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To begin this review, I would like to specify that I will be referring to the Gameboy Advance version of The Sims Bustin’ Out. This game has versions available for five different consoles, and each one offers a completely different gaming experience.

The Sims Bustin’ Out was developed to have an almost RPG-like feel, despite the lack of battles. It differs from other games in the franchise and offers some really great features, in my opinion.

In Bustin’ Out, you can create and decorate homes and control the lives of your characters, just like in the classic version of The Sims. However, there are some notable differences.

The story in Bustin’ Out has a definitive end and you control only the main caracther, and players must complete various missions to beat the game. In contrast, regular The Sims games have no end, allowing players to control a family through multiple generations without any set objectives.

The addition of a story mode adds an extra layer of gameplay depth that is absent from other The Sims games. However, one downside is that players may find themselves neglecting their home's decorating and personalization in favor of completing missions.

The story of The Sims Bustin’ Out is enjoyable, entertaining and completely crazy, but not particularly memorable. It's not the kind of story that will stick with you long after you've finished playing the game. However, it's still fun to interact with other characters in the game.

Visually, the game is quite good, especially considering it was released for the Gameboy Advance. Its isometric perspective is similar to most GBA games, and it has a certain charm. Overall, The Sims Bustin' Out is a beautiful game that still holds up today, and it's another testament to the capabilities of the Gameboy Advance.

The Sims Bustin' Out holds a special place in my heart as a beloved game from my childhood. I recently revisited the game and was able to complete it after spending countless hours trying to do so as a kid.

If you enjoy GBA games, The Sims Bustin' Out could be a hidden gem that provides a different type of gaming experience. If you're a fan of The Sims franchise, it's worth playing Bustin' Out to see how it differs from other games in the series.

In conclusion, I recommend giving The Sims Bustin' Out a try if you're a fan of The Sims or enjoy unique GBA games.

Sonic the Hedgehog 4 feels bad, looks bad, sounds bad too (uh-huh, that's right).

About the only positive thing Episode 1 did was trigger a mass discussion about Sonic's physicality in the Genesis games, and this deeper analysis of what made them feel so good to play is (I believe) part of what made Sonic Mania so marketable years later. It also resulted in the phrase "momentum based gameplay" getting played out to the point of derision. I've seen people make the argument in the years since Episode 1's release that a 2D Sonic game doesn't need to replicate the physics of the Genesis era, and they're not wrong even if I think it should be part and parcel with a game billing itself as the fourth entry in that specific series. However, Sonic 4's physics are so bad that the lack of momentum directly interferes with the level design and platforming. Muscle memory makes me release my thumb from the d-pad, but Sonic drops like a rock into a pit of spikes. That feels bad no matter what the game is called.

Like, yes, the expectation is there and Sonic 4 is certainly worse for it, but even if you called it by another name, it just isn't good. The reuse of old level themes, badniks, and bosses felt cheap at the time, clearly playing to an audience Sonic Team didn't really know how to cater to beyond surface-level nods. The in-game explanation for Bubbles and other badniks being around is essentially "Dr. Robotnik ran out of fuckin' money," an almost perfect allegory for Sonic Team and Dimps hitting their creative bottom, destitute of ideas.

This desperate pandering went on to define the series for such a long time after, best exemplified by the incessant trotting out of Green Hill game after game. Though I hate to evoke Mania again, it is the game to get this right, and that was the result of bringing in outside blood that actually knew what pieces Sonic Team was missing. Perhaps the comparison is a cheap way to further denigrate a game and developer that has been thoroughly run through the mud, but it's also taken them 13 years to stop reusing old Zones, so I don't really care.

And you all know that already, because Sonic the Hedgehog 4: Episode 1 is nearly as infamous as Sonic 2006 and Sonic Boom. It's a well-covered laughing stock, wrung so dry of content that it is as brittle as the bones I'm now sucking marrow from. Sonic standing perfectly parallel to the ground with his feet glued to a wall is an image that will outlive me.

This was a pretty decent souls like, that felt close to the From style, but added unique features. For instance, weapons are split into a hilt and a “blade” that each has unique abilities that can be swapped around by changing blades and hilts. The hilt even dictates what kind of attack you might do, so you can make crazy weapons by just testing and combining as you'd like. The story was also pretty interesting, and sorry if you didn't already know, it is based on Pinocchio. There is a whole lot more as well, that builds a unique world for itself and the story even teases other classic stories within this game. I will say that I am somewhat worried the game might get convoluted with characters and shit like kingdom hearts if the series goes too long, and they don't keep the games grounded.

This was my first ever souls-like, and it was a great experience. I don't normally like to play games that are difficult mechanically (more of a story/mental strategy player), but I found the flexibility of LIes of P's combat (ability to put different movesets on different weapons, legion arms allowing different playstyles, P-organ upgrades enabling non-parry viability for the noobs like me) to be challenging but not demoralizing. I had absolutely no problems with things I've seen the game criticized for (such as delayed attacks), but that might be because I don't have any experience with other styles. I thought the story was actually pretty interesting, and overall, this is a game I am sure I will complete at least two more times to get all three endings. Highly encourage people who may be hesitant about souls-likes to start here.

O melhor Souls não Souls que eu já joguei. A história é bem bacana, muito bem construída com diversos elementos super interessantes que conseguem intercalar bem com a história do Pinóquio.

O level design aliado ao World Buiding também é muito bom, bem variado, realmente lembra Bloodborne mas a comparação para aí, são jogos bem diferentes. Minha única crítica é sobre alguns chefes que são bizarramente dificeis, e o seu parry que é provavelmente o pior parry que eu já experimentei na minha vida.

Mas recomendo! É um ótimo game pra quem curte o gênero, entra pras menções honrosas de 2023.

The Sonic Heroes of the 7th generation.

Gorgeous aesthetics, stupid and unnecessary story, rudimentary combat, and fun platforming that doesn't work half the time.

Was a bit of a disappointment in 2008, but pleasant to revisit for nostalgia.

Kratos is really angry in this one...

While he has a little more nuance in GoW 1 & 2, he is completely one-note in the 3rd iteration. The man is just so upset it feels like this game is borderline self-parody. Like what the hell is the matter with him?! Kratos acts like a bonafide "Karen" throughout GoW 3, long before that term even was a thing.

Somebody needs to give this man a Snickers bar or something... he's being an annoying, insufferable asshole, bringing mass suffering and death to God, Titan, and mortal alike... all while playing, I was thinking to myself: someone has to stop this man! Truly, the real villain of the game... but hey, at least to soften the blow of playing as this evil piece of shit, they make everyone else real bastards too. To quote the great Tyrion Lannister: "Why are all the gods such vicious cunts? Where is the god of tits and wine?"

I'm just thankful that the soft reboot in God of War 2018 gave Kratos something he sorely needed - actual character, growth, and development!

Easily my least favorite God of War game in the original trilogy, but still a good game showcasing the power of the PS3. The game's scope and scale are impressive still to this day.

i've never played a game that can give me both unbridled childlike joy and agonizing rage within the same hour. if you're willing to put up with levels of bullshit and misery previously thought possible, you'll get alongside it some of the best gameplay, story, and visuals in the entire franchise. it's not even all the werehog stages that are bad, it's just the occasional few that miss the mark of basic game design so hard you'll be surprised a world even exists with such god awful levels. you'll wonder why you even played this game, and then an hour later you'll remember when you're experiencing pure bliss and witnessing peak sonic. this game is truly like an abusive relationship

This game really is such a stand-out of the medium. So many games, especially these days, really want to be playable Hollywood movies. Which is fine and all, but it does make their video game-ness at least bit interchangable. Like, it's not hard to imagine God of War 2018 as if it were just a movie adaptation instead.

There is no Katamari in a world with no video games. Katamari proves the medium of video games as a form of artistic expression, not by having a touching story or having high-fidelity graphics, but instead purely by being something that can ONLY be done in the form of an interactive medium. Katamari IS video games.

The first Metroidvania about generational trauma.

God, this was such a missed opportunity. Sky: Children of the Light could've been an amazing game, but it feels like every decision that could've gone wrong with this game, in both its design and concept, went wrong. It's such a shame, seeing as Jenova Chen has such a good track record, especially after putting out Journey.

I'll start off with probably the most glaring issue. I say that, although this game has multiple issues of this magnitude. Anyways, there is absolutely no sense of direction here. It feels like this game wants to say a hundred different things, but is capable of saying none of them. This is such a confusing experience, but not in a good way at all. The tutorials are way too cryptic, which is especially annoying since all the mechanics are so convoluted. There are literally four different currency systems here, and I still don't know what some of them do. Also, it's way too fucking long. This thing takes like 5 or 6 hours to finish.

Unlike with Journey, which was simple, but extremely effective, any sense of cohesion is lost. At the very least Sky does look and sounds very nice. They definitely put their all into this game's aesthetic, and that aspect paid off for sure. These are probably the best clouds I've ever seen in any game ever. Although that's not enough to carry the entire experience, at least it wasn't worthless.