301 reviews liked by Rebeccaecaeca


acho que essa é a pior relação tóxica que eu já tive

pq os bons jogos acabam na mão da EA

pq os bons jogos acabam na mão da EA²

[Average Reading Time: 6 Minutes]

I wasn't expecting to get so caught off guard by this game.

The Silent Hill franchise is one that I've never dabbled too deeply in before. At most before the start of this year, I had watched some video reviews of the games, but that was years ago, so needless to say those memories have mostly faded away. Now, with the push Konami is giving to the Silent Hill franchise, more people are talking about and playing the original games than ever.

Of these games, Silent Hill 2 seemed to be the most celebrated of them all. More fans of this franchise are quick to recommend this game than any other, from what I've seen. With most memories of those reviews long gone, I decided now would be the time I finally see what makes people go gaga for Silent Hill 2.

I was not prepared for this game.

Silent Hill 2 is a horror action game that puts us in the shoes of James Sunderland, a man who receives a letter from his wife telling him to meet her in a town known as Silent Hill. The problem? His wife died three years ago! Now, it becomes your task to figure out what's going on here. Along the way, you'll encounter a number of terrifying foes as well as other people who were drawn to the town, each having their own reasons for being there. You'll learn more about these people and their lives as you progress, as well as about James and his relationship with his wife.

Personally, I found the plot of this game to be deeply interesting. There's no shortage of twists and jaw-dropping situations. The story is very well-told, and it highly encourages players to pick up on all of the little things around you. How do certain things relate to others? Why are enemies designed like that? What makes these locations you visit so significant? The more you play the game and pay attention to these details, the more you find yourself theory-crafting as you try to solve the hidden mysteries that surround the town of Silent Hill. It's highly rewarding to see how well your assumptions match up to later details you learn as you play more. Because of this, I will of course be avoiding story spoilers for this review. If you've never played or seen this game in action before, then I highly implore you to play this game blind. Know as little as possible about the story before you go in. You'll get so much more out of the experience if you do!

This has easily become one of my favorite stories in games. It's told in such a clever way that it makes me excited thinking about revisiting the game one day years down the line, viewing the cutscenes and exchanges between characters and seeing how what I know about the game's story shapes how I view these scenes compared to when I went in mostly blind.

As this is a horror game released in early 6th gen, we have tank controls to move James around, as it was the style at the time. For many, these controls can be awkward. However, I found them to be very fitting for this title. The slow turning and having to think about how you're facing before you start moving added a good amount of tension, especially in situations where you're surrounded by foes. As you grow accustomed to the controls, keeping in mind things like how pushing up on the directional pad will always move you forward, you'll soon find yourself using these controls to your advantage, rather than working with them awkwardly. With enough time, you'll be watching James zoom through hallways and streets while hunting for items and keys, making gradual and accurate turns down halls and street corners without getting caught on surrounding geometry.

Moving isn't the only thing James can do, though. He can fight, as well! You'll quickly find yourself with a melee weapon to bring down the monsters around you, and later on you'll be able to find other melee weapons and also guns to use to safely dispatch foes. James also has a move of his own: a weak looking stomp. Note how I said weak looking. Despite how dainty it looks in an animation, it instantly defeats any basic enemy. After discovering this, the combat gameplay loop for me during my playthrough was as follows: shoot/whack an enemy until they fall on the floor, walk over to them, and stomp on them to finish them off.

Does this trivialize combat a bit? A little. However, you're not immune to the dangers that come with combat during this process. If an enemy closes the distance between you and them, they're gonna take a swing at you, and you're going to get hurt since there's no method to dodge attacks besides running away, which isn't easy when you're in a tight hallway and there's more than one enemy lurking around. Ammo, of course, is limited, so you're constantly asking yourself, "Should I save ammo by melee-ing them to the ground and risk taking some damage? Or should I take shots now to avoid damage and hope there's more ammo waiting for me soon?" It's this aspect of the combat that made me enjoy engaging with it a lot. Hits are satisfying, and taking down a foe is relieving. It can get tough, but it's nothing you can't overcome.

Along with combat are a plethora of puzzles to solve. There's your typical code and key hunting (which is made easier thanks to James actively focusing his gaze on items you can pick up in any room you enter, which is an astoundingly useful feature!), but there will also be times where you'll be presented with a riddle to solve, requiring you to find hints as well as any items required to solve said riddle. You'll also, of course, need to figure out the proper solution by analyzing these things carefully. I found riddle solving to be highly satisfying in this game. As a fan of the Professor Layton games, I'm not one to shy away from the occasional brain-teaser. The puzzles here were a joy to solve!

It's also worth noting something unique that this game does regarding the riddles and combat: these each have their own separate difficulty modifier! For example, of you're more into intense combat scenarios and less into puzzles, you can turn combat difficulty up while turning riddle difficulty down. The same goes for those who like intense puzzles but dislike heavy combat. Turn riddle difficulty up and combat difficulty down! It's such a smart system, and while I played this game keeping both levels on Normal, it made me curious about how future playthroughs would go if I tweaked these settings in one way or the other, especially that riddle setting.

As you take on foes and solve tricky puzzles, you'll be constantly taking in the environments of Silent Hill. The atmosphere of this game is very well done! The town is lonely and chilling. More times than not, music is traded for ambiance as you're treated to the simple sounds of a long-abandoned town. The howling winds, the whirs of machinery that was never shut down, the echoing sounds of your footsteps though cramped hallways. All these and more populate this mysterious town. When there is music, it can be somber and sad, or it can be intense and alarming. Every song used in this game suits the environments in which they are used perfectly.

The visuals also go a far way to sell the dreariness of Silent Hill. Cars long-abandoned litter the streets. Homes long overdue for a new paint job along with stores with fading signs and broken windows are around every corner. The insides of buildings often torn apart, with countless broken doors and ruined hallways. It all sells the loneliness of this town so well. It really is just James and a small amount of other people trying to make sense of a long-deserted town that is now the home of countless terrifying monsters. This, along with the fixed camera angles that show you the right views to really ingrain the idea that you really shouldn't be here, does wonders to solidify the helpless atmosphere of this town.

A casual playthrough took me around 9 hours. After that, I immediately went back in for two more runs, with the first replay being 4 hours and the second being only 2! Needless to say, it's very easy to find yourself becoming one with speed running the game after clearing it the first time! Also, on repeat playthroughs, some number combinations and puzzle solutions will randomize, which does a good job of keeping you on your toes even if you know your way around already!

It should be clear as day at this point but in case it isn't I'll say this now: I love this game. My only regret is that I never tried to give it a chance sooner. As I've gotten more into horror media as of late, I find myself with a lot of catching up to do. Personally, I'm glad I got to experience this game in general, since it's such a good time! I can't recommend this game enough!

In regard to the remake that isn't out at the time of me writing this review, I will say this: If a good chunk of the average player's run isn't being spent checking countless doors for the one that's actually unlocked, then it fails instantly. I will never forget the timeless quote, "It looks like the lock is broken. I can't open it.", and once you play Silent Hill 2, neither will you!

not typically a fan of f2p shooters but ubisoft really knocked it out of the park with this one. to say anything more would spoil the experience. you simply must try it for yourself! (and i suggest you do. even if you're skeptical, i'm sure you'll be hooked before the steam refund period ends)

six to one; that's my kill/death ratio

(desde já peço desculpas pela review grande.)

Eu não consigo nem descrever o que foi esse jogo, de verdade. Não sei que porra o Sam Lake tava usando quando foi fazer esse jogo mas eu quero um pouco também.

Alan Wake 2 é facilmente um dos melhores jogos que eu já joguei, absolutamente tudo nele é melhor do que o primeiro jogo (o que não é muito díficil), e me deixa até triste saber que esse jogão ainda não se pagou, se eu fosse milionária eu dava todo meu dinheiro pra Remedy continuar fazendo jogo.

Gostei de tudo nesse jogo, mas as atuações aqui são um absurdo, acho que nunca vi um jogo ser tão bem dirigido quanto esse, a visão artística que eles tiveram, a estrutura narrativa desse jogo é um absurdo de tão boa, sem contar a atuação do Ilkka Villi, que consegue alternar tão bem entre Scratch, Thomas Zane e o próprio Alan, as cenas gravadas com os atores são absurdas de tão boas.

Trabalho brilhante dos diretores de arte, principalmente nas partes do Alan com os ecos do Alex Casey, e tudo naquela cidade, no Hotel é tão encantador visualmente, e você poder mudar de cenários praticamente em tempo real é algo que ainda não entrou na minha cabeça, nunca vi isso em algum outro jogo pra compara mas ainda assim acho que Alan Wake 2 fez isso perfeitamente, principalmente na parte da Saga quando você vai pro quadro de casos dela. Falando no quadro de casos, foi uma das minhas partes favoritas do jogo! Entendo que muita gente possa ter achado chato, mas acho que deu uma profundidade muito legal pro jogo, além de ser diferente, um diferente bom.

O combate ainda segue a mesma premissa do mesmo jogo, você anda, corre e mata bicho, mas aqui foi absurdamente melhorado, ao ponto de até ser divertido. Não é a melhor coisa do jogo, mas as boss fights com a Saga e certas partes com o Alan você se diverte muito jogando, principalmente na parte do Dark Ocean Summoning, uma das minhas partes favoritas do jogo, só não supera a Herald of Darkness, o @jaqueta tá de prova do quanto eu fiquei feliz jogando aquilo, acho que nunca sorri e me diverti tanto quanto naquela parte.

Enfim, Alan Wake 2 tá pra mim um dos melhores jogos que eu já joguei até hoje, os segmentos de investigação, os cenários mais abertos e diferentes, a narrativa, direção de arte criativa e complexa, e a história que, mesmo confusa, continua coesa, fazem desse jogo pra mim uma das melhores experiências que já tive com um jogo.

Ainda tô muito triste que acabou...


Today I went in to get some bloodwork done. My hands still hurt from where they pricked me. 6 whole vials, taken from me. Well, "taken" isn't exactly fair. This was of my own volition after all.

Maybe it's not my right. Maybe I'm making an irrational decision, one that feels correct to me, but isn't exactly correct in the eyes of the world. Do I care? Hell yeah I do. Far, far more than I should. But... but even still... this is what I want.

I'm scared. Scared that living as a man is rotting me to my core. It's making me cynical. It's making me sad. It's depriving me of hope that I'm so desperate for these days.

I'm scared. Scared that I'll never be accepted as a woman. That because I'm fat, because I'm not attractive, that I'll forever just be an ugly perverted man in the eyes of the world.

I see 9S struggle against the crushing realities of his existence. I see his fear, his anger, his despair, and I see myself in it. Upon learning his existence was never his to begin with, and his agency was never a right he had, he had nothing left but to be angry and scared.

I see A2's rejection of the powers that be. I see her refusal to give into total despair despite the cruelties of their existence. I see her take her life into her own hands, make her decisions of her own volitions. I see her disregard suggestions of the systems that oppressed her. I see who I want to be. Who I hope I can be.

Right now, I see the world through the eyes of a man. A depressed, unemployed man. A man who hates being a man. A man who hates every ounce of his own flesh and blood. I see a crying girl in there, begging to be freed from this disgusting body I was forced into. A body created by people I hate, by people who hate me, by people who reject me and robbed me of my "self."

I can't change that. I'm powerless to the cards dealt to me. Fight as I might, this is the life I have. It's not one I'm happy with. If I had my way I wouldn't be who I am at all. I wouldn't be alive in the first place.

I can't change that. Instead, I'll have to change me.

My hands still hurt from where they pricked me. It served as a reminder during that final sequence, a systemic destruction of the artists who worked on this game, that my existence doesn't belong to my pain, my traumas, my despair. It belongs to me.

So this week I start HRT.

Another piece of art that uses its absurd, whiplashing setting to explore deeply cultural, philosophical and psychological themes.

The good thing is, it’s empathetic, it’s emotional, it’s deep and it works. This is one of those games that want you to think, and think it makes you do.

It is recent and thus it’s relevant, but its themes transcend time. It touches on themes like the cycle of oppression, revolution and forgiveness; striving to make its own point about how we should approach our everlasting societal problems.

It’s deeply political whilst maintaining an absurd science fiction post-apocalyptic setting. It shows the grand scheme of things, while focusing on its own major players, fleshing out their human aspects.

It’s a time-bending journey that creates parallels between generations; between real life and fiction. And it does so using very much familiar ingredients; yet it is thought-provoking in a way I’ve never witnessed before.

I lived in this game; the 12 hours it took to get through it felt like 100, and I mean that in a good way. The way it was able to explore so much in such a short amount of time is nothing short of a narrative masterpiece.

It really came out of nowhere, and hit me like a truck. I hope people are able to go past looks and lack of action gameplay and let themselves experience this. It really is deserving of a spot among the best of the best.

Play this through. It starts out quirky and jolly but by the end my brain had turned into Coca-Cola.

Remedy just keeps doing it. Their stories are weird and don’t make sense, their games don’t really play all that well, but they just know how to be fascinating. There’s enough to make sense out of nonsense, enough to enjoy interacting with this world (by fucking shooting and lighting the same things over and over), and they use that to their full advantage by making what is the videogame equivalent of a mind-fuck.

I just want more and more. Give me more. The Lake House. Control 2. I want all of it. Now. Give it to me.

I think a good sign of the thought that went into this game was after a cutscene I reflected on how multiple cutscenes prior had foreshadowed it solely thru camera movement.

I only had a couple annoying glitches, both in the Saga campaign where I suddenly couldn't do anything aside from move. I had to let an enemy kill me to get my controls back.

Alan's chapters I vibed with better too. The enemy design and exploration gimmicks were really cool. Saga's felt a little standard with some extra spice in a few places which I guess is for the RE-heads.

Some of the chapters felt a bit too long but the last like four were short enough and did a great job of bringing back the various mechanics in smart ways (tho again Saga's part went a bit too long, could've been tightened up just like 10% and be perfect).

I am as always completely on-board for whatever Remedy has cooking next