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Definitivamente é um jogo de Laurinha Lero (o que é um grande elogio).

2021

"Imagine choosing what I want to be?"

Open worlds are consistently constructed with power fantasies in mind, so to take this genre — that excels when you're adrift, guideless, confronted with daunting expanses of a world unknown and the frightening amount of options that comes with that — and frame it as an introspective coming of age story feels revelatory despite being the most fitting narrative choice to make with that mechanical foundation.

And, yeah, the game takes a lot from the Breath of the Wild school of design, but it a has a deep understanding of what made that great (it guides you almost entirely by landmarks silhouetting the horizon; is confident on its vistas and history as a reward in itself; understands the value of empty areas as negative spaces; and never center stages repeated activities), so it can stripe away core aspects of that formula and not only make it work, but find its own essence.

Where I come from we have this old saying that goes like "o gacha mata tudo que eu amo", it roughly translates to fuck gachas.

Quick shot of contemplative natural spaces, evidencing its intrinsic poetic qualities. Pretty art, pleasant music. Calming.

[shaking] where'd you get the milk?

Despite Luis Antonio's outspoken desire to push the medium forward, he wasn't able to conceive of a game that would give form to deeper meaning, instead making a story dominated by it's game mechanics — which resulted in uninspired puzzle box storytelling and shock value —, while the cinematic framing actively crippled the satisfaction of play by adding too much poorly conceived friction in the player's interactions with the game.


(also, there's a bit where the protagonist looks at a window while it's raining and says "heavy rain" and you can't convince me the director is not your average david cage enjoyer)

Great use of platformer design applied to a floaty movement set and free form environment, creating a different but just as satisfying type of challenge that is more focused on precision than dexterity.

It also might be the most gorgeous game I've played this year. The levels and world map are apparently inspired by Copenhagen, but it looks as if the city had been translated into a microscopic space, existing in this surreal, colorful and astir state, flowing in an endless white background.

Playing for the millionth time, now with Vitor Vilela's patch that makes the game widescreen. Impressive stuff.

Really neat puzzler reminiscent of Square Enix Montreal's Go series with some added freedom to the puzzle solving that feels appropriate to the game's setting and gives the player a greater feeling of discovery.

A Game & Watch-like minigame with more colors and pixels stylized for maximum cuteness. Fun!

you, some tough motherfuckers: uuhh that house with the thing and no weapons, the scariest part

me, a huge coward: no weapons? ah yes, less agency, so relieving