63 Reviews liked by Rorenado


Wolfenstein 2009 is one of the most underrated games I've ever played. Critically panned on released, sold poorly and basically killed the series for a long time. But this game is quite unique and fun. Raven basically took the supernatural elements of Wolfenstein and hammed it up to the max. BJ is just some dude now, he isn't the roided out beefcake we are used to. The game at the beginning does play like a average call of duty game, with cover and regenerating health. But turns into its own thing when you get the Veil. A powerful object which buffs BJ with superpowers. Wolfenstein may not be the most praised or favorite among fans, but it's still a fun shooter with an insane premise.

Didn't deserve the backlash it got. Was the best Wolfenstein game in terms of story at the time it was made. Built the framework for the MachineGames Wolfenstein games.

Excellent remaster! They accurately preserved the originals, and the graphical updates done are toggleable, but honestly I prefer them to the originals. This is a very respectful, high quality remaster that I wish most remasters were like.

I can definitely see why this would become the highly regarded classic that it did for its time. Yes, the controls are dated, as are the visuals, but it still holds up! I love it when an old classic game I’ve never played before is still as much fun to play as a lot of modern games.

Exploration, level design and atmosphere are what make this game truly shine. I feel it’s redundant to criticise the tank controls as they where fully intended to work that way in conjunction with the way the environments are designed. The downside is the combat, which usually resorts to just standing/strafing whilst holding down the action button and then waiting until the enemies are dead. The mummies in particular are just brutal to fight.

In terms of the remastered version, I think they did a great job with the visuals, though that is more or less where the praise stops. This feels more like a port than a proper remaster. I was looking forward to using the camera mode, but there’s very little options for you to use. The modern controls are frankly terrible with no way to side/back flip and the camera goes off the rails in confined spaces.
Compared to other remasters like Crash Bandicoot N. Sane Trilogy/CTR Nitro Fuelled, Spyro Reignited Trilogy, Pokemon HeartGold/SoulSilver etc, there’s just not a lot of newish content for you to play and unlock.

Still I had a lot of fun. My god is it difficult though! I kinda miss this era of PS1 games that weren’t watered down and fully embraced their own charm.

A unique entry in Square's prolific and experimental PSX era, Parasite Eve adapts FFVII, with its grandiose FMV cutscenes and pre-rendered environments, into a survival horror. It's still a JRPG at its core, but one which trades micro-level complexity for macro-level; the single-protagonist combat cannot match the complexity of the party-based approach of Final Fantasy, but limitations in inventory, ammo, and items mean that choices regarding how you invest in your character's attributes and equipment have consequences that paint a complex picture in the long-term. The "long-term" thankfully isn't too long, clocking in at around 10-hours for me, resulting in a game that's well-paced and with areas that feel fully-developed and lived-in - no endless nondescript dungeons here, it's all-killer no-filler. Pair all this with a bonkers sci-fi story, wonderful music, and a diverse cast of characters, and you're left with a game that completely lived up to its potential.

First time finishing the original TR and I fucking loved it!

Honestly, the game is transformed just by having a save anywhere feature (I know this is in the PC version). The new visuals and 60fps help too.

New art is great and being able to switch back to the original visuals with the press of a button is very helpful when you need its brighter lighting.

No handholding, minimal HUD, great puzzles, a suitably creepy and lonely atmosphere, and a classic soundtrack. What a game.

(Yes, it can be tough at times but it’s far easier - and fairer - than its sequels. Speaking of which, TR2 next.)

A Solid remaster with the fans of the original trilogy in mind. The only issue are those damned spiders, who are tougher than the Tigers and T-Rex. Maybe it is me switching between modern and classic graphics during the cutscene, but there is lag with the speech and animations.

Parasite Eve finished. Another great surprise of an old classic discovered this year. Entertaining, fun except for tense moments, and interesting. When SquareSoft made these types of games without worrying about sales. The game deserves to be played, even 1 time, but very dark.
Parasite Eve terminado. Otra gran sorpresa de un clásico viejo descubierto este año. Entretenido, divertido salvo momentos tensos, e interesante. Cuando SquareSoft hacia este tipo de juegos sin preocuparse por ventas. El juego merece ser jugado, aunque sea 1 vez, pero muy oscuro.

This review contains spoilers

The overall story is pretty straightforward. I love that the main story is the prime focus, even though the lack of side-quests is probably a budget thing.

Deliver Us Mars (DuM) is made using Unreal Engine, and as is the trademark of Unreal games, the graphics are probably great, but I never got to enjoy them since my poor GTX 1650 isn't powerful enough for this. Plus, framerates were terrible unless I turned graphics ALLLLLL the way down. But overall, good enough performance.

The story is fine. It feels like so many problems would be solved with a simple conversation and characters make decisions impulsively. The voice acting is spectacular, and the background music, while not cinematic by any stretch of the imagination, was definitely really good for setting the mood.

They really should've toned down the grind for the wall climbing and hologram stuff... The wall climbing mechanics were really cool (managing left and right arms with left and right mouse buttons was an inspired idea) but good god it got tiresome pretty fast. Even more so the hologram puzzles. Sometimes they were 2 puzzles, sometimes 3. How about just finish it after one? We get it. The decryption is quite complicated. Let me play the damn game now ffs.

The final few seconds really turned my opinion. They did all this to return to Earth. So many people have died in this pursuit. Yet the last few seconds are haunting. Because, as is with anything space related, is it worth it if you didn't get some sort of existential horror vibe?

I like this way better than Phantom Pain because I think the open world thing is probably the worst thing you could have ever added to a stealth game. Make it big, make it more open-air, but stealth is always better under constraints.

Pretty great stealth sandbox, multiple different missions and after a while you learn the layout of Guantanamo Bay and patrols. An excellent preview for the great albeit flawed Phantom Pain. Gameplay feels more "realistic" than 4 but also looses some of the finer adjustments and arcadey stealth gameplay. Still a blast tho

Throughout the late 80’s and early to mid 90’s, Capcom had a pretty good relationship going with Disney. For many years, they would be the primary developer for a lot of licensed games based on both Disney characters are popular movies and shows at the time, leading to what many consider to be some of the best licensed games of the NES-SNES eras, such as with DuckTales, Goof Troop, and the SNES version of Aladdin. Sure, not all of Disney’s games back in the day were made exclusively by them, but when it came to sorting out the good from the mediocre-bad games, you would just need to see if it was made by Capcom, and you could just go from there… even if their logo didn’t always guarantee a worthwhile product. Looking at you, Adventures in the Magic Kingdom. But either way, when it came to the Disney properties they tackled, they also had a fair amount of shots at giving the big mouse himself his own lineup of titles, including a successful attempt with The Magical Quest Starring Mickey Mouse.

At this point, Mickey Mouse was no stranger when it came to video games, not only getting a few standalone titles at this point like Mickey Mousecapade, but also a set of successful Sega games known as Castle of Illusion. However, some of those earlier titles like Mickey Mousecapade were of the usual quality that you would expect from a licensed game, with the exception of the Castle of Illusion series, which I have yet to play, so I can’t give it my clearly 100% accurate gaming critique yet. So, it was pleasant to find that this first Mickey Mouse title for the SNES was actually a pretty good game. It is pretty standard for what it is, and it isn’t one of the best platformers on the SNES, but for being the first SNES game for Mickey Mouse, it is a great start all around.

The story is pretty simple, about Mickey needing to rescue Pluto from the Big Bad Pete, which is enough to get you going on your way, because you don’t wanna see anything bad happen to Pluto, the graphics are really good, being very bright, colorful, and charming for a Mickey Mouse game, and speaking of which, Mickey himself and all of the other characters and enemies look pretty good, and accurate to the designs we all know and love, the music is very enjoyable, giving off that distinct Capcom vibe, and there are plenty of good tracks to listen to throughout, with my favorite being the one in Stage 3, the control is mostly pretty solid, feeling very smooth most of the time, but some of the actions can be kinda finicky, such as with grabbing objects and using some powerups, and the gameplay is typical of the genre, but it does introduce some features that gives that extra boost of quality that makes it fun.

The game is your typical 2D platformer, where you take control of Mickey Mouse, take on a set of six stages across many different fantastical settings, stomp on many different enemies you will encounter along the way, as well as using plenty of different items to throw at enemies to get an advantage over them, gather plenty of coins, hearts, and powerups to help you out along the way, and take on plenty of appropriately cartoony bosses that will actually provide a good amount of challenge if you aren’t careful. As a platformer on its own, it isn’t anything too special, all things considered, but when it comes to being a Mickey Mouse game, it is pretty well done. The game is challenging enough to where you need to keep on your toes, while also providing plenty of assistance when needed, and any skilled player would be able to have a pleasant enough time with.

One of the things that make this game stand out from other Mickey Mouse games is the use of the various outfits in the game. Upon entering a new stage, Mickey will sometimes gain a brand new outfit that he can swap in and out of anytime, with these items being very useful, which consist of the magician outfit, which lets him shoot out magic projectiles, the firefighter outfit, which lets him shoot water at enemies and other objects, and the mountain-climber outfit, which gives you grappling hook to use to your advantage. What makes these outfits pretty useful aside from the additional firepower was that they also are essential to making progress in the game, such as in instances where you have to put out fires with the firefighter outfit, you have to activate magic carpets with the magician outfit, and you could use the grappling hooks to get over plenty of dangerous gaps and grapple onto plenty of platforms. While the outfits themselves aren’t that exciting, they are extremely helpful in many different instances, and I did like swapping between all of them to my advantage throughout the journey.

Aside from all that though, the game itself doesn’t have that much else going for it. It is still a very typical SNES era platformer, one that does have a good amount to do, but it doesn’t really bring anything new to the genre. That’s not necessarily a bad thing, seeing as it is just a Mickey Mouse game, but it isn’t really doing that much different from other similar games, or even similar licensed games of that time. And of course, since I can never be pleased, there has to be something that bothers me, and for this game, that would be the boss rush in the last stage. Granted, this is one of the least offensive boss rushes I have seen so far, as there are only a few bosses rehashed, and you can pretty much just ignore them and head straight to the final boss, but of course, for first time players, you aren’t going to know which door is a recycled boss and which one isn’t, so have fun with that.

Overall, despite a lack of originality and repeated bosses here and there, this is still one of the better Mickey Mouse games that you can find, and one of the better licensed games to come from Disney and from the SNES era. I would definitely recommend it for those of you who are big fans of Mickey Mouse, as well as those who were a fan of Capcom’s other Disney games, but for everyone else, there are arguably better Disney licensed games out there, and better Mickey Mouse games even. Also, quick little spoiler for the end of the game, but at the end of it all, it turns out that Mickey Mouse was just dreaming the entire time, and Pluto never really got kidnapped. Never thought I would get Mario 2’d by Micheal Fucking Rat, but I guess there is a first time for everything.

Game #383

Metal Gear Solid V: Ground Zeroes is an extremely confusing piece of video game history. It exists only so that MGSV: The Phantom Pain can exist, and, due to that, is hardly more than a demo. It was the first taste of what the new generation of Metal Gear could offer. Snake had never felt so agile, and he had a myriad of tools at his disposal. GZ’s cutscenes are, in my opinion, the best in the series. Kojima had typically avoided violence in previous entries; Snake would always tranquilize or CQC enemies instead of kill them. In Ground Zeroes, however, Kojima established that he would pull no punches and proceeded to show some of the most graphic imagery and storytelling in a game to date. It ends on a bang (xd) that sets up MGSV:TPP beautifully, but, that being said, MGSV:GZ isn’t worth purchasing on its own.

Pokémon White Version 2 ? More like, PEAKmon White Version 2!... Ok that one wasn't even funny I'm sorry...

White Version 2 is such an anomaly that I'm even surprised it even exists as it is; now-a-days, the concept of the ''Third Version'' of Pokémon games has completely disappeared, with the jump to 3D a ton of stuff began to change, so much so that for the sixth generation there wasn't any kind of third version, for the seventh we got the ''Ultra'' games, and now in the eighth and ninth generations, DLC has been the main focus for a way to add more content to the original games. There's a ton to be discussed about this topic, if the DLC's are worth it; if the extra editions, despite consistently being the definitive version of any given generation, were just another way to scoop more money out of mechanics and enhancements that should have already been on the base games, which were dual releases in the first place… whichever the case, one thing’s for sure: for the longest time, they have been constantly expected, and the expectations for the fifth generation were no different. I mean, c’mon, games called Black & White that also have a third dragon legendary that gas grey as the main color? It was clearer than water that sooner or later Pokémon Grey Edition was gonna appear on the shelves… except no…

…no it did not…

Well-over a year into the 3DS life-span and in an extremely surprising and different move (tho that’s kinda in brand for B&W as a whole), B2&W2 were released for the DS, and not only this was the first instance of a generation not having a having an upgraded version as we know it, but also it was the first and, so far, only instance of this franchise having a direct sequel that takes place in the same region. It’s clear that despite the initial controversies among some fans with the original games, the team at Game Freak loved the original Black and White games as much as people (such as myself) do to this day; in several interviews and even in a ‘’Iwata Asks’’, game’s director Takao Unno mentioned the desire within the team to expand further in certain characters and the regions, keep pushing forward the themes of battle of ideals the the original entry stablished, as well as to explore new mechanics within the same world and Unova’s lay-out. Even form its very conception, B2&W2 was conceptualized as anything but a simple repeat of the original, but I also think that calling a more complex remix would also be a disservice, and it’s far more than just a simple follow-up.

Two years have passed in-game and between releases, and it very much shows; while yes, the region of Unova hasn’t seen much big changes, every city is still were it once was and pretty much unchanged from two years ago, we traverse a lot of locations never before seen: from bran new places like Virbank City and its complex, the not so far-off Pokéwood, or even routes that has seen complete revamps, like route 4 turning into a small apartment complex in Black 2 or the results of an archeological excavation in White 2, which not only are some rad differences to have between versions than just some changes of gym leader, but also reflects perfectly on the ideas of duality that these games strive to make the center off. Both past and new locations feel alive and vibrant, and there’s arguably much more variety in the design of the cites and sub-areas here than there it ever was in the original game. The way you traverse the games is also much more refreshing compared to the original game: not only there are a ton more of de-tours in before known places, like seeking Team Plasma in Castelia City’s sewers, which were inaccessible before, but also, while the game is fairly linear, you jump constantly from area to area, and half way through the game you take a plane that takes you to the routes that were once just post-game content, and they are much more expanded and lead to never seen before places, both before and after the league. Some characters also sport brand new looks and teams; both Cheren and Bianca feel a ton more mature and experienced than their younger, more insecure and reckless selves from B&W, and they are a perfect showcase of how much the events of the original game and the 2 years that have gone by have affected them and the entire region; even the gym leaders, while they do leave much less of an impact and don’t have as much of a presence as they did in the original, are still by far the best in the series, sporting new teams, their proudness in showcasing the progress of the region (Like Clay and his beloved Pokémon World Tournament), some even having new looks and gyms, and some of them just retiring, leaving the mantel of gym leader to new aspiring trainers in different places. It’ all just so… natural, the passage of time is communicated incredibly well and makes traversing this brand new Unova so compelling and exciting to discover, and be soaked on its mystique.

Visually and sound-wise is still the same ten out of ten as it was once; the new music is great as ever, but much of the graphics and songs are lifted from its predecessor, and while yes, they are still fantastic, I think that’s more of a victory of the original Black & White than of these games (and believe me, I’ll also talk about those in the future). What was also a victory of the past games was the simply impeccable narrative. B&W explored what it meant to a Pokémon trainer, questioned the grounds for what the series stands for, and crafted a evil team that, while ultimately was head-speared by a disgusting megalomaniac that sought control of the region under the façade of a good ‘cause and manipulated the entire region creating basically a cult for the leader (I really need to get into Ghetsis in the future), the cause of N was and still is well-spirited, a movement that seeks to help the Pokémon and that, to this day, is brought back time and time again in the series as a talking point. B&W questioned itself, and it didn’t take the cowards way out by simply saying that all of Team Plasma was wrong; N truly had a point, and B2&W2 biggest narrative strength is the exploration of one simple question: What happens next? While it was easy to englobe all of B&W’s themes under the fight between different beliefs (or truth and ideals, as the games puts it) and how there are certain things that shouldn’t be looked at through a black or white lenses, B2&W2 are not as easy. Ironically, despite being still being called Black & White, the game does for sure lean into that grey territory; aside of the Plasma and the Rival’s storyline, many of the characters don’t have much conflict, not even the returning N; some characters like Colress bring the interesting perspective of extreme pragmatism and how that inevitably leads people to be closed off from possible positive ideals and ultimately fall into the exact violence and coldness they seem to be against (Funnily enough, is in Ultra Sun and Ultra Moon where Acromo gets a really cool ending to his character arch, so I really recommend checking it out if you like his character) and the rival does have a cool arch of leaving behind wrathful vengeance in exchange for compassion and it’s probably one of the most underrated rivals in the series; but the game as a whole doesn’t really center on those topics. Instead here’s this feeling of… resolve, of hope, and despite the past coming back more violent than ever, the people and Pokémon of Unova are more united than ever, and this inner peace and ravenous excitement for the tomorrow can be seen in the champions of the region, both old and new.

It is an interesting perfective to take in the sequels, even if ultimately it isn’t as compelling or gripping as the previous game was; it’s for sure a more celebratory and optimistic take, and it’s warranted considering the ending of the past adventure, but it doesn’t stop it from feeling less grounded, and more akin to what you would encounter in a ‘’normal’’ Pokémon game. The Team Plasma stuff is clearly the winner of the whole narrative department tho; even if at a glance it looks like they ‘’rocketized’’ the Plasma fellows, I actually adore this direction for them; the division of those who follow N and those who follow Ghetsis, with two of the old sages at the front of each, Roof and Zinzolin, it’s the true reason this game is still called Black &White. A division of those who seek atonement for their past mistakes and truly want to help Pokémon, and those who still follow their deplorable excuse for a leader, who now only want to use strength and fear to reach their end, who embrace foolishness and ignorance. It’s so, so fucking compelling, not only it’s the expected outcome since it’s clear some of the past Plasma members would realize their errors and Ghetsis is a petty piece of shit that would inevitably come back, but it’s also just so satisfying to see a brighter future for truly altruistic people, as well as to kick the asses of the Neo Team Plasma and destroy the madman’s aspirations once again. It’s a return to the more classic formula of the Evil Team, but one that works wonderfully, and makes me wish that the game had explored it even more and put the main focus into this division once again, but do not mistake my disappointment in certain regards by disgust; B2&W2 are still fantastic games, probably the ones with the most interesting content, the most interesting Pokémon variety and balancing, and even if I ultimately prefer the originals, they are still a monumental achievement for the series, and even if they back-pedal in certain aspects and I’m not really fond of certain major and minor battles compared to the originals, I don’t think there will be any other game in the main series that reaches this level of pure personality and fulfillment….


The memories I have with this game are as strong as with the originals, and I revisit this game, way, way more simply because of the fun of team building, doing stuff in it and just… taking it in, taking it slow, enjoying the music, the views and the pixelated beauty of it all. Each new change, be it aesthetic, narrative or even in the gameplay department (the Hidden Grottos and the new revamped learn-sets are two fantastic additions that come to mind) showcase just how hellbent the team was on crafting the best fifth gen experience possible, and even if I still believe that it doesn’t quite reach the same highs as its pre-quels, B2W2 is a swansong, and even if it’s up to each if the series never reached the same highs as it did here, it’s for sure that the team left the DS with on a spectacular note.


Man, fuck a possible remake of the original, give us B3&W3 or a Legends: Kyurem/Victini! Give us kino, Game Freak!

A great conclusion to the series,i was honestly afraid of this might be a fast wrap up of the story kind of like Xenogears Disc 2,but thankfully that's not the case.Story is deep,thought provoking,tragic,beautiful,and incredibly well told.There was never a moment where i was getting bored of it,and when it reaches it's pinnacles,amount of emotion it conveys is on another level in anything else i've ever played,this game has so much character development and character moments,along with an extremely fleshed out worldbuilding,it's just insane,it's close to Xenogears with amount of ambition it has.It's not just an incredible story on it's own,but also the perfect ending the series could've had after the planning 6-game series has reduced to 3.Every single payoff is satisfying,and ending,while leave things open for more to follow,might be my favorite in any game ever,i'll just say it has i was in tears by the times credits have rolled
Gameplay is polished to the near perfection,everything feels fast,snappy and fun,regular battles doesn't really does something unique unlike Xenosaga 2, you have your party members,and variety of actions they can perform,which includes regular attacks, tech attacks, which are more powerful physical attacks, and ether attacks, which is magic.Along with a refined boost system,which now you can use special attacks in exchange of the boost,and that's it,but it does all of these in the most polished,fun and balanced way.Maybe with the exception of the break system,which is a gauge both you and enemies had.When that gauge fills,character knocks down and more vulnareble to attacks for 2 turns.And unfortunetly it's kind of useless agains the bosses due the how gigantic their break gauges are,especially compare to your party members,you're better of focusing on raw damage rather than break damage.But that's just a minor problem compare to what the gameplay does right
E.S fights are improved a lot too,you have a fuel gauge to perform variety of attacks,a better generator you have,more fuel you have, and therefore more attacks you can perform.You also have an Anima gauge,which is like boost, but just for special attacks, and unlike boost each party member has an individual Anima gauge. Regular E.S battles doesn't offer much in terms of challange,but most of the time you combat in E.S are for bosses, and all of them are pretty strategic and satisfying fights, especially in the endgame.
Music is both a massive upgrade and kind of a downgrade,enviroment music is a bit dull and forgettable compare to Xenosaga 2,but there are so many incredible combat musics it makes up for it,just look up Godsibb on Youtube.
Overall,Xenosaga 3 offers a complex,emotional narrative,deep and likeable characters and super fun gameplay.It stands right next to Xenogears as THE masterpiece in the videogame medium in my opinion