essential to the gameplay. Here? Here you get ammo for all your weapons every time, even when the game frees you from all your guns, you can get them back pretty soon, health packs are plentiful to the point that you can overcharge your health with as much health as you can find laying on the ground, so why even bother doing stealth? The dichotomy between choosing to stealth or to attack directly is meaningless when the supposedly risky choice, the latter, involves no risk in the long term. Sure, you will lose some ammo and some health, but after the shootout is over, it will not be hard to find more of them lying around. Health and ammo in Wolfenstein 3D felt like they mattered, like every bullet meant something, like there was a choice being made when choosing to cross a door or follow another path. Here life and bullets are not resources but commodities. The only real reason to stealth is because eliminating enemy officers with stealth takedowns reveals the location of all the collectibles, this I think might be a skill I unlocked at some point in the early game without noticing.

This brings me to another question: why are there unlockable skills? Like, look, I know, the game has to have the player engage in something more meaningful and long term than just shooting, and it is a noble attempt, but… what is the correlation between killing enemies by ricochet with the LKW and improving the mag size of laser weapons? You can unlock regenerating health? Why? As with the collectibles, the unlockable skills are distracting and meaningless. Most of them don’t even have any impact on the gameplay, most of the time they’re just “run faster” or “reload slightly faster”, but their effects are barely noticeable, so this ends up as a time waster more than anything. Some parts of this game feel deliberately made to waste your time, like the sections in the base, in which a character might ask you to retrieve something that will have you running around the base doing lots of nothing in really tame and boring fetch-quests. I’ll admit they do involve you more with the world and its characters, but this involvement lasts as long as you’re doing said fetch quests. You spend most of your time alone during missions, with these characters communicating with you via radio just to tell stuff pertinent to the mission. When you’re actually with someone else, they’re nothing more than a piece of walking furniture. The worldbuilding isn’t used for anything exciting, it’s mostly just a somewhat interesting backdrop that falls to the background when it’s just you, your gun and a whole lot of enemies.

Nothing about The New Order feels special, or leaves a lasting impact, or is innovative in any way. Sure there are attempts at worldbuilding, emotional connection with its characters, a mix of action-stealth, but none of them go anywhere near interesting. The thing I’ll give it is that the level design has some kind of dynamic flow to them while being kind of open in that they always have one or two routes to approach combat, but when it’s not a shootout, navigating these environments that lack in inventiveness and imagination is rather monotonous and boring. Other than that, there’s not much substance to be found here other than the story, which despite me not going deep into it, is admittedly the strongest aspect of the game, but after the fancy cutscenes are over, it is time to return to a worse version of a game from 1992. The part at the start in the castle, more than a throwback, feels like a reminder of how design sensibilities have changed and what rules now is telling the player how cool they are for following objective markers on a map.

God this sourceport was, and still remains a total disaster. dude. frame interpolation. lmao
Putting aside the "enhanced" graphics for a moment. Even after numerous patches the game is still littered with gamebreaking bugs, some that can completely softlock your save. Awesome!

Its understandable considering how little material the Nightdive crew had to work with - between lacking the source code and original footage for the FMVs (nevermind the lack of budget). But the project shouldnt have even been greenlit under those circumstances. Barring consoles there isnt a single reason to play this version over the orginal in ScummVM

This was such a fun and delightful experience from start to finish with a great and engaging story with beautiful visuals, fun and charming character interactions and godly music

... So you can imagine my reaction when I'm having the time of my life and season 1 ends on a cliffhanger and I find out it was cancelled and we're never getting a continuation

Gonna commit seppuku

Papers, Please but with dead people. Still a really fun play.

This review contains spoilers

Note - I was unable to beat The Pillars of the Earth because of a gamebreaking bug that would not load the final book. Reading online, apparently similar variants of this error are prevalent, the only solution being to load-up an old file. Unfortunately, as my last manual save was well before the end, I have no intention of doing so and have opted to abandon the title. Ergo, this write-up should be taken more as a set of observations than a genuine review.

Spoilers (for both the book & the game) only discussed at the very bottom of the review


The Pillars of the Earth is a unique prospect for me as it marks the first time I’ve reviewed both a piece of literature and its video game adaptation. That’s right, for those unaware, I also write book reviews on Goodreads, and while generally easier to scribe, I encourage my fellow Backloggians to do the same as I’ve found the two complement each other well in terms of developing an understanding of structure, pacing, and most importantly writing.

To surmise my thoughts on the source material, though, I ultimately enjoyed Ken’s Follett’s historical epic -- sure it had its problems, which I’ll allude to below in future comparisons, however the pleasant prose combined with a refreshingly adult plot made for an engaging read, and the idea of transposing those contents onto an interactive format was far from a bad idea (we all know how much more lenient the ESRB is compared to the MPAA).

Unfortunately, Daedalic were the ones who took the reins, and while I’ve enjoyed a couple of their titles over the years, their predilection towards PnCs inherently pigeonholed the kind of game Pillars of the Earth could be. Still, I was willing to put that aside if it meant getting some classic puzzles whilst meandering around the setting of Kingsbridge.

Alas that didn’t happen. See, Pillars of the Earth is interesting in that it’s a significant departure from even Daedalic’s own library -- there are a few minor conundrums in the way of using X object with Y item, but they’re largely easy and rarely involve holding more than three pieces at a time. No, instead the game is best described as a graphic adventure, and not just any kind of graphic adventure, but a text-based one.

In other words, there’s not much gameplay, your time primarily spent listening to dialogue, walking around areas, and making decisions that theoretically yield impacts on the story at-large, and so you’ll want to set your expectations accordingly as the lack of tangible actions here won’t be attractive to everyone. That said, even under this banner of minimalism, I still think Pillars isn’t worth playing courtesy of other problems we’ll get into shortly.

But first, credit where credit’s due -- Pillars does a great job making your choices matter. Coming into it from the book, I thought I had a firm idea of how the plot would go as far as character arcs & fates, only to be thrown off guard by major changes brought about by my own hand: and while some of these decisions are relatively-explicit, the presence of numerous smaller ones guarantee you won’t anticipate the full extent of your actions. I couldn’t glean any information on how many endings exist as a result of this spiderwebbed format, though it’s worth noting that innumerable in-game events are prone to variation.

Unfortunately, getting to these choices means parsing through countless droves of dialogue, which would’ve been fine were it not for the CONSTANT elongated pauses between exchanges. Daedalic, being a German company, has always had horribly-integrated foreign dubs -- the voice acting itself is good; however, not only is lip syncing terrible, but the ADR directors never bother trying to match the convo length between versions. That is to say, conversations are programmed to last as long as they did in the original German language regardless of how long the English script functionally is.

Thankfully, this rarely became a problem in prior titles because you generally had the option to rapid-click through character chatter after someone was done speaking (or, you know, whenever you felt like it). The issue with Pillars, though, is that it has largely removed this feature: clicking once mutes the select character’s chatter over skipping it, while a secondary click’s chances at swapping to the next person’s lines are hit-or-miss -- sometimes it’ll work, other times your cursor will outright disappear and force you to sit there and sulk like a good little boy. And it may not seem like a big deal, but again, guys, this is one of those titles built upon hours upon hours of confabulations, and having this many incessant delays not only kills the immersion, but makes for a very hiccupy experience.

Some may retort that playing Pillars in its original tongue would resolve these qualms, to which I say no, it doesn’t: the lip syncing is still not great, and while convos naturally seep into one another, the intrinsic human ability to read subtitles faster than they’re spoken means you’ll either way end-up wanting to zip through the dialogue (and consequently being unable to).

Other common PnC issues are present here as well, including the inability to escape restarted discussions, sluggish NPC transitory poses when initially clicked on for convos, and the lack of a running feature during exploration. On the flipside, though, some improvements were tossed in for good measure, the largest ones being the dedication of the right mouse button for examining (it’s click rendering your thoughts through a Heavy Rain-esque filter of quivering lines!), as well as the presence of dedicated animations for the (few) object combinations.

Animation work, in general, has been completely overhauled in Pillars as this is, without a doubt, the most expensive Daedalic game I’ve ever played. While their artisans have always been talented at incorporating motion into past titles, it really felt like Pillars was the first time every frame had something extra going on in it: whether it was inclement weather ala water, fog, & wind, additional facial expressions via blinking & squinting, or NPC bustling/background convos, each populated area was a delight to just step back and observe.

The graphics supplement this with more improvements to the classic Daedalic art style, continuing the storybook trend set by Night of the Rabbit: gone are the deformed Ed, Edd n Eddy goons of Deponia in favor of regular-looking joes who perfectly resemble their caricatures within the novel; textiles are unique to each class & labor; hairstyles remain abundant in diversity, and even minor characters are granted specific visages for instant-recognition. While the cutscenes are a bit too reminiscent of old Flash productions, I can’t deny that Daedalic truly stepped-up their game here.

Of course, being a story-driven title, prospective buyers will want to know about the quality of the overarching tale, and unfortunately I can’t provide an authentic opinion given my unableness to finish the last chapter. Based on my experiences with the first two, though, I can safely say it does a fair job abridging the 1000-page novel into a digestible format. Yes, a lot is left on the cutting room floor, and I’ve certainly heard the criticisms that it plays like a greatest hits compilation of the book - heck, part of me is unsure as to how much better I perceived things given that I was subconsciously filling-in certain gaps with my pre-existing knowledge).

Nonetheless, I do feel Pillars honestly made some improvements to the work, from rearranging events(+), adding arcs(++), improving previously-reprehensible characters(+++), removing sillier elements(++++), and outright throwing-in brand new content(+++++). Purists will naturally hate any changes, but I found the game ultimately more good than bad, and enjoyed the number of easter eggs/references within certain dialogue options, character banter, and collectible flavor text.

Before moving onward, it should be made clear that, while Daedalic has (understandably) toned down the source material significantly, it’s still very much an adult game with non-cartoony death scenes, bloody content, warmongering, implied razing, and allusions to sexual assault, all of which go a long way towards granting it a unique place in the PnC world. It’s not that M-rated games are abnormal, but combined with the historicity and representation of medieval life here, Pillars’ story definitely stands apart from the crowd.

Aiding things further are the soundscape & score, both of which do a phenomenal job elevating the various locales of Kingsbridge and its surrounding shiring. On the former, Pillars marked the first time I played with a rearranged speaker set, and that proved to be the right move courtesy of Daedalic’s engineers going all out with the background hustles and nature-based dins; from the churning of a water mill and crack of lightning to the chinkling of money changing hands, there were so many aural swaths within that indicated Daedalic’s dedication to their craft.

On the latter, longtime Daedalic composer Tilo Alpermann returns, and just like with Night of the Rabbit, he’s weaved his magic into a wondrous OST, indulging in Renaissance themes frequently associated with 12th century England. I did find the action tunes a bit lacking for the most part, but every other melody more than made-up for it.

Voice acting for the English localization is quite good, with every performer sounding almost exactly like I imagined their respective character did in the original text. The only real issues I had were William’s actor, Carl Prekopp, sounding way too much like David Prowse’s Vader, the volume for certain persons being noticeably lower than their peers (Tom and Philip standing as the worst offenders), and the general inability of the VAs to project grief & righteous anger (as it can’t be a coincidence everyone faltered, I attribute this to poor ADR direction).

But even the best thespians and directors could only do so much within a limited gameplay loop, and that’s where Pillars really drops the ball. I fully concede I have an inherent bias against visual novel-type titles, but when a powerful dark age tale is reduced to trivial systems riddled with bugs, it can’t help feeling like a let-down no matter its positives. There are admittedly times where the game tries to spice things up ala timed minigames and a bird’s eye map wandering scheme; however, both ultimately come across as half-baked inclusions that don’t do much for the surrounding apparatus.

And yes, I mentioned bugs earlier for good measure as not only did I encounter numerous minor ones that forced me to relaunch the game (++++++), but an outright gamebreaking one that prevented me from, as stated earlier, starting the final chapter. Not that this should be unexpected as Daedalic titles of the past have had their fair share of defects too, and considering how Gollum turned out, I have to assume the company just doesn’t have a robust-enough QA department (+++++++).

As such, I recommend either reading the book or checking out the miniseries if you really want to experience Ken Follett’s work. I respect the effort here, just not the end product.


NOTES
++++++Freeze-ups during said top down wandering & auto-dialogue not playing when necessitated by the scene.

+++++++I’m genuinely curious about what went wrong with Gollum as the workplace allegations against Daedalic’s upper management were never reported for any of their prior releases (to the best of my knowledge).

-Jack has a sling you have access to during his sections that rarely gets used, making me wonder if it was an abandoned concept during development.

-Sometimes item descriptions won’t match your previous decisions (i.e. referencing a character in the present tense when they’ve been deceased).

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SPOILERS
+Jack & Aliena’s amour occurring before he builds the Fulling Machine, and Tom meeting Ellen after Agnes’s death are two off the top of my head.


++Philip questioning his faith and Aliena deciding whether she’s obligated to follow her father’s dying oath, amongst others.


+++The Warden guarding Aliena & Richard’s father is changed via his willingness to let them go in for free; Walter is granted some leniency when he checks some of William’s harsher actions (i.e., preventing him from deflowering Aliena); and perhaps most surprising is Alfred, who was rendered an underdeveloped, awful person in the book despite his potential (this is technically privy to player choice, but I was surprised by how much kinder they made him ... .even if it did turn him into a bit of a cuck during his marriage with Aliena).

Unfortunately, this latter point does unintentionally make Jack & Aliena significantly more unlikable, which is a problem given that they are the primary protagonists. In the book, Alfred's abuse/Tom's deliberate oversight of said abuse justified Jack's animosity towards the two - here, with Alfred being a good brother/Tom a good stepfather, Jack's resistance comes across as petty and, at times, downright sociopathic (he almost kills Alfred during a skirmish!).

Tl;dr - two steps forward, one step back.


++++Yeah, this is primarily referring to Ellen as I found her beyond ridiculous in the book. Gone are her penchants for witchcraft, her abrupt thirst for Tom, her disgusting Pagan actions whilst residing in the prior, and her anachronistic independence in general.

Some of William Hamleigh’s more cartoonishly-evil actions are removed too, though I wonder how much of that was because of censorship constraints versus the devs genuinely not wanting to put them in.


+++++There are additional scenes between Philip and William during their journey to see Waleran’s secret project that showcase William’s darker traits to Philip; Jack interacting more with Jonathan, as well as a part where Philip is given the option to trust a remedy of Ellen’s in calming down a wailing woman during William’s first raid on Kingsbridge.











































Buen juego de horror donde la premisa es una página "maldita" y su relación con las misteriosas muertes de varias personas.

Lo mejor es como incorpora el uso del celular dentro del gameplay aunque no se utilicen todas sus funciones(como la cámara, literal nunca es necesaria), fue curioso usar el wiimote como un celular(por la bocina de este escuchabas las llamadas). Los controles estaban bien, aunque criticaría el control de la cámara, en especial luego de liberarte de un fantasma, a veces era difícil volver a centrarla.
La mecánica de viajar entre lugares por medio de llamadas es muy cool, pero lo que no entiendo es porque no pusieron también el bloc de notas durante la historia principal y no solo en el capitulo de Makoto, así hubiese sido mas fácil acceder a los números de celular que se iban obteniendo.

No muy fan de la historia principal, en especial por ese final anticlimático, me gustó mas el capitulo donde controlas a Makoto(e incluso tiene un final alternativo para la historia principal), se me hizo mas interesante.
Aunque la verdad esperaba que fuese mas largo, en menos de 6 horas completé la historia principal(y eso que a veces me atoraba y no sabía que hacer), el capítulo de Makoto agrega otras 2 horas más de juego pero fácil en una tarde te lo pasas sin problema(pero si buscas desbloquear el contenido extra, seguro te llevas mas).

Y bonito detalle que luego de completar la historia principal y el capítulo de Makoto te envíen fotos al tablón de mensajes de tu Wii, es casi como si estuviera embrujada! jaja

perfection. my trajectory in life was changed from the moment i pressed the 2 button to join my brother in playing this.

Resident Evil 4 is one of the most important games of all time, everyone knows this and why that is; it is essentially, the first "modern" game as we think of them. And a brutally difficult question you will inevitably have to ask after experiencing a landmark title like that is of course, well, how do you follow that up? If you want a simple answer, Resident Evil 5 is probably your best bet. If you want the real answer, its God Hand.

If Resident Evil 4 is ushering in the modern age of games, then God Hand feels like a celebratory send off to a now bygone era. I doubt anyone would've known that at the time making it, but considering we're only just now returning to this style of game over fifteen years after the fact it harkens completely true. God Hand was made in a relatively short development period, very obviously using design elements and ideas directly from Mikami's now magnum opus and creating something so completely different out of it. It reminds me a lot of Majora's Mask funnily enough more than anything in that regard; taking one of the most influential games of all time and using that framework to tell something completely new and fresh. All of that is to make God Hand sound very legitimate and classy, and in some regards, yes; it absolutely is. But its also fucking God Hand; maybe one of the most batshit, off the wall experiences that we got of the sixth generation.

This is the kitchen sink of action video games. Absolute ridiculous nonsense, and absolutely revels in it. Capcom during this era were pumping some of the best action games ever made during this time, and God Hand truly does feel like a grand last minute after-party. It controls oddly, but when it clicks (and it takes like five minutes for it to) your life is never the same again. Everything is snappy and responsive, stylish and cool, and so intensely customizable and yet; simple, its stupidly impressive. This game is hardcore as hell, and while "this project couldn't be made today" usually makes my eyes roll, I'll say it for this. Playing this game geniunely makes my hands sore, and I don't care for even a second. It is absurdly addicting, every punch and kick has that over the top weight that makes you feel like a God among men. The game is hard, stupidly so, and why wouldn't it be after Devil May Cry 3 was such a landmark title for Capcom; but when you play well, you feel like you're on top of the world.

The absurdity of this game also seeps well into the games concepts too. What it lacks in environments, it makes up for by doing every gaudy over-the-top decision Capcom made and then some in this game. The first thing that happens in this game is Gene complaining to his partner that a bunch of mooks he is about to beat up are sexier than her; and then youre literally kicking them across the entire map not even a minute later. Trying to explain what happens in this game wouldn't do it justice; it knows what it is and it probably knows you love every second of it, and yeah, I do, and clearly everyone else does too.

This is one of those pieces of art that in the moment, it feels like the greatest thing to ever exist. And obviously, God Hand is not the greatest game of all time; but fuck it, maybe it should be. My hands hurt while writing this after beating the final boss of the game and I couldn't be happier.

Hey remember when IGN gave this game a 3/10, tanking it?

Anyway, this is an incredible action game, with a lot of fun ideas that I haven't seen done elsewhere. This right stick is used to dodge, which gives you a lot of option when trying to move out of the way or cancelling your combos. Speaking of combos, your entire movelist is made by you! You select the moves and the order, which leds to different people having different playstyles! Personally, I like quick hits, with a big finisher, while others might prefer more powerful moves, or moves with a bigger range. There's still tons I haven't talked about, like the Roulette Wheel, funny story or great soundtrack! This game is incredible, highly recommend! (Though you might find one or two bosses have aged poorly)