The first time I played this game it didn't click for me, dropped it halfway through 6 years ago.

Alan Wake is a weird game, the story has some kind of B horror tone that won't work for everyone. I wasn't scared by the game at all, but instead engaged in the concepts it was playing around with writing wise.

The gameplay was alright, the graphics carry it hard though.

It was a really fun time, didn't expect to be laughing with the game so much.



People on the internet weren't kidding, the screwball challenges here suck ass, the writing was also wonky all around with one of the most terrible final boss character design I have ever seen, laughed out loud when I saw it lol.

It is a pretty good game, but god damn, isnt it just full of copaganda lol.

I mean, it is the same game as the first one, but I guess I prefer this meta.

I really like fighting games.

I don´t like how Mortal Kombat plays, to the point that I tend to only play the story and move on, which I have done in this game as well.

So yes, my enjoyment of this game comes completely from the story presentation and how it adapts a fighting game to it, its pretty great.

The story is endearing. The tone came off as a gory cartoon to me, but the game wasn´t shy about it, I was into it.

While the game doesn´t feel "bad" to play, the gameplay character animations have always looked wrong to me. The gameplay also feels slow and too simple to be played competitively (though this is just my opinion on it).

It has been such a long time since a game was able to just make me smile the whole way through. The charm, identity and the timing of the comedy is incredible.

I love rhythm games, so the premise of a character action rhythm game hooked me. While I found the combat enjoyable, I couldn't help myself of wanting a more complex system, though I wouldn't necessarily say "complex" is the right word, I just wish it was easier to make different combos, (something like bayonetta 2 comes to mind).

I was able to unlock all the combat moves on my first playthrough, but I had to go out of my way to do the cooler combos since enemies would constantly interrupt them, this isn't necessarily a bad thing, but what I am trying to get at is that I felt the game kinda locks combo expression for a new game plus playthrough if you are an average player (at character action games), which I wasn't a fan of since I don't tend to play a game again until way later.

The story is there, though I liked that it had anti corporatist message for most of the story, the ending of the game (SPOILERS all the characters end up working for the bad company because the CEO was the actual bad guy) left a bad taste, like oof.

Really looking forward to the sequel if it happens.

I hadn't played Fortnite since it came out back when PUBG exploded. It feels like playing the third entry of the franchise by now and its great.

The BR that I enjoyed the most was Apex, which I had to drop because of the dreadful servers and underwhelming battle pass, meanwhile Fortnite seems to drop new content weekly, is stable, its battle pass is cheaper with more rewards, while also having a halo forge like where I played a Souls like game that was pretty decent.

With the knowledge that this game just changed engines (Unreal 5) I just can't see how other BRs can compete, if a BR will survive it will be this one.

I once had this game for PC, it was the DX cut, enjoyed it, but never finished it because of Big the Cat (never found out how to reel in froggy), I never thought I would think back on those times as the times I had control over my body, but like here we are, it is what it is, trauma is real.

Found out the game was BC on Series X and decided to give it a try, it was a surprising good time, a lot of jank, but it was fun jank, didn't find anything game breaking.

It really is a shame that a lot of the ideas here where never improved upon on, kind of a wasted potential.

(Played on Switch)

I have played the first level of this game at least 10 times, but I had never finished it until now, while there is some cool ideas here, outside of the first few levels it ends up feeling unpolished and unfocused.

Recently I have been kinda disliking the idea of a difficulty curve, because first levels of most games have ended up becoming the best part of the game compared to the later parts of it. I know why the difficulty curve exists, but does it need to be so rough? I really don't think so.

What makes something slice of life?

Is it being grounded? How realistic the story feels?

To me, it means effectively conveying a window into someone elses life, it may have some exaggerations, but if the little moment to moment gets it, thats enough for me.

Tell Me Why, although has supernatural elements, its a slice of life story to me and I enjoyed that aspect a lot, it´s a story about moving on from the past, not in a leaving behind it way, but in accepting it, good and bad.

It also has the first trans man protagonist I have ever played and I really liked him, the game is very thoughtful in general.

It almost looks great, but it comes short in the presentation aspect. Character models will most of the time look good, but there is a general feel of a budget holding it back, from animations, camera angles, game feel, etc.

I think it would have benefited from being more interactive, since it constantly takes away control from the player with its long animations. It ended up creating a little disconnect to me.

The game is technically short (9 hours), while being a slow burn, taking its time, a little window on a bunch of interesting lives.

2022

I will begin with a little preface, I am glad I played Tunic and while I really enjoyed most of its game design, I had a big clash with a big component of it, which caused a lot of frustration, hurting the overall experience to me.

Tunic seems to have a design which tells nothing to the player, the idea being that the player has to discover it by themselves either using a very well made in-game manual which you find pages of through the playthrough or pure observation.

There is also a catch with the manual. It is made in a fictional language, with only some words in english, using pictures to convey most of its in-game mechanics and story.

The gameplay is a kind of soulslike using a 2D legend of Zelda structure. It looks great, and the overworld is pretty enjoyable to explore the first time you enter it.

My first impression of the game was great, found the combat to manageable, the puzzles simple but rewarding and the exploration gave a little bit of Dark Souls I vibes.

It was until almost 2/5 of the game... when I discovered how to level up.

When I beat the first big mechanical boss the game warns you about in the manual and noticing that the next area was one shotting me. I knew there was something I was missing, maybe I just had to explore more to find more items to level up, did that, nothing changed, gave up and looked it up online.

After discovering how to level up, the game started to lose me, since while the manual technically explained how to do it, I didn't get it because of the intentional vagueness of the game.

I started to wonder what was the point of the fictional language, while I started to discover more hidden game mechanics, it got to the point where puzzles that their solutions involved simple seconds long actions became more and more convoluted and outright impenetrable to me.

It wasn't that I didn't knew how to solve the late game puzzles, but that the process of getting the solution became frustrating because of the games vague information design, there was nothing in-game to give me feed back on whether the button presses I was doing were even being registered, which was something that felt intentional and honestly just not for me.

Adding to that, the late game is pure backtracking, with a very tedious way of traversing the world. A better fast travel mechanic felt missing.

There was a moment where I found out that I could just choose to not engage on most of the late game puzzles and go for a different ending, so I was like that's great, the developers gave players which are not that into puzzles a way to end the game.... but when going with that option the game did end, but with a game over.

Tunic will not tell you anything directly, unless you choose to not engage with its hardest puzzles, then it will tell you that you played it wrong, and while I get that that's the interpretation I am giving to a game over screen, normally those types of screens mean that, that you as a player failed.

Being petty myself, I decided to go for the hardest puzzles with a guide to unlock the correct way to end the game, it was to my surprise that even when having the answers, the process of beating the hardest puzzle in the game was obnoxiously long, having to try to input it 3 times for the game to register it, it reminded me of work.

Sometimes having vague game design is great, this same game has various examples of it, but when that vagueness means that there is no feedback to the player on an essential mechanic to get the correct end of the game, maybe at that point you have gone to far, well at least to me.

I won't deny that if you are into hardcore puzzles there is enjoyment to be had in this kind of design, but to me it was too much, give me at least an option to have feedback, but since there is none, I guess its game over to me.

While I have played point and click story games similar to this, the continued limited interaction in this game was a pace killer, half of it was cutscenes, which although the presentation was fine, the story it was portraying was really bland to me.

An hour and a half length videogame that could have said the same themes and story in half an hour, couldn't connect at all with it.

I started this game on PC in 2017, put 147 hours of playtime and ended up dropping it without finishing it in 2020.

I started this game on Series X in 2021, put 55 hours aprox. on it, finished it in 2022.

My experience with this fundamentally changed how I play videogames now.

Before playing this, I would normally try to 100% games just for the heck of it, but now I honestly think doing that was a net negative in my enjoyment of games in general.

Since, after dropping the game on PC I ended up with a strongly negative opinion on it, in comparison, it wasn't until I had to do a thing for a rewards program on Xbox, that this changed. I was surprised at how good of a time I was having with it.

So I decided to play it again, but this time only doing main quests and side quests that had a title.

Honestly it was a great choice for me.

You see, this game has an incredible amount of content, so much of it, that I would call bloat 80% of question marks (non-titled side content), potions and equipment. Add to this that the weakest aspects of this game are put on a spotlight when playing this content.

The weakest aspects being, first that character and horse movement are clunky and unresponsive in a very peculiar way, which doesn't get much in the way of the main and side titled content but got unbearable to me when doing the non-titled side content.

Second, the overworld of Witcher 3 looks really samey to me. There is a big forest with some swamps and a bunch of islands with some snow. To be clear, I am referring to the areas between the locations of the game, since the towns themselves are pretty good.

Third, the menus are convoluted, cluttered and a pain to use in extended periods of time, which you will have to do if you tackle most of the non titled side content.

Fourth, the combat is serviceable, but its was never really satisfying to me. It gets worse if you tackle the majority of the potions and oils to make your stats better, since it becomes a minutes long menu treck per combat encounter to find the right potion, decotion and oil in the menu, which sometimes is longer than the fight itself.

Yes I did almost all the question marks, almost all of the potions, decoctions and oil formulas on my PC playthrough, as you can see doing that tripled my playtime.

Doing almost all that non-titled side content became two thirds of my playtime, which had the outcome of me outright strongly disliking it.

It got so bad that I started to question why I was even trying to 100% games in the first place, ended at the conclusion that it was because a long time ago I could only play like 3 new games per year, so I had to 100% to get the "worth" out of it, but now that I am not on that situation anymore I think that a game is worth it as long as I enjoy it, that how long it takes shouldn't matter. So now I wont do it unless I find enjoyment in it.

After all that long ass introduction, what do I think of The Witcher 3 when only taking into account main and side titled content?

Its pretty good.

(Played on Series X)

Once upon a time there was a Dad.

He loved his family... and there was. Nothing. That. Could. Change... That fact at all.

Here I am playing this game and its fun.

A lot to fear, but there is also fun.

I cant... believe. The pure action parts are good.

But me happily playing was sure a treat.

(Watch Steven Universe)