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Sou um pouco suspeito em falar sobre jogos SoulsBorne pelo fato de ser um dos meus gêneros favoritos de jogos, mas Lies of P merece muitos elogios por ter feito algo tão espetacular e bem feito. Os desenvolverdes realmente fizeram boas escolhas na criação desse jogo, ele não foge muito da fórmula souls que já é bastante conhecida, mas ele consegue ser único tanto em seu combate tanto em sua história.

Lies of P na minha opinião é o melhor jogo SoulsBorne não feito pela FromSoftware. Seu combate é bem satisfatório quando você domina o Parry, diferentemente de Sekiro onde você poddia ficar apertando várias vezes o botão de parry, aqui você tem que acerta no momento certo, pois a janela para o próximo parry não é tão curta quanto é no Sekiro, a luta no todo não é tão rápida no Sekiro, mas é bastante satisfatória também.

A trilha sonora é muita boa, acho que as músicas de lutas contra os Bosses deveriam ter tido uma atenção maior, mas em compensação as musicas do Discos e as que tocam nas casas dos moradores de Krat são um espetáculo: Feel, Quixotic e Fascination são minhas favoritas.

A estética de Lies of P também é algo muito belo, se passa na França no século 19, combina demais com todo o jogo, as áreas são muito bem feitas, o Level Designer chama bastante atenção, as escolhas feitas pelos desenvolvedores foram boas, acho muito legal quanto os jogos tem uma ligação entre áreas muito bem projetadas e que tenha um logica por trás. O único ponto negativo são os atalhos até as Stargazer que eu achei um pouco óbvias demais, muito simples demais, acho que deveriam ter mais ideais do que apenas portas que só abrem do outro lado e elevadores.

Os Bosses são fodas, gostei de praticamente todos, todos tem bastante personalidade, a estética deles é boa e os combates são satisfatórios, só acho que eles erraram a mão na questão da segunda fase, depois de certo ponto do jogo todos eles tem uma segunda fase, e não é que eu não goste, mas acho que perde muito o brilho da luta por ser tão logico que vai ter mais uma fase e que ali não é o fim do inimigo, acho que deveriam ter dado uma alternada nesses bosses, mas é isto. Outro ponto que me pegou um pouco foi as lutas conta os humanos, achei sem graça e bem parecidas, todas.

A historia de Lies of P é incrível, e acho que é um dos pontos mais altos da obra, muito bem feita, não posso falar nada sobre ela porque senão seria um puta spolier, mas achei bem feita, nada é o que parece ser...

Enfim, gostei demais de Lies of P e estou esperando muito seu DLC e a continuação

The best 2D Zelda imo. A charming Zelda game metrodivania vibes. A game where you explore and backtrack a lot.

First off, as usually, the game looks nice. The music is great. The story is...fine/mid. It's basic. Nothing special. It does not ware out it's welcome. Honestly the length.

Let's get into the meat of this review though. The Kinstone system is a lot of fun, if you like backtracking. This is where the metroidvania feels come from. It wants you to backtrack a lot. Most of it is optional though. You connect a kinstone with a NPC and the world changes in some way. It's a neat little gimmick.

The kinstone system does have it's flaws though. You have no idea when a npc has a kinstone quest ready. So you spend a lot of time checking npcs over and over.

The other annoying thing is that they kinstone quests can be missed. Thus you miss out on certain things without ever knowing. Hiding massively important/beneficial items behind it is imo, not fair. Considering things can be missed with no knowledge. The game does not say, "Hey there is a quest here!" So you gotta check the same npcs 10x times and hopefully you catch them when they have a quest. But also hope you have the correct piece to connect with them.

The dungeons are mostly well designed. They are fun. The items are mostly neat. The bosses however...

This game doesn't have well designed bosses. The first and third are fun. The rest are very annoying. They are either terribly signposted as in boss 4. Or they seem to require you to take damage like boss 2 or have an infuriating time doing to the intended way. Boss 5 has too much going on so you are constantly getting hit. We will talk about the final separate though.

My biggest complaint is that the game has jank hit boxes. Like very jank. Enemies and bosses have unbalanced hitboxes while you lack any invincibility frames. This game is not above stun locking you into sevaral hearts worth of damage. Contact damage is devastating due to bad hitboxes and you having zero i-frames.

The final dungeon is fun but is lazy. You fight the same mini boss a total of at least 12 times. It's just lazy. The dungeon before it although not my favorite, felt much longer and well planned out. Had many neat puzzles. The final dungeon is mostly you fighting Darknuts over and over with the occasional puzzle/new mechanic.

The game is a bit jank. Enemies can turn on a dime but once you use an item you are locked in the direction. The copy ability is neat but also very finicky. It's almost inconsistent in terms of damage. If you copies get hit physically they disappear. No damage. If they get hit by fire, the fire affect will transfer to you. Which does not make any sense. But you don't take damage, you just run around on fire. If they get hit by electricity though you get damaged and stunned as if you got hit directly. IT'S JUST STUPID DESIGN. Makes no sense.

Prior to the boss you have to run through 3 rooms meant to just take your health away. The final room being 3 Darknuts. Darknuts suck. They are not hard. The are just hard to get consistent because they are so jank and can turn on a dime to block you. You gotta do these 3 rooms and a 3 phase boss with no way to replenish things in your bottles. It's brutal.

The final boss is badly signposted and infuriating. Only 1/3 phases I feel like was well designed and fun. The first phase is infuriating as it's just meant to damage you a lot. The second phase makes a lot of sense and is generally fair. The final phase makes no sense so you gotta trial and error it. It yet again has infinite ways to damage you. It can literally just block you in ways that force you to take damage. You can even fall of the side, as if we needed another way to take damage. It almost is not very intuitive. And it can give you terrible patterns. I'm glad I used save states because I doubt I could do it without them tbh.

I know I bashed this game a lot. But exploring this world is generally fun. Becoming tiny is neat. It has a lot of charm. It's a forgiving game mostly. It drops a lot hearts. Pots are consistient in terms of what they drop. So if it drops a heart, it'll always drop a heart. So you can farm hearts and consumables if you need.

You will like this if you enjoy exploring and backtracking. It's a fantastic game with some jank and bad design.

Story and Characters
-The story of Resident Evil 2 is fairly straightforward, there is a zombie outbreak in Raccoon City and rookie cop Leon Kennedy or college student Claire Redfield have to navigate the horrors found in the city’s police station and the surrounding area. Depending on if you play as Leon or Claire, you will encounter different characters along the way that create sort of two different stories, even though the events that take place in both paths are quite similar. The story of an evil corporation creating a monster virus that gets loose is certainly not something we have never seen before, but that formula is iconic to the Resident Evil franchise and it still works in the remake over 20 years after the original game was released.
-The characters of Leon and Claire are both good, but they aren’t given a whole lot to really do or have much depth to them. They are both just good people trying to survive a zombie apocalypse and for a game like this one that isn’t super story heavy, I think that is actually enough. Would I like to see richer characters with more compelling story arcs? Sure, but the lack of that here isn’t massively detrimental like it can be in other games where the stories are more complex and more of the focal point of the game. Here, the focus is on the survival horror and the exploration of these iconic locations where you are trying to avoid terrifying creatures.
-Having both Leon and Claire be playable and having them have slightly different stories is a cool idea, but one I wish they took even a step further. Many of the locations you are in, puzzles you solve and bosses you fight are the same between both playthroughs so it doesn’t feel as worth it to play them back to back as you are essentially playing the same game. This isn’t a huge criticism though as I know making the stories too different would essentially be like creating an entirely different game, but it does feel a bit like a missed opportunity. And while you are doing the same things in the two playthroughs, the different side characters you interact with, Ada and Sherry, do drastically change the motivations of the protagonists so there are two separate stories there, even if the gameplay is very similar.
-Another small aspect of the story that I liked was the environmental storytelling that the game does. Similarly to The Last of Us, you can find notes and videos throughout the map that give more context to what happened and add more depth to the story without having to show the player directly what happened. They use this for gameplay purposes as well for the players who pay attention. For example, in one area I found a list of people who were going in and out of a certain room with a clock in and clock out time. At the end of the list, you can see that someone clocked in, but never clocked out. When I went to that room I was more cautious because of the note and sure enough, there was a zombie waiting for me there. Small things like that make every note worth reading and it is fun to solve puzzles by using context clues that the game gives you.

Gameplay
-The gameplay of RE2 Remake is a major highlight, particularly if you are coming off of playing the original Resident Evil. The gunplay feels very satisfying and you are given plenty of weapons to work with which keeps the shooting feeling fresh the entire playthrough. I do also appreciate that Claire and Leon have some different weapons they use as that also helps diversify the two playthroughs a bit more.
-The survival horror aspects of the game also really add to the gameplay as you have to manage your resources and be strategic when using your ammo. Luckily, this was never an issue where I didn’t have enough ammo or resources, but I was just aware that they were limited so I planned accordingly. Inventory management is something else you need to worry about, but that also never really felt like too much of an issue because there are plenty of boxes you can stash extra stuff in and it makes you prioritize which items you are grabbing and using.
-The puzzles and all the locks and keys really make the game a lot of fun to play and almost gives it a digital escape room feel. You are constantly finding clues and items that allow you to get to new areas to explore more and find better gear. I was never upset that I was backtracking around the police station because it is so well designed and the enemies that would spawn constantly kept you on high alert. Also I have to mention some really nice quality of life features that make the game even better. Having the map show exactly what rooms you have been to and left stuff behind in and marking which keys or items are needed for certain doors is extremely nice. I also really like how the game tells you when you no longer need to use an item so you can discard it without worry.
-The enemies in the game are not super numerous when it comes to variety, but they are all effective at being creepy and threatening. The zombies are not super dangerous on their own, but when you have bigger groups of them coming to attack you, you can quickly become overwhelmed. The zombies also move in very erratic ways which can make it difficult to line up your headshots. This adds to the stress of the game because you know every bullet matters so you really need to be precise. The lickers are a terrifying enemy that hunt based off of sound allowing you to creep by them undetected if you choose, but sometimes you will need to fight them head on which can be tough. The way they move on the walls and ceiling is very creepy and when they show up unexpectedly, they are some of the game's best jump scares. The most iconic enemy of the game however has to be Mr X, a relentless monster that will pursue you throughout the game. He adds a level of dread to the game that I haven’t seen many video games pull off as you are forced to solve puzzles and navigate the maze of the police station all while being slowly chased by this unstoppable figure.

Side Content
-The game does not really have any traditional side content as it is quite linear. You explore areas of the map and it is up to you how thoroughly you do so, but there aren’t side objectives or anything like that. The only thing that comes close is hunting for Mr Raccoon toys that are hidden throughout the game, but those are just simple collectibles.

World/Level Design
-The level design here is absolutely one of the game’s strong points. The Raccoon City police department is probably my favorite location out of all the Resident Evil games that I have played. It is very large and highly detailed and the fact that it used to be an art museum gives the building so much character.
-A minor complaint I would have is that I don’t think the locations outside of the police station are quite as good. The laboratory is pretty cool, but far more linear and the sewers are alright, but more forgettable. The game peaks with the police station which is a bit unfortunate as that is the first location you go to, but it is also the place you spend the most time at so it makes sense.

Graphics, Music and Glitches
-The graphics look great, from the character models to the creepy environments you walk around in, it all looks really good. The gore effects in the game also look very good and add to the horror the game creates. The lighting is very effective and when you are traveling through darker areas with just your flashlight, it feels quite tense. There are so many shadows and simple pieces of furniture that make you do a double take because you think you saw something that isn't really there.
-I need to mention the sound design because that is something else this game does exceptionally well. From the grunting of zombies behind a door to the sound of bullet shells hitting the floor as you reload, the game sounds incredible. Sound is key to any game, but especially a horror game like this one and they do a great job here. When you hear Mr X’s footsteps echoing around you, it significantly adds to the tension and makes you constantly feel on edge.
-The music in the game is very much put on the back burner which in some ways works and in others is a bit disappointing. When I played with headphones on, I could hear some background music a bit better, but without them, I could barely even hear music playing in the save rooms, areas that tend to have really good, eerie music playing. This is not a huge issue though as the lack of a lot of music also adds to the gameplay. I feel if there was too much music playing, it could take away from hearing the footsteps of Mr X or the groaning of zombies.
-I did not encounter any bugs or glitches while playing and everything ran incredibly smoothly.

Main Positives of the Game
-The locations and atmosphere are incredible, the game feels tense and legitimately scary at parts and the police department in particular is just a really cool place to explore.
-The gameplay is a lot of fun, I love the survival horror elements of conserving your resources and saving when you can and I like how satisfying the gunplay feels. I played the game on PS5 and the adaptive triggers and haptic feedback made everything feel so much better and more immersive. Each gun feels a bit different to shoot and feeling the controller vibrate when you reload each bullet was really cool.
-The characters are fairly basic as is the story, but it remains effective for the kind of game that this is. I actually became more invested in the story as the game went on and you learn more about the scientists and other people who played a part in the release of the viruses.
-Incredible sound design and great graphics really make this game feel like the perfect example of what a remake should be. Keep the essence of the original game, but update it so it feels like a game that would be released today.
-Another aspect of the game that I actually quite like is the length. I was able to complete a playthrough in around 8 hours, so probably close to 16 hours to do both Leon’s and Claire’s respective stories. While that isn’t very long compared to many other games, I feel that it was a good length for the kind of game that this is. I would have likely been okay with a couple more hours, but much more than that and I wonder if the game would start to feel too repetitive and wouldn’t have the same strong pacing.

Main Negatives of the Game
-I do not have any major criticisms with the game, but a few minor ones. As mentioned earlier, I do think the best part of the game is the police department and the areas after that are never as interesting to me. It isn’t that the game becomes bad, but it is far less scary and the locations just aren’t as engaging.
-I mentioned this as a positive, but I also wouldn’t have minded a bit more depth to the characters. While they are still likable enough, I think it could have been cool to get a bit more out of them so that they feel more memorable.
-I know it would be hard to create totally new environments and bosses, I would like it if there were a bit more change between the two playthroughs. As it stands, it creates a strange situation where the stories are kind of taking place at the same time, but they are also the same story so it feels a bit strange.

Overall Score: 9/10

I need to start this review with a large disclaimer. I have never played the original Resident Evil 3 game and so my review is specifically reviewing the RE3 Remake as its own game, and not as a comparison to the original. I also need to state that I did not buy this game at launch when it was $60 and if I had, that perhaps would have altered my opinions on it because of how short the game is.

Story and Characters
-The story of Resident Evil 3 is very much a familiar Resident Evil story. Without going into spoilers, the story follows Jill who is still in some ways dealing with the horrors that happened to her during the events of the original Resident Evil game. While she is in her apartment, a massive outbreak occurs in Raccoon City with people being turned into zombies and chaos erupting in the streets. She is quickly ambushed by a massive, relentless monster that pursues her through the streets and seems to be unstoppable. She meets up with Carlos, a mercenary for the Umbrella Biohazard Countermeasure Service (UBCS) and together they try to help some people get out of the city and stop the virus from spreading anymore. This story isn’t anything all that original and in some ways it feels pretty similar to the story 2, but I think it is mostly effective. The story is not usually the strongest aspect of the Resident Evil games and that is no different here, but I think it is still enjoyable enough.
- The shortcomings of the story are slightly alleviated by the greatness of the characters in my opinion. Jill Valentine returning from the first game is a great character here and her voice acting is much improved from the 1996 original. She is a badass STARS member who has dealt with the zombies before so she feels much more confident in going about her mission. She also has a fun level of sass to her and she drops some great one liners throughout the game. Carlos is the other main character that you play as and he is also quite likable and charming. I thought it was cool playing as someone who works for Umbrella, who doesn’t yet realize all the terrible things that the company has done. It allows for some good character development and watching Jill and Carlos bond as the game progresses is fun to see.
-The voice acting across the board is really good, even for the side characters you meet like fellow UBCS members Mikhail Victor and Tyrell Patrick or the secondary antagonist of the game, Nicholai Ginovaef. The side characters don’t get too much screen time, but they are all good and Nicholai serves as a great villain in the game.

Gameplay
- The gameplay shifts a bit in the 3rd game from the gameplay in the 2nd as there is a lot more action and the game is more linear as well. The player now has the ability to dodge and timing it perfectly can help you better position yourself to take out approaching enemies. You are also given a lot more ammo and you are given far more damage heavy weapons earlier in the game. This gives the game a much faster pact to it as you often have to deal with larger groups of enemies and enemies that can take a lot more hits. I actually like this change because while you do lose some of the horror the second game had with its bigger emphasis on ammo preservation and threats behind every corner, this action focused shift works on a narrative level as well as a gameplay one. Jill and Carlos are both trained fighters who know how to deal with threats and dangerous situations. Jill fought tons of zombies and a giant snake in the first game, it would feel odd to have her slowly sneaking around and being incapable of effectively fighting back. In the second game, Leon was a rookie cop and Claire was a college student with some training from her brother, but neither of them had ever been in a situation like that before. It is cool that new mechanics like the dodge demonstrate a difference in skill level in the series’ protagonists.
- The gunplay feels quite similar to how it did in the second game, but it also feels like the zombies go down a bit quicker. This could also be a deliberate choice to show that the protagonists are more skilled fighters. Having the grenade launcher, shotgun and the assault rifle make you feel way more confident and as mentioned before, the game is far less scary because of that.
- Unfortunately, the game is far more linear than some of the other RE games and while there are sections of the game where you are exploring different areas by getting new supplies and keys, these sections are all fairly small. For example, the first area you are in after the exciting opening sequence is downtown Raccoon City. This location is really cool and looks incredible, but it is fairly small and the whole section can be completed in under an hour. Compared to the police department in RE2, it just feels a bit disappointing because there isn’t the same level of exploration and there are no real puzzles in the game.
- Nemesis is a big focus in this game and unfortunately, he is kind of a mixed bag. On one hand, it is a cool story idea to have this relentless monster chasing Jill through the city and he serves as an unstoppable force that you just can’t seem to kill. The various boss fights you have with him are all pretty good and I think they tend to be a step up from the boss fights in RE2. On the other hand, I found him to be far more annoying than scary and he was just kind of frustrating to deal with. While Mr X was a slow moving stalker enemy that you constantly had to worry about, there is only one section in RE3 where you are actually pursued by Nemesis and it feels more awkward than scary. He jumps around the city chasing you but he is also quite fast and can sprint at you so you are kinda just running around and trying to dodge attacks that you can’t see because he is off screen behind you. You can also be running away from him only to have him randomly jump right in front of you again. I never really found him to be very scary outside of a couple jump scares and I almost wanted to just rush though the sections when he was following me because it was annoying.
-The rest of the enemies in the game are all pretty good, it is mainly a lot of zombies, but there are some new additions as well. There is a section of the game where you are navigating a disgustingly overgrown power station that is full of these creatures called Drain Deimos and they are pretty freaky. You also have creatures called Hunter Gammas that would come out of the walls in the sewers and I liked learning the backstory on those. The coolest new enemy though are probably the Hunter Betas, they are fast and tough and have an attack that can instantly kill you if you aren’t careful.

Side Content
-The main game doesn’t really have any side content except for some optional loot that you can go back and try to collect. They do have a shop in the main menu where you can purchase special unlocks for future playthroughs which is a cool idea, but I wouldn’t really consider it side content.
-This game does have a multiplayer side game that came with it, but I did not play that so I cannot give my thoughts on it.

World/Level Design
-The level design here is pretty solid, but as mentioned before, I wish the levels were just a bit bigger so they didn’t feel so linear and would make the game a bit longer. My favorite area of the game would be the downtown sections as I thought it looked really cool and it was fun to see the main city, especially since Raccoon City is such a key location to the franchise. The other standout location to me was the hospital that you explore as you play as Carlos. It was a bit creepy and was fun to explore and read the notes from the people who died there.
- I also want to mention that I did think it was cool to see the RPD again from the second game and I liked that we went there before the actual events of RE2. Funnily enough, I actually think this game serves as a better kind of “B run” than the one we got in the actual game. I just liked seeing how certain things in RPD became damaged or what happened to certain characters and I wanted more of that in the B run of RE2, but that is a different discussion.

Graphics, Music and Glitches
-The graphics are legitimately very impressive, especially the faces on the characters in all of the cutscenes. I think they are probably the best looking character models in any RE game and they hold up very well. The locations are all very well crafted and I loved seeing the lighting from the fire and police lights in areas like the downtown section.
- This game actually had more music that I noticed then RE2 did, which I really liked. The save rooms had an ominous score that would play and certain parts of the game had creepy music that would play as you explored. It definitely added to the atmosphere and made for a better experience.
-I did not have any glitches on my playthrough.

Main Positives of the Game
- The characters of Jill and Carlos are very likable and I liked their chemistry throughout the game. It was cool playing as characters that are more capable fighters and I liked how the gameplay reflected that.
-The boss fights were an improvement over RE2 and I really liked how all of the action felt. The dodge button was a very nice addition and really added to the faster pace that the game has.
-Some cool locations like downtown Raccoon City, the hospital and the return of the west wing of the RPD. While I wanted to get more from many of the locations, the stuff we did get was all very well done.
-Phenomenal graphics, especially the face animations, they all looked really incredible.
-There are some fun, memorable sequences such as the opening Nemesis attack, the hospital zombie horde survival and the ending sequence.

Main Negatives of the Game
-The game is far too short in my opinion. Now, most Resident Evil games aren’t that long and probably clock in close to the 10 hour mark, but RE3 Remake I finished in under 7 hours. It also doesn’t have the same replayability as 2 as that one had two different characters you could play as with their own stories, even though the levels were mostly the same. I think adding more to some of the areas that they already had could have added more to the playtime, especially more in the downtown section.
- Nemesis isn’t really all that scary and he ends up being more annoying than anything. I get that they wanted to make him feel like an unstoppable threat that is always hunting you, but he gets old pretty fast, especially since the game kinda front loads a lot of the stuff with him so in the first few hours, you feel like you are constantly having to fight him or run away.
-I kinda already mentioned it, but the game is far more linear than 2 and I missed some of the puzzles and exploration that was present in that game as well as many of the other games in the series.

Overall Score: 7.5/10

For all intents and purposes, Final Fantasy VII Rebirth AKA part 2 of the FF7 project is an outstanding remake that should be praised, critiqued, and enjoyed by fans of the original and newcomers to any JRPG coming from part 1. And for me I have a Midgar-size to unload. First, I’m no expert in determining if a remake and sequel to the first portion of Final Fantasy VII Remake with a massive AAA budget can succeed in its lofty ambitions or at the very least decisively conclude it is better than the first installment. My criteria differ from everyone’s standards, but I’ll try to fairly judge the awesome substance along with detailing what it could improve.

I do want to state before I start that I'm not a fan of FFVII(1997). Doesn’t mean I hate it or it is automatically bad. I favorably look at aspects they brought to the table by evolving from the past entries. What works, what doesn’t, offer evidence behind claims, critique, move on. The series core has a way of continually shifting and embarking on new journeys than retreading old familiar grounds. Sequels are the exception. For what it's worth, the seventh in the series is firmly within my top ten. And I've played over 23 titles in the IP. So I'm average with the lore, story, characters of the world. Devoured the connecting spin-offs, anime, film, and light novels. Heck, my first unofficial entry to the franchise is via Crisis Core for the planet's sake. As a result, I like quite a fair bit of the universe created. I say this early on to defuse any misconceptions of negativity. I’ll try to keep the following text as spoiler free as possible. Failing that, you have my explicit permission to call upon Ramuh to smite me down. Or Ifrit if you prefer scorched BBQ.

Bear with me as I put my mixed feelings first then move onto the good stuff. Merely concerns I had in varying degrees of quality tilting my head at various moments during my adventure.

I’m disappointed to say those who didn’t like the first entries' linear sections, make a dreaded return here. There’s so much padding nearly everywhere. I’m forced to overcome numerous obstacles through a straight path. Impeding my progress. Blocks on the road where I cannot move at my own pace from A to B. Unless I find a solution to my current barriers. Hurdles of screen of tutorials will display providing information on the unique circumstances to progress. From beginning-middle until endgame. The messages never end in both main and side content. Not all of them are frustrating, but I can’t for the life of me praise at least one during a mandatory plot segment. Use a mako vacuum to overcome an obstacle while walking unbearably slow. Rerouting power via cables, climbing passages galore, sling-like Tarzan with grappling wooden/steel beams. Where my buddies consist of a frowning, no-nonsense mercenary, an endearing flower girl, a thug with a gun on his arm, a bartender/pugilist, and a talking dog who must undergo these mundane annoyances. Don’t get me started with unwilling stealth zones in some mandatory and side stuff as well. Stretching the avenue in mindless work of what would otherwise be a normal route with some leeway to explore in a regular dungeon taking the fun and excitement out of my body. An illusion tricking my mind of the ‘ooohhh’ and ‘ahhhing’ of spectacle.

To be fair, I didn’t mind these obstruction elements early on, but when I'm grumbling to repeat yet another ascending rock, ninja labors, and new tutorials to solve my current dilemma. Though, I won’t call them ‘puzzles’ but more like mindless busywork solvable by process of elimination. In effect halting the pacing and making me groan internally once again. The first had these as well, and for what it is worth it's an improvement from XIII and XV’s iterations from the usual hallway simulators and open-world nature. However, I still didn’t like the beeline routes in the remake. Whereas in the original release. I didn't need to spend hours in a dungeon. For example, in one large layout without saying any spoilers. Took me over five hours to complete. In the initial game, the same dungeon took an hour - <- spoilers for the original game inside link. To complete everything. I checked the reported lengths to complete the game and users online said similar times. Not gonna link due to spoilers, but if you check YouTube on dungeon comparison in walkthroughs. Such as mine taking four to five hours to complete the same place. Likewise, one dungeon near the end feels so forced to play as one character and engage in yet no one's surprise a linear path. Taking the haunting vibes in favor of a frustrating if not cute atmosphere marred by boxes… Just no no no. Not to say every dungeon takes that amount of time, but it is something to note going forward. With that said I feel most of these large dense places need to be cut in my honest opinion. I didn’t come here to play a three-hour chunk to reach the next adventure beat.

Don’t get me wrong, Square Enix’s work on the title has already been shown earlier in the first part to detail not a 1 to 1 retelling of the same game. Kind of a sequel/modern/recreation/re-imagining take to the past FFVII compilation/universe. Designed as a way to give old and new players a fresh, but familiar take of the aforementioned classic from 1997. Rebirth and the preceding title stretch both the material in ways I'm still coming to grips years later for better or worse.

For comparison, I recorded my entire playthrough, dividing the main scenario, optional content, and dungeon sectors and I can only conclude the dungeons will take at minimum depending on how fast and how thorough you are in exploring and battling or running. At least an hour to three hours on average. For each dungeon. Coming from someone like me who likes to explore a lot and attain as much as I can, that's a pretty long time. When put side-by-side with the extra content I devoured against the story-only segments, I emerged with less than fifty hours for the story, and the rest were completing the countless minigames and non-base content. For a total of 88 hours. And honestly I was tired by the end. Partially due to the fact of the repetitive nature. Finishing 95% of total activities except 2 side quests(which requires mini-game completion), replaying the entire length on hard difficulty with post-game challenges as well. How Long to Beat & the trophy guide will show analogous data to attain 100%. Granted times will vary. Don’t take my hours as definitive. Playstyles will differ. In my case, I don’t idle. And I don’t rush. So the numbers given above are raw gameplay completing activities.

Perhaps instead of climbing, stealth, and other hurdles we face on repeat. I would’ve favored these aspects more if the developers Creative Business Unit I(CBUI) introduced new, unfamiliar, and fun obstacles to overcome than recycling and reusing the same old methods. Letting us use an elevator or slide our way to the top somehow. Instead of sneaky mode, implement a dialogue check at different points if they are disguised. There is already a relationship meter atop our characters' heads to reflect their current status to Cloud, changing depending on answers given to the recipient. Thus I can’t imagine it can’t be too hard to inject for one passage. Heck, it's kind of similar to passing the lie/truth side-scenario in the Dust Bowl. Since there is plenty of clambering, why not include an extensive platforming branch or puzzle tomb to get from one starting place up to the treasure room? Traversal and how to get there would’ve been a wonderful inclusion. Think Assassin’s Creed’s Ezio when hunting for relics in tombs, Lara Croft from Tomb Raider or the titular character from Prince of Persia to avoid many traps. Moreover, the man with a machine gun arm could’ve demolished rock obstacles in my way not repetitively, but if I was trapped in a cave with multiple paths. Blasting different boulders atop could help stop a wave of monsters incoming on our positions. The talking dog could be used to enter smaller entryways to unlock a roadway for my allies. I could think of more possible ones, but I don’t want to litter pages here. Instead, this is to display how I could think of alternate suggestions I thought within 10 minutes. Imagine if everyone who played could say different ideas. Says a lot for an over hundred-hour game to constantly recycle the same old methods. Resulting in predictableness and dullness.

Would benefit immensely from a skip minigame option for both the story and optional content. I don't want to go through a boring repeating button segment. Hitting a specific combination on a controller or the same old solution moving a slowpoke of a cart again. Every single time I go and sync with a summon you have to hit a specific order of presses to bond. I have no idea why I have to do this three times on repeat. And there are more than eight in the game… Furthermore, anytime I have to receive regional lore concerning any place I have to press a timed button and again three times for each place. I need to repeat these mind-numbing routines in a handful of regions. A simple shortcut option would work wonderfully instead of forcing the player to engage with the systems. In Marvel’s Spider-Man 2 I was able to skip their contrived restrictions of familiar button minigames with no sweat nor downtime. To the point, I earned a reward for completing the activity!

Final Fantasy VII: Rebirth isn’t just a JRPG it’s a game spliced with Ubisoft Tower DNA. I kid you not I traveled dozens of these in regions to show nearby locations. I don’t have to unlock them, since you can stumble upon them if you stray from your main objective. But I felt I had to experience everything the game had to offer. Not purely for the story. The side content deserves to be experienced. In a YMMV area. And so climbing the tall structures is nearly the same for everyone. Usually with monsters nearby and barely any change in obstacles soaring to the top. Horizon Zero Dawn uses the same Ubisoft formula except with walking dinosaurs and every time you scale their appendages presents a challenge to get onto the robo-dino. I liked it. Was a fresh take on the formula. Part 2, doesn’t mobilize with creativity and at its most basic form clones the same functional schematic. I wish I could snipe it from far away to activate if something is blocking the antenna. Use a thunder spell, or slap fire spell to destroy vines forming an obstacle. One obstacle I liked was flying to my destination. Though, such an example only occurred in one region. Hence, I feel the developers could’ve created innovative endeavors rather than having to resort back to good old recycling. And I’ve played my decent share of Ubisoft tower games being over 12 entries. If players enjoy these types of rising to the top then I salute you. But for me, Square could do better.

This is relative in the world being a checklist and lifeless at times. All regions barely have anyone in their region to converse and interact with when roaming. Most if not all quest givers are located in their respective cities and towns. And yes there are other denizens within the settlements to converse with, but it is all located mostly with other people. This is painful to witness and experience when I am on the road and admiring the landscape and come across new mobs, but see the same types once I travel enough in a region. Expanding on the checklist most if not all side activities boil down to extermination monsters, fetch chores in retrieving an ingredient from the said place or creature, and returning to the employer. Variations will exist sometimes like following a person delving into one more stealth section or traversing on a mount. But most boil down to boring design. Some of which made me excavate using my chocobo’s senses to follow a trail and then dig for the item. One assignment had me use a sort of radar to find the exact location. No arrow at all except a circle pulsing. I think if the world was more populated adding in travelers. Not allocating all job-givers in a single location within settlements and introducing better sidequest implementation. The execution of which leaves a lot to be desired. Better investigations. Reduction in fetches in favor of already having the item in our stock or bartering for it while giving off a lore bit during discussion. Increase variation in fiend secondary objectives than the standard pressure, stagger, and kill everyone. Or remove them entirely. Such a lack of meaningful implementation leaves me filled with busy work and more like a chore than a fulfilling endeavor to look forward to. Leaving me in a state of confusion and bewilderment.

I did not like the restricted freedom in traversal, whether on foot or on mounts. Regions you encounter being large zones to freely travel there’s a steady amount of verticality to head towards whether above or low normal elevation. Nevertheless, I hit multiple invisible walls constantly as I tried to jump from a very tall cliff to the bottom since some places I traversed didn’t land where I was supposed to. I tried jumping off a cliff only to fail, thereby I had to go all the way around before finally landing on my destination. This is infuriating. Why can’t I jump from the tallest point and suffer an HP cost or none? The year is 2024 and I can’t believe I have to say this, but the game has no shortage of invisible walls. Pressing a button on your controller will help speed you down a sharp incline only if there are ‘steps.’ Without these you’re SOL. What’s baffling is two mounts circumventing these issues entirely, but my character, an EX-soldier can’t land from a high elevation? Square Enix please play Xenoblade Chronicles and take notes.

By extension, I don’t like having to manually gather materials anytime on foot or a mount. Yet when I acquired traversal vehicles later on I could gather them automatically. I’m again mystified why I can auto-pick them up through a mount but have to resort to manual pick-ups of materials I may need. The devs clearly knew earlier on. Except I'm forced once again to enlist with tediousness. And trust me the game litters the world with common, uncommon, and rare materials to freely transmute as if I'm some impromptu full metal alchemist. Good luck trying to get the right ones if you can’t find them for some quests requiring key items to be made.

Without saying spoilers. A new addition to the remake is Interlude sequences. These consist of playable sections using a certain character I won’t name. But suffice it to say I feel their global inclusion needs to be overhauled. Similar, but different from ones like FFVIII. There we could battle, earn experience, change our equipment, interact, talk to both the citizenry, and volunteer in fun activities. Here we barely interact with the world and are stuck in a linear pattern to complete before we're back on the main content. And this is a mandatory story. So you can’t bypass it. It is like teasing older veterans on you know what, but you actually can’t do much of anything. A missed opportunity to interest both old and new in the figure which I like quite a fair bit. Remember what I said previously about padding? We could use the AAA budget in the interlude, please. Not less than ten minute moments.

I feel the pacing and major villain suffer in consistency as I absorbed and devoured as much of the game. The former(pacing) is tangled in a web of Ubisoft towers with poor sidequest implementation coupled with an absence of quality of life regarding countless button assignments leaves me fatigued despite resting on days to embrace a slow-burn plot that doesn’t hit their strides until later on. The latter(villain) and extends to minor antagonists feel like someone teasing me from far away. As if “Na na na you can’t get me.” Accurate from the original yet becomes more infuriating with the lack of any real achievement upon fighting them. By achievement, only a small modicum of advancement, fluff, and perchance a bit of drama details emerge to move the group along and ascertain with one another “ All right so what have we learned, and what can we do better?” Reusing the same old trick again when moving on. Although, some segments do spice up the encounters to be different and unique. The fact I only saw their interactions change and the climax propelling faster near the endgame. And not in the middle of the game’s story. There’s a lot of focus on padding unnecessary content without giving proper characterization. One chapter takes place in a cave and after voice lines are given from an enemy encounter, I have control of my members only to realize they barely engage in banter. Calling out their moves sure and mottos yes. But nothing to extend their relationship further with bonds. Maddening to witness going through multiple sections with nothing but silence as my companion. While in reverse when finishing some side activities I am treated to some pure development straight from the heart. And here I am left wondering what in the gates hell is going on with my non-existent friendly banter. Did they run out of expenses for more voice lines? Or was it all used for Chadley's (a friendly NPC from the preceding entry) budget because his face is the most I’ve seen whenever I initiate any side activity… wish some of the money went into a M&*(New NPC) budget.

Perhaps the biggest offender to me is the motivation to complete the main story. Any game worth their salt needs to have a compelling plot. We can reduce this simple notion to some regular examples. Revenge, stop ‘x’ person, find out why I have missing memories, find a method for ‘y’ idea. Etc etc. Within the 2024 title, our task is to stop someone who-I-shall-not-name but you can probably figure out who. Along with the goal of saving the planet is sorely lacking. The turtle pace narrative walks instead of blazes. Out of the total 14 chapters, only the chapter [blank] finally moved the glaciers out of my way in my opinion. Some of which were merely a warm-up. By the end, I didn’t feel like I reached a definitive answer to my motivation at the start and was left helpless, confused, and horribly misled.

Lastly, maybe a hot take, I couldn’t help but feel a decent amount of camera work stayed too far on certain antagonists as if to give importance or impending doom. The former of which I don’t need to know the layout of a room before hitting the dude's clothing drip or his lips. The latter of which relates to my point on the villain as if poking at the player to remember they are still a grave and present threat looming over their heads. And the ‘headaches’ we receive frequently to distort our reality into a green filter television flashback in ala schizophrenia leaves me groaning every time I see it. I know the man is in pain. I know he is suffering. Yes, I will expect another occurrence again in the following cutscene. With minor variations in between. Makes me think of splendor shots as if the cutscene director wants their audience to embrace the spectacle. And to its credit, some very impressive moments took my breath away. However, not every shot or angle is up to par and I’m sad to report the camera work at times feels excessive to the point of unnecessary.

I hope my mixed feelings aren't a turnoff. Think of them as major concerns that severely impacted my overall experience. Merely trying to say the above text could be better and improved from what didn’t work out for me. Not to be taken as the ultimate egregious stain upon the landscape of gaming or JRPGs in general. And if some take that to heart well you have my permission to send Bahamut to obliterate me. Besides, the game could be far worse… like full of microtransactions, bugs, and crashes, improper balancing, nonsensical narrative, boring characters, a weak villain, etc. Yet I'm glad to report the game is nothing like those horrible examples. Anyway, now is the time for the awesome stuff. With our party exiting Midgar and embracing the wild wilderness outside the yoke of Shinra’s capital. To find answers and well hunt someone-who-I-again-shall-not-name.

Rebirth is faithful and bold. Excelling in recreating some of my favorite spots back in the original and enhancing nearly everything from combat, music, cutscenes, bonds between friends, etc. I could imagine. The over-and-beyond soundtrack and great range in the countless voice actors to the satisfying combat are nearly the same as the first installment but the addition of synergy skills adds a new tactical layer of syncing up with my ally and delivering punishing blows. And the pleasing visual aesthetic of seeing Kalm, the first town you visit is breathtaking, but more so for every city/town you visit as well. Like by the lifestream seeing Junon with a big freaking cannon jutting out into the ocean still gives me shivers. Cosmo Canyon, a place if anyone ever visited the Grand Canyon in America is of a comparable breadth and scale except steampunked and teeming with monsters, but futuristic with windmills and strapped to the rocky cliffside and denizens living freely without the yoke of oppression from Shinra. Without a doubt, the locations are given maxed attention in both scale and exploration to freely travel between several layers of a city. Don’t get me started on the jungles of Gongaga. I embraced my inner gaga over there.

Characters by far receive adequate characterization and some of their development is hidden in their sidequests. The quality of which is just as satisfying to witness once you earn the end of a side objective. My man with a machine gun easily hits powerful lines almost every time he reflects or delivers passionate speeches. Played by John Eric Bentley, he delivers words like a critical point past midpoint and hidden within a cutscene delving deep into his past providing not only proper development but nuance in his self-reflections concerning others. Most of all he’s not afraid to say it and I deeply admire him. Making his actions later on with his comrades heartwarming. Briana White who voices Aerith equally delivers an emotional range from funny and wholesome to genuinely gripping me with her performances. I saw neither cringe nor an inadequacy of tone in any of my allies in general and as a result, the cutscenes pertaining to each of my comrades' screen time were enjoyable. Heck, the talking dog rises past mountains and bites the cosmos zenith delivering one of the funniest scenes in the game. To the point, I prefer this version’s take than the old one haha. And the sheer range they undergo, once I learn new facets of their personality, is both amusing and shocking. I also feel there’s a greater emotional spectrum at play here concerning the main cast. Tifa and Aerith’s budding friendship is heartening to observe as are the darker feelings my cabal undergoes when the narrative dips back into the dark hold of Shinra’s all-encompassing reach over the planet. For every nice moment my group encounters a looming shadow is stalking them. And I like how not all is fine and dilly dally. Makes the cast relatable and human. Although, I wish Cloud would emote a bit. His facial expression is too stoic at times, but when he does delve into more emotions oh it is a sight…

The cinematography is oh my lord exceptionally well done. I know I groaned about the slow burn early on, and some camera work being excessive but goodness, when you cross after the midpoint. The story cutscenes set the tone right - Clean sequences, no hard cuts constantly to confuse the viewer on the action moments and landing the poignant spots when needed. With the voice actors enhancing these scenes to the limit. Various points during the endgame were magical and beautiful. The flow of which offers a nice break from the usual humor and fluff from the side scenarios reeling back the curtain of the main adventure. But I must say, one long sidequest chain being proto-relics regarding the super boss is pretty sick and the attention to detail and care is lovingly crafted. Fans of the series will take special gratification in experiencing all their quirks and epicness.

No copy-paste for enemies and most environments. By the end of my journey I found a total of 230 unique enemies. No different colored variations or slight increases in HP and power differences either. These mobs will chew and spit you out if you’re not careful. On normal difficulty I found the balance to be justtttt right. Didn’t find battles too easy or too insurmountable. Environments for the most part didn’t repeat as if the 3D artists got lazy. Every area you visit, be it a city/town or a hidden place tucked away reveals something beautiful and mesmerizing. I can’t count the number of times I admired the land and embraced the call of nature. Screw the main assignment and subsidiary content. I’m becoming a photographer! Heck check out some of these shots.

No complaints whatsoever for part 2 shatters the limit break on soundscape design. I would equate it similarly to how FFXVI composition goes but differently. I can’t help but notice whenever I gather new intel the music would dynamically change. Specifically towers. Vocals and instrumentals are more fleshed out as you embrace more intel and my god almighty I'm reminded of whenever FFXIV introduces a new trailer for their expansion you don’t get the full trailer, instead you get a teaser before getting the full course meal. Essentially we listen to an adequate sampler then upon reward hear a better-improved version as I progressed in each region is incredible. And good lord almighty Masashi Hamauzu and Mitsuto Suzuki the composers hit the baseball flying into a homerun reaching outer space. It's phenomenal. No copy-paste and recycling of old tracks. You will undoubtedly hear new remixes, arrangements, instrumentals, vocals and so much more while playing. Shifting and changing as I played more and more. Battles, sidejobs, new areas, main story, and cutscenes all have their unique flair of variety. Resonating with my ears. By the time I entered one weird region called Gongaga, I put my controller down and had my hands over my eyes. Silently listening to powerful emotional moments brought by flute wind and percussion instruments among others I can’t for the life of me identify due to screaming internally how a track touches my heart. For those who played a certain title in the FF7 compilation I 100% felt one person's spirit manifested and oh so pure. The feeling is Indescribable. And then I'm treated to a bow wow wow as if I'm suddenly transported onto a jolly happy place filled with children chorusing a heartwarming rendition to give me enough incentive to conquer anything and everyone in my path. Move over final boss. Once I’m listening to the beat of the bow wow I am unstoppable!

Pivoting to minigames, some of which are truly enjoyable to the extent I kept coming back. Out of more than a dozen to play around with. Without any contest. I must say Queen’s Blood(QB) reigns supreme. Fans of the series know about the Triple Triad, a 3x3 grid where you and one other player duke it out card style to win. QB is similar except we have a bigger grid to manage along with more cards to fiddle around with. Up to fifteen. I won’t go into explaining the mechanics, rather I want to say how satisfying it is to go through the side content and challenge QB players who have a passion for the cards. Bonus points for the team to cheekily take great notes from The Witcher 3’s Gwent pre-match camera angles cause man Cloud and whoever he faces offers a mean frowning “Come and get some!” face-off before entering the battle stage. And thankfully enough the difficulty is balanced I would say. There’s an interesting questline integrated into beating new and experienced veterans only to secure the thrilling conclusion near the end. Such care and thought only deserve every ounce of praise in my eyes. Rules feel fair, thankfully not overly complex. Large assortment of cards to collect and over thirty people to challenge and partake in special survival and puzzle matches too! Seriously makes me wonder if we'll face off a new big bad villain with a card game in the next installment. I can't wait! I need this version in FFXIV please!

Anyway, here are other fantastic ones to try. Leapfrog aka Frogger is a nice way to avoid the spinning beams. Fort Condor goes all out on low poly tower defense. Running Wild is like Rocket League, except with animals. 3D-Brawler is an awesome boxing game using poly characters of our members vs poly enemies. Galactic Saviors is an on-rail shooter ala star-fox kind. Can’t forget a full course Chocobo racing with separate tournaments to enter. Honestly, that one feels like its own game with different races to enter. Heck, there’s even a Wall-E-like Tower defense, but you can input your gambits. I could list extra, but I’ll refrain.

Despite what I said earlier about the padding of both story and optional content. To play devil's advocate against myself I do think on the flip side. The result of engaging with the subsidiary content reveals vital characterization for your companions. I touched on the notion with a machine gun guy. But to expand further without getting into the nitty gritty. If a player finishes all the main story content before moving into a new region and decides to complete remaining the side missions within the area. They are treated to an aftermath of story events prior about my friends. Mostly at the conclusion. Sometimes calling back to familiar NPCs we met and knew about in the past game. Making their presence feel more alive in developing their interpersonal relationships. We also get payoffs on some unanswered inquiries regarding our side-cast in the midpoint. Reveal startling lore bombs on what we know of the planet and as you dove deeper reveal further details. By endgame, I ultimately liked the ambition and deviations shifting outside the norm conceptually and with respect to certain areas to old material in a modern form. But can’t help but think their execution needs work to make it fun and gratifying. If I am treated to a tedious quest design only to reveal a paragraph of lines of development from the main cast to the side cast or vice-versa within the entire product to give me joy. Then I think something needs to change to make the long-term experience enjoyable and not half-and-half.

A triple ‘A’ JRPG remake of this caliber is a sight to behold. However, in my honest opinion, it could be improved a lot. Despite the praise I stated previously, it is not without imperfections. My numerous mixed feelings severely impacted my overall experience to the point I found underneath the splendor lies a stern absence of respecting the player’s time and freedom to participate in its padded nature. A shortage of quality-of-life features like a simple skip minigame(than a reduction in difficulty, from the latest patch) or lessening the involuntary barriers during linear slices. Would’ve done wonders to not forcibly engage with the long dungeons included thereby halting the pacing and breaking the momentum of the plot beats. And an ending I'm frankly disappointed at which I’ll explain more in a separate spoiler link regarding a breakdown why. Though I am glad many enjoyed this title greatly, I can't help but feel wary if I constantly fill the Square Enix’s CBUI heads with clouds of praise without fair critique. That is why I find this title enormously troublesome to rate fairly. After spending weeks bashing my head back and forth, plus reading what my friends had to say and reading those on the other side praising/enjoying/loving everything Rebirth has to offer. I am still shaking my head in distress. Furthermore, I don’t like being baited or teased endlessly, and inside the 2024 title clearly showed plenty. If you’re onboard with that and more such as exploding your suspension of disbelief at times then you will have no problem turning off your brain here. I’m still kinda looking forward to the last entry, but the bigger question I’ve been asking myself is if this remake/re-imagining is something all other companies will take heavy inspiration from and I believe they should for the right reasons. Left unsaid I hope my overall conclusion doesn’t deter the game from prospective buyers. My intention is never to be harsh on a game from which fans adore everything the remake offers. But to inform with evidence what worked well and what didn’t for me. And pray the information helps someone.

5.7/10

Additional Material:
FFVII - Rebirth Ending Analysis - good defense on why this works - ending spoilers
My spoiler thoughts on FFVII Rebirth. Every chapter breakdown - same warning as above

Gnog

2017

Sights & Sounds
- Presentation is where the meat and potatoes of this game lie. GNOG is an audiovisual feast
- Each level depicts a puzzle resembling a robotic face that opens up as you solve its puzzles. Each of these is vibrantly colored and full of character. They actually reminded me of the unfolding Micro Machine and Mighty Max playsets from my youth (or the Littlest Pet Shops and Polly Pockets my sisters played with)
- I can only imagine how nice this would be to play in VR, but I'm sadly lacking a headset. There's a certain "tactile" feel to the puzzles that would have been enhanced in a VR setting
- The soundtrack is amazing. I wound up flipping on noise cancelling and boosting the volume so I could enjoy the tunes a bit better. The tracks start out subdued at the start of each level, but solving the level's central puzzle will net you a (heavily synthesized) vocal performance from the puzzle head and send the song into its crescendo. This was a nice reward that actually had me looking forward to solving each puzzle
- The sound effects are also superb, with every one of your actions triggering some bit of delicious ear candy

Story & Vibes
- Not sure that a narrative is the point here. It seems like you're maybe helping the character from the intro puzzle either pack or unpack, but it's not clear
- The vibes are consistently playful and exuberant as your eyes and ears experience what amounts 90-minute DMT trip (sans the seemingly life-altering revelation that turns out to be nothing important when you sober up)

Playability & Replayability
- Gameplay in GNOG consists of unlocking and completing 10 different "puzzle heads" that center around a central theme or concept. For example, one level sees you fixing a stereo by tuning and aligning it components and setting levels abstractly. Another sees you guiding a burglar through a home, stealing things from each room along the way
- Bookending these levels are the intro to start the game and a redux/epilogue of that same level at the very end
- None of the puzzles are tremendously difficult, and I was able to trial-and-error myself through all of them. Some of the achievements are well hidden, though, or may center around optional actions you may not try. A guide may be necessary to figure those out if you can't piece them together from their descriptions
- Having 100%ed the game, I think I've seen enough that I don't feel a replay is necessary

Overall Impressions & Performance
- While GNOG is a beautiful piece of interactive art, those searching for satisfying or tricky puzzles may leave a little disappointed. Any difficulty arising frome these levels comes from the ambiguity in how to approach them rather than any logical difficulty. For example, it's fairly obvious from the opening of the candy shop level that you're meant to make candy and sell it to customers. Unfortunately, I spent about 10 minutes stuck trying to sell to the customers before realizing that I needed to stock the candy behind the counter first
- To put it briefly, GNOG is a wonderful and impressive art piece, but it is only a mediocre puzzle game
- I can only comment on the non-VR version, but it ran extremely well on the Steam Deck. I really need to start playing these visually-focused games on a larger screen...

Final Verdict
- 6/10. While not bad by any stretch, GNOG simply won't satisfy those looking for brain-teasing puzzles. It will, however, make you curious about ayahuasca. Maybe look for a sale if you're interested in this trippy audiovisual toy

If you've read this far, feel free to check out my ongoing Steam Game Giveaway list here on Backloggd

Fez

2012

Eu gostei do conceito quando vi em trailers e afins, mas o jogo não conseguiu clicar pra mim.

Fez

2012

It's cute, but I'm not the biggest fan of puzzle games. It's not really for me.

Fez

2012

If I were to take FEZ at face value, then my thoughts would be pretty brief: it’s a damn good puzzle-platformer game with a hella strong core, taking a 2D interconnected world and twisting it and turning it to achieve greater heights. It’s never particularly difficult or challenging, but it’s fun; reaching new areas is intriguing, and getting the cubes is ultra satisfying, and in a way, I’m kinda glad it never tries to have really hard sections or some sort of final challenge, because even tho I’m sure that’d be cool, and I would really love to see this dimension-shifting mechanic taken up a notch, I also think the way that it is makes the world feel much more organic than it otherwise would, and sells the idea that this is an experience more about the act of exploring than traversing perilous sections.

However, taking FEZ at face value is impossible, or at least it is for me. FEZ is the jumps and beautiful sounds and sights of its adorable ruined worlds as much as it is the secrets that lie within.

I have talked about my fascination with the ancient world and the mysticism and desire to learn that comes with simply witnessing it, whether it is the remnants of a bygone civilization or the remains of an animal that walked the earth hundreds of millions of nights ago. FEZ has a ton of the former and not much of the latter, but what it shares with both of those is that feeling.

The feeling of stumbling upon something you shouldn’t even be able to understand, of seeing the carvings in the wall and the very code that holds reality together and finding answers behind it—it’s satisfying to beat a platforming challenge and get to a chest with a key in it, but it’s equally, if not even more fulfilling, to fit pieces of the puzzle hidden yet in plain sight.

Spirals of purple marble endlessly repeating, secrets to be revealed by feathered friends or written outside of the game itself, tongues that can be completely translated, and moments like what happened to me where I solved a puzzle by complete chance by just fucking around moving some blocks; connecting the deepest secrets of the world through the addition of the Anti-Cubes alone was an amazing decision. Even after pulling apart layers on top of layers to get some of them, I still feel I’ve barely scratched the surface of what’s in here, what can be found, like an excavation that just has begun.

Every step is a new discovery, and making it to each of the main hub worlds opens a new horizon, from the oldest depths to the stormiest peaks, and it’s all so… tranquil. The wonderful, beautiful pixel art mixed with the outstanding OST, it compels you to keep going, to see juuuuuuuuuuuuuuuust a lil’ more, to keep going a bit further, only to be met with a teleporter, going back to the hub, and repeating that process over and over again. It says a lot when, in the year 2024, a game that uses QR codes or 4th wall breaks to solve puzzles doesn’t make me groan; on the contrary, in fact, it manages to fit into that secret uncovering process tremendously well.

There are pieces that don’t quite fit: the fact that quite a few of those more hidden puzzles end up being a combination of LT and LR inputs is a bit disappointing and misses the mark on what other Anit-Cube quests accomplish so well, and there’s some even weirder stuff like annoying void squares that appear randomly and aren’t anything more than a dumb annoyance or how entering doors may just crash to desktop randomly, which isn’t part of the experience, mind you, and it takes you completely out of it sometimes. It only happened once to me, but this being a problem present years later is a bit disappointing, to be honest.

It's a cube quest that a few times can be a little disappointing or frustrating, but that’s something I can easily look past when the rest of it is so stellar that the act of opening doors is the most exciting fucking thing ever. It invites to wonder and imagine, and there’s so much to be solved and found that, after hitting credits, I feel like the exploration can go even further…  Oh, and also, Gomez’s design and name is the best fucking thing ever and there’s no contest, the most basic-ass lil white dude and I love it, look at his smile!

Adventure is out there, and it carries mysteries with it, it’s about time someone solves them.

I was going to hold off on reviewing this until I'd finished the available content, but with my gaming laptop in repair I don't see myself getting to that anytime soon, so I'll just throw this out now with the caveat that I haven't played for longer than a handful of hours so far.

First impressions are: it's better than I expected, particularly considering I'm not really into survival/crafting-type games at all (with a few exceptions - Minecraft and Raft, though they feel as though they barely count, and Subnautica and The Forest kept my interest with their stories). It's not something I see myself devotedly playing or becoming a big fan of, but it's fun to play with a good group of friends, the graphics are clean, it has some good potential, and it kept me engaged for as long as I was on it.

The gameplay is still pretty rough, but that's probably a given with an Early Access title like this. I experienced a lot of bugs and glitches and just general awkward movement.

Re: the elephant in the room, I think to say there's no copying here would be to be in complete denial, especially considering how shameless a BOTW copy their last game was. A fair few designs in here are blatant rip-offs, some going as far as to have the Pokemon assets one-to-one copied but just flipped around or combined with others', so I'll be curious to see how that lawsuit pans out. I don't expect the game will be entirely taken down, but I wouldn't be surprised at all if they have to rework some designs and elements.

That said, there are also some nice unique (as far as I know) designs here. I'm cautious to give Palworld too much credit because I've seen claims the artist has stolen from Fakemon/fanart as well, so those 'unique' designs could be down to someone else, but I don't know enough about that to say for sure.

Gameplay-wise, it's not really much like Pokemon at all - I see a lot of comparisons to ARK, but I've never played that, so it mostly just reminded me of Rust. I leave the base-building up to my friends and pretty much just spend my time collecting Pals and exploring, and that works for me.

I'll keep up with it and I'm interested to see where the development goes, though I can also completely understand why this game is getting the criticism it is. I've also heard their other game had some incredibly bad practices and financial ethics, so I'm retaining some caution.

I hope updates add more of a storyline, and ideally I'd like to see more maps. It's the same world regardless of server, which I get, but it means once you've explored in one you don't have much left to see. Having more of a plot with relevant NPCs/locations etc. scattered around it might make it feel more interesting.