Beautiful aesthetics and scenery / color scheme, like a summer night in Morocco.

Interesting and inventive puzzles with a relaxing sound /soundtrack.

Good for playing a few stages at night and continue another day with another short session.

Final Fantasy XIII was planed as a project called Fabula Nova Crystallis trilogy. The second entry is really different to the first one. The first FFXIII was really linear, a hallway simulator as many said. The problem with that is that with the second entry a lot of people and youtubers told this game was terrible without almost even playing it, since many of them told it was another hallway simulator. Saying that is to not having even played it, you can think FFXIII-2 is really bad for whatever reason and it can be considered a valid opinion, but to call this a linear game (like the first one was) is a lie, it hasn't anything to do with the reality.

FFXIII-2 changes the dinamics of the first one a lot, it's a really diferent approach, it's as if Fabula Nova Crystallis was a single game instead of three, with each game being an act in a three act structure. That's why the first FFXIII was the introduction, very delimited and restringed since it has to create a story, present the characters and so, and doing in it in a predetermined way was easier (but not necesarily better). The FFXIII-2 arrived with what could be the knot or development. There the game changes a lot, you can go wherever you want and choose the path or the thing to do as you want, nothing to do with the first game; that's why hearing so many influencing people repeating those things only demonstrates this is full of bandwagons, of og creators of opinion who create the opinion that everyone else is going to repeat after him, because they haven't any critical opinion by themselves at all.

As an example I'm old enough to remember how Metal Gear Solid 2 was seen as an absolute disaster, a terrible game, a disgrace blahbla, now it's looked as one of the best games ever made. It was seen as that because they told it was terrible, and now people say it's a masterpiece because new "creators of opinion" who are younger and don't know what the previous ones told said MGS2 was a masterpiece.

After all this talk about being different to the first one that doesn't make it necesarily much better, I prefer it, since it's a bit different and campy. It almost seems like a good spinoff in the Final Fantasy saga, with a mix of good things and moments and bad ones that at the end create just a good game, just as Tetsuya Nomura who is a mix of good and bad things and his hand in this game is very clear.

If you like the first one continue with this one. If you haven't played this trilogy, this second part is not good enough to make you play the trilogy itself.

It still shines in what must be mandatory in a Devil May Cry game, the gameplay and combat mechanics.

The story and characters are stupid, written by hipster british guys on their 30’s who still think like a rebellious edgy teenager.

But as I said before who cares; if the story and characters were better DmC could be even better, but it’s not something that breaks this kind of game since at the end what you do after completing it for the first time is replay it in other difficulties skipping all the cutscenes and staying for the gameplay itself.

This doesn’t mean there are not things that could be done much better, just that the most important aspect in this saga is still on point so you don’t focus that much in that bland story or other issues.

Good game, but as any GTA game at the end it feels as a hollow experience that gives you nothing or changes anything for you.

A better story than other games of this kind that mistake a great story with creating a complex convoluted puzzle script instead of making a smaller and more straightforward script but with powerful moments as Sleeping Dogs.

The two DLC's are terrible.

When it launched it was very criticized (I was also in that hate wagon) because of that switch towards an idol girls’ band and all that, but that is only a part of the whole.

Good things:
·POSTGAME, one of the best in any FF entry, a whole lot of things to do but more important than that, they feel engaging, not grindy nor repetitive (as ffxiii or even ffx) or boring.
·Monster fiend / Arena / Monster stories
·Combat System that with the addition of using monsters, dresses and so ends being top.
·Last Mission minigame that last for around 15 hours with a whole new mechanic and expanding a bit everything that has been told.

Ok / Meh things:
·The completion percentage, continuing it in new game + adds a feeling of freedom that some FF don't have.
·The story and character's development is a bit bland

Bad things:
·To see the cover, play the first hour and dropping the game thinking it's gonna be garbage.

Interesting game. You have to search words to find videos in an archive of a woman declaration about the death of her husband.

Different approach that starts creating a feeling of being in an investigation and directing it to where we want. But at the end it ends feeling like a dictionary search for random words.

Nice touches and things like the relation with fairytales, her life and so, but also not one memorable story to stand on its own.

Really special and diferent game. One of the few real tries of videogames to move in a kind of arthouse field.

The problem is that as an example arthouse cinema by itself it's not good or bad (if you are not a cinemateque hipster). Since you have many options in cinema to find that you don't value it just for what it tries or diferentiates with others.
In videogames since there are so few you could make the mistake of overpraising KRZ because of praising its diferences and intentions, even if at the end they aren't that well done.

KRZ has a real problem with rhythm, I love taiwanese slow cinema, Marienbad and many things like that, but KRZ has a dead rhythm, not a style decision but a lack of emotion or beauty behind wandering and really repetitive structure and scenes that end feeling extremely tiresome.

Also despite all its virtues as it advances KRZ starts to become too soft, too slow, too hipster. Because years pass and society shifed towards this mentality of being fragile and praising fragility, always under powerful emotions, passion and those feelings not in vogue at all at this moment.

What are the good things? The road scenes are very soothing, many moments of pure beauty of discovery of diference with what one is accustumed in videogames and wished could be found more frequently; but above all the scene at the pub in act III with the song is one of the most beautiful moments I've experienced in a videogame, amazing moment, very touching and aethereal.

Really special and diferent game. One of the few real tries of videogames to move in a kind of arthouse field.

The problem is that as an example arthouse cinema by itself it's not good or bad (if you are not a cinemateque hipster). Since you have many options in cinema to find that you don't value it just for what it tries or diferentiates with others.
In videogames since there are so few you could make the mistake of overpraising KRZ because of praising its diferences and intentions, even if at the end they aren't that well done.

KRZ has a real problem with rhythm, I love taiwanese slow cinema, Marienbad and many things like that, but KRZ has a dead rhythm, not a style decision but a lack of emotion or beauty behind wandering and really repetitive structure and scenes that end feeling extremely tiresome.

Also despite all its virtues as it advances KRZ starts to become too soft, too slow, too hipster. Because years pass and society shifts towards this mentality of being fragile and praising fragility, always under powerful emotions, passion and those feelings not in vogue at all at this moment.

What are the good things? The road scenes are very soothing, many moments of pure beauty of discovery of diference with what one is accustumed in videogames and wished could be found more frequently; but above all the scene at the pub in act III with the song is one of the most beautiful moments I've experienced in a videogame, amazing moment, very touching and aethereal.

Despite its virtues as it advances KRZ starts to become too soft, too slow, too hipster.

Feels a bit too long and tiresome, but at the same time some road scenes between the subchapters are very soothing.

Above all the scene at the pub with the song is one of the most beautiful moments I've experienced in a videogame, amazing moment, very touching and aethereal.

Really good Yakuza game.

Mostly criticized for its greatest virtue, the fights. If something can be upgraded in yakuza games (at least the ones I've played 0, 1 and 2) is the fighting system, really good but without any challenge, you can just smash the same combo non stop and kill everyone, stacking health items and weapons that you almost don't even need, etc.

Yakuza 3 has not an extreme technical fight system, it's just that it makes you try to perform different actions, look for enemies back, try to break their guard, counterattack, etc. For me it's the one with the most entertaining fights, not a challenge by themselves because this is not a saga for that but at least you can't fight with just a mental macro (with the exception of some ultimate battles and some enemies like the Amon bros or some bosses).

Apart from that that is the most discussed side of Y3 (wrongly) the story is as always really engaging and moving, as the substories and with the addition of Okinawa and its relaxing summercoast vibe, taking care of the kids and so.

Amazing game at the level of the saga.

If you have played The Binding of Isaac this feels like an eternal MegaSatan fight with a banger psy trance ost and anime characters.

2014

Seems it was really influential on the future of the horror genre.

Outside of that I don't really see why it has so much praise.

As a videogame or experience it left me cold (contrary to other Silent Hill games), and as horror creation I don't find it that scary to be honest.

Really interesting and diferent game.

It tells the story of a father who has an ill daughter and the sacrifices he does for her, mainly related with religious taiwanese traditions.

The location is just a house where we see the evolution it had during the 80s as well as the family story. That location has a great design, every little detail makes it feel really true and believable, I miss this aspect in many videogames.
The other virtue it has and the one that compensates a more conventional gameplay is that the way of telling things feel very artistic / cinematic. I'm a big fan of movies from Taiwan (my username comes from Rebels of the Neon God) and even if it couldn't be compared with arthouse movies a game like Devotion is not the usual way of telling things, of creating moods and ambients not only related with the screenplay as it often happens; it would be good to have more games following this path.

About the horror aspect, Devotion is more related with a dark / sadness feeling that permeates everything.

Captures the midnight feeling of works like Lain or Perfect Blue.

In terms of gameplay it’s where it lacks the most since it’s just an interactive story / novel. It tells the story of a girl with mental issues, and depending on your choices you get different endings. Those endings are the best moment of the game, each one has different animations, stories and mood.

Sound effects and music are great, the thing that really stands out here.

Nice to have things like this in videogame industry, but it needs a bit more to be a good videogame and not just a good experience (even if it’s a clear upgrade of the first game, so who knows in the future).