Playing the game was surprisingly enjoyable at the moment; each hero boasts a unique moveset and distinct game feel. I believe the game excels in bringing the Avengers to life, offering a glimpse into what it's like to embody the heroes we once only experienced through movies and comics.

The introduction stands out as one of the most captivating sequences I've witnessed, setting the pace for the story's ambition—a grand Avengers movie with high-scale events and dramatic turns within the hero group. In this regard, the game does a commendable job, and the portrayal of Kamala Khan adds a delightful touch. Her cheerful personality is surprisingly endearing and not at all annoying, defying my initial expectations.

However, my enjoyment was hindered by the predominantly semi-open level design, often featuring forests or canyons with vast empty spaces and certain enemy faction constructions. I would have preferred a more linear approach with scripted fights, but the engaging gameplay often made me overlook this aspect.

After years of being in the fridge, facing numerous development problems, dealing with the departure of an important developer (Platinum Games), and overcoming many other obstacles, Granblue Fantasy: Relink has finally resurged since its original announcement. At last, we can see what this game is about.

Granblue is a highly acclaimed franchise in Japan, starting as a gacha game, known as the most accessible gacha for a long time. It then expanded beyond the mobile industry with its first game, Granblue Fantasy Versus, a fighting genre game. Now, it has transformed into a JRPG with a strong focus on action.

This game deviates from the typical JRPG franchises we are familiar with (Persona, Tales of Arise, Final Fantasy, etc.) and does not adhere to their common structures.

The game begins by breaking away from the traditional 50-80 hours narrative duration, a potential downside for some who believe a longer playtime defines a valuable JRPG. Relink offers a simple adventure story between friends, propelled by impressive setpieces and thrilling boss fights. The engaging and responsive combat system focuses on executing combos and the synergy between skills and companions.

The impeccable art direction gives the impression that everything was hand-painted, immersing players in beautiful concept arts. Additionally, the game features excellent character progression, including levels and equipment, allowing players to smoothly follow the story without worrying about level discrepancies or the need for an unfair grind.

Granblue Fantasy: Relink stands out as an uncommon and refreshing JRPG among the longer games released lately, and that is music to my ears. It's a miracle that the game launched without major problems given the circumstances and obstacles faced by the development team.

The adolescence period is one of the most tumultuous processes in human life. It's the moment when we demonstrate determination and the need to exercise our own wills and desires. It's when we feel the physiological and natural changes in our bodies and have to deal with what we want for our future and who we want to be.

If I had to describe adolescence in two words, I'd say it's a phase of transformation and self-discovery.

Among the challenges of adolescence, doubt, regret, questionable friendships, and especially impulsivity are some of the aspects that most teenagers will face during this phase. It is commonly marked by numerous hasty and thoughtless decisions that will have consequences, shaping the individual's learning and guiding them toward maturity.

Observing Max as not only the central character undergoing some of these changes but also as the observer of the entire process in relation to other characters is very interesting. Additionally, realizing that the beautiful friendship between Max and Chloe is not as beautiful as it seems, as the blue-haired girl often exhibits questionable behaviors regarding friendships and decisions of her own best friend.

I like to think that a significant part of the audience admiring the friendship between Chloe and Max would be the same people who would beg not to be in a friendship with someone similar to Chloe, which adds an ironic twist and is why I appreciate the "bait" that the game presents with these two characters.

Looking at Life Is Strange now, after all these years and with a more mature perspective, I see that the game accurately portrays the image of adolescence in our century, addressing topics largely neglected by society, such as bullying, cyberbullying, and emphasizing the importance of liberation and maturity, especially for teenagers.


"This story will devour you. It's not a loop, it's a spiral. It's easy to forget in the Dark Place. The story must be true to it's genre. The Dark Place wants to drown me. I'm losing myself. I must write to escape. - Alan Wake, The Haunted Writer



The mind is the most important part of a human being, it gives us the power to think, to create, to picture our own ideas and shape it into a work of art and inspire people. But at the same time, it's a dangerous place, it can trick us, mess with our beliefs, make us doubt of ourselves by playing with our fears, our insecurities, our pain, making us drown deeply in a spiral of suffering and torment, leaving us trapped in a completely dark place.



To me, this is what Alan Wake 2 is about, a journey of an artist through the dark place of the mind, which takes advantage of our thoughts and regrets, where the only existing desire is to be free of this prison, to be free of the torment and pain.



Alan Wake 2 does a incredible job in bringing a more darker tone to the narrative started on it's predecessor, diving deeper into the horror aspect by escalating the atmosphere to the level of tension and some gameplay features normally seen in certain games of the Resident Evil franchise. At the same time, it develops its own take on this genre, combining with a shifting environment and bringing to the light an excellent debate about the morality in writing, that is, about how you use your words in your story and the limits of what you should or should not mess with, all this does justice to the horror story developed by our imprisoned writer, Alan Wake.

Psychodelic strange. This is how i would describe Control, the game exales this energy in many ways, from the atmosphere and setting, to the characters expressions and story. Remedy and Sam Lake has once more delivered a mindbending experience. Me, as a student of Psychology, it was very surprising to see how heavy the game touched upon aspects like human cognition and some Carl Jung, the science aspect of the game is very delightful.



"The unanswered mystery is what stays with us the longest, and it's what we'll remember in the end"

This quote of the protagonist, Alan Wake, summarizes very well what makes the game so good, it starts putting us, the players, in this position where so many strange things begin to happen, which you have no idea about what is happening, and the questions and doubts starts to grow and grow in a short amount of time, and you get eager to know the answers soon, because you really aren't sure if they are getting answered directly, even knowing that you are just at the start of the story. The mystery just keeps you so much engaged.

I really like the theme of Creative block touched by the game, as a person who likes to write his own thoughts and express in words about what i play, watch and feel, seeing Alan facing the lack of ideas to write, brings that sensation where you do not know if you finally lost your power of imagination to create, or if you just lost the one thing that made you worth to be recognizable with, as this dark force, take control of yourself and brings "back" your inner ability that you are so angered to have "losted" and using it in a twisted way where you do not even know that your words could be used to do bad and mishape your mind and reality. Its a wild trip in a writer's/artist mind.

I'm very much hyped to play Alan Wake II, even if knowing that the day where i will be able to play is far, far away, but i hope thar doesnt take long enough.

Knowing what we truly want to do with our life and which path to follow it's a self mature decision that requires courage and shows independecy.

Sonic Frontiers takes it's known classic characters (Tails, Amy and Knuckles) and revitalizes them by bringing what it is the best interpretation i've seen on the franchise so far, its very surprising that the characters are the ones i always knew, but at the same time they are much more different, not only in soul, but in manners too, Tails having self-doubt about his usefulness for Sonic, Amy being more serious and caring about the lives of other beings, Knuckles invested in being a true partner for Sonic and Sonic being the anchor for his friends while acting truly mature in the process, these things enriches the characters in a whole another level and left me very thoughtful.

Its a intimist and emotional journey that Sonic Frontiers takes, and this approach was very good to see. Aside from technical, and graphical polishments, its a very good game, so much different and deconstructive from previous games structures, but its development could it have one more year on the making, that would have helped the final product be even better.

Alright, time to talk about this, Trails in the Sky is my first experience with the Trails saga and i want to acknowledge many things that this game made that grew on me, a LOT.

Starting with the narrative and worldbuilding, this First Chapter is heavily focused on telling the story of the world around you, and what made me love it is the fact that every single aspect is important, not just as a base to make you understand the world you will be diving, but as an aspect that justifies the ongoing narrative and its ongoing journey, like the One Hundred Days War and the Orbal Revolution is always talked everywhere, and you feel the importance of all that, to the characters, the citizens, the citys, literally everything, like, there ALL this history to these places, and you feel the desire to know and understand it, very magical.

I really loved the story more centered on politics aspects, i found it intriguing and the mysterious vibe that the game doesn't fail to deliver is very motivating, you want to keep engaged to know what will happen and discover the secrets that certain characters hide, not just from themselves, but from main protagonists too.

I would like to point-out the gameplay aspect of the game, which is VERY good, i'll gonna start with the leveling system, many JRPGs doesn't know to do this aspect good, like, many of them makes you stop your own to keep grinding for hours and hours just to be able to had a minimal chance of sucess against some boss or harder enemy, its very exhausting and unnecessary time consuming, but here on Trails? This doesn't happen, i guarantee you.

I leveled up through the game at the same pace as the story was going forward, grewing stronger enough with my characters while being on par with many creatures, even with the harder optional bosses and main bosses. My battles always flowed consistently while keeping the challenge brought by these enemies.

The game has this mechanics that looks very much like the orbs from FF7, here they called as "Orbments" which has the purpose of provide and unlock new spells and abilities for the characters, in which these orbments, depending on which ones are chosen, guarantee not only new spells, but additional stats such as defense, strength, speed, which provide more efficiency in certain spells.

All this creates an incentive for you to create builds for your characters and make them focus on specific aspects of battles, as in some JRPGs do. A cool detail is that the game is almost a mixture of a turn-based game and TRPG, where you have to wait for your turn, but you can move through the field of battle, selecting which square you want to go, its very important to always move certain characters, to guarantee some advantages on the battle.

And that's it, this time I made a more shallow comment because I had a lot to talk about (and I still have some things I wanted to talk about) but the journey through this game was so good and flowed in such a pleasant way that I don't know how else to put it in words anymore.

Trails in the Sky was definitely one of my best experiences with JRPGs, marked by a well-made level system, a curious and thought-provoking worldbuilding, with a striking and somewhat shocking ending.
I'm ultra hyped for the Second Chapter and I hope it exceeds my expectations even more.

An ode to the past, and the hope of building a better future, this is what Zelda Wind Waker is.

After 10 years from playing Wind Waker (Gamecube version), i found myself with a sudden urge to replay this game, and out of all the new games I had started I said "Why not?", and so i jumped right in, but this time I chose the Wii U version.

The Wii U version does a great job upon the original game, it brings better graphics, better lightings and textures, while preserving the beautiful amd unique artstyle that got WW to receive the recognition it had obtained in the past, improving so much into the feeling and imersion on the exploration of the game.

I really love all this game has to offer, its vast open-sea to explore, full of islands that are remains of an old world, there's so much story and background around all of that, that people who played Ocarina of Time will understand it very well, it really amazes me this kinda of "world building" approach they decided to take.

Besides being so much fun in everything, Zelda Wind Waker honors an important predecessor, not only through its soundtrack, but in its world, its characters and the roles they must accept to ensure the safety of that new world, no matter how fractured it is, even thus, it is important that we let the sea wash away the past, so that we can sail, in search of building a new future and new lands.

Yeah, i'm kinda disappointed and frustrated while writing this.
I was very interested in Mirrors Edge 1, so much that i've put Mirrors Edge Catalyst on hold to play the first one wherever i could have the chance, and after finishing it i found myself a bit overwhelmed

Parkour is fun as it should be, its level design isnt poor, but its not very intuitive, which can cause some confusion on where to go, the game has this proposal to use markings/points of interest represented in red to guide the player to the right path, but these references are considerably scarce during most levels, and can be seen most of the time only when you are close enough to the point of interest itself.

I don't have much to say about the story though, it's pretty forgettable and not much to save from it, but Faith is cool and pretty stylish.

Mirrors Edge is a fun game, but it gets tiresome very quickly within its six hour runtime due to its confusing level design.


Persona 4 takes a refreshing approach by placing us in a small rural town in Japan, providing a nice change of pace from the bustling metropolis setting typically found in the Persona series, which contributes to very well to the narrative and the mystery thrilling tone of the game.

Its cast is one of the best i've ever seen, not only in their vibrant designs but also in their authentic portrayal of teenage behavior. Atlus made a deliberate effort to capture the essence of real teenagers, showcasing their loud, impulsive, and immature nature, not only with other people, but with themselves as well, which aligns with one of the main themes touched by the narrative. Its was amazing to see each one of them growing and developing maturity on the course of the journey and Social Links events, which one social link character interwines with another (Dojima and Nanako for exemple), creating a REAL sense of connection between the characters and their personal issues.

Even the antagonist is particularly noteworthy. While he's identity may be predictable with careful observation, he is effectively portrayed as a pathetic loser shaped by his own actions or lack of them. This character serves as a mirror for what the protagonist could have become if not for the bonds formed by the main character, highlighting the impact of the people around him, and creating a compelling contrast.

However, there were moments that left me puzzled regarding the complexity of certain characters. They initially appeared to be one thing but revealed a deeper meaning later on. It seems that Atlus aimed to touch on more serious topics but had to navigate around potential controversies, resulting in a somewhat veiled approach. Considering the game's Japanese origins and cultural sensitivities where some topics are considered taboo or harmful, these handling choices didn't come as a surprise to me.
It was a little strange to me? Yes, for sure, but i had to go with that in the end.

Overall, Persona 4 Golden was a AMAZING experience to me, in its narrative, its excentric characters, in truly valuing the mechanics of social links, emphasizing the formation of bonds built by the protagonist, and ultimately, the effectiveness in creating a tone of mystery and suspense, knowing how to be "colorful" and "fun" at certain times and becoming something eerie at others.

>i think i like this more than P5 and P5R by the way, sorry makoto nijima fans :(

The idea of taking a known figure like Alice, which is usually portrayed like this blonde haired innocent girl exploring the Wonderland and transform it into something dark and twisted is a concept that i wished to see more often in the game industry, and not just that, but having a neurodivergent character as a protagonist is not something that happens so very often too, it was very good to see this kind of portray on the game

Another thing that shines its the gloomy and gothic atmosphere they chosen to follow, very charming and atractive, was nice to see these Victorian inspired surroudings, and the art direction takes advantage of it very well

What can i say about the gameplay...while being repetitive, the combat is somewhat fun to engage, you can sense a faint of a hack 'n slash feel in there, but the camera on lock-on sucks so bad that is furiating sometimes to handle. There are many cool sections in the different areas you pass, like side-scrolling plataforming inside of a painting, getting Alice into a giant form, playing a goofy chess game, controling a ship while firing cannon-ball and many others things, they have a nice diversity of fun mechanics/moments of the kind that you would only see in a Mario game for exemple

There are some things worth noting about the game that affected my run and made me a little frustrated, like the time length, i think that the game extends itself too much, there was some segments that could be shortened, add it to the fact that every important information about the narrative is only presented to you at the end of each chapter, if they had limited some things and distributed some plot points more quickly, then the experience could be more fluid.

The optimization doesn't help either, this game has some annoying problems, like FPS drops here and there, crashes while launching the game and sudden freezing in random moments, these are some technical aspects that can bring some pain and make you repeat some sequences that you wouldn't want to repeat it at all

For the final note, one thing that was pissing me off was the construction of the dialogues, many of what the characters say doesn't make aproppriate sense at all of what is happening to Alice, her mind, to Wonderland and her past, in addition of they speaking too fast, some choice of words didnt connect with what was happening in the context of the situation, lefting me several times lost about everything that was happening in the story

>Alice Madness Returns is a nice game, i think its worth playing, not only for the art direction, but by its decision to portray this figure in a way that can't be seen anywhere at this actual moment. I don't know which rate i should give to this game right now, but this text was to show the aspects that made me like this game the most, while expressing some things that made me a little bit frustrated and affected my experience with the game

I see this as a coming-of age, a bigger one to be honest. Ragnarok takes all the steps previously builded by his predecessor and evolves into something much more hopeful in a mature way with narrative.

Its amazing to see how the characters are here after everything that happened in 2018 installment, i like that he works more with each one's complexes and the weight of all events that happened. All the transformation and evolution they suffer here is so satisfying and, like i said before, hopeful to see, and the conclusion of each one of them is worth it.

It has some problem with pace like the previously game (i'm talking to you Angrboda and Atreus sequence) but it is understandable to why it has to happen.

I'm not so much of a lover with the Playstation cinematic exclusive, but this here? It was super special for me, so strong, hopeful and heart touching to experience this final chapter of the Norse mythology.

The gameplay is the icing on the cake of the game, but everything else is completely forgettable, the story, the characters, everything.
It's notable that Valkyrie Elysium lacked budget and development time, and it's a little sad since it's the return of a long dormant franchise, but on the other hand, it was fun and entertaining at least.

The best SW material i've ever experienced in a while, it amazes me how such a limited game in technical terms for the time has so much content and offers so much choices and variety to the gameplay in general...

It truly is a beatiful RPG, and the fact that plays in the setting of Star Wars just makes me love even more

I love how it delves so well into the naturalness of the Force, goes deeper into the theme of feeling/emotion and the independence of our decisions, a series of important things that permeate the Star Wars universe.
I say firmly that it is the material that most takes advantage of this galactic universe that is so loved

I won't talk about how the gameplay has become dated because that's something so obvious because of the time it came and the technical limitations, but compared to other games, it's not something unplayable, just disorganized for these days.