02/09/2024 update:
After a while, I sat down to play this game again. Did my opinion change from last time? A little. Most of my criticisms remain the same, with a few more nitpicks, although now I find myself liking Dandara a bit more.

The music, the art, they elevate the game despite its glaring flaws, and I cannot say I hated the game as a whole, but I was frustrated by the lack of direction. Other Metroidvanias are more intuitive, with a general idea with where you should go, but here, the direction starts lacking once you reach the Hidden Kingdoms, and the lack of savepoints in that area still frustrates me.

However, after I better learned the jumping and movement, I could finally play this game better, and what I got at the end, despite all the frustrations, was truthfully worth it. I really like this game's setting and story, through and through, and that was the thing that got me to keep going to the end.

Would I still recommend it? Yeah, I would. It's certainly an unique experience, and I'm glad I played it.

(For extra context: I'm Brazilian, and this game was made in my native language and contains several references to Brazilian culture, History and folklore, which I understood.)

I have played this game for 15.5 hours.

First thing's first, there are many things I like in this game.

The music: It's fantastic, whether it's the ethereal ambience or the dramatic score for fights, it's a great feature the game has.

The graphics: I'm a lover of pixel art, and this game looks gorgeous. The backgrounds and the environment look sublime. The characters' designs look great, and they're pretty creative.

The story: It's compelling, and I like that you can piece it together through character dialogue and clues spread all around. It's a staple of Metroidvanias that I will like no matter the game.

Now, at first, on the first few hours, I really like the game, and I would have given it a higher grade if it weren't for a series of factors that piled on as the game progressed.

The gameplay. It's not bad in of itself, but then things get unbearably harsh once the enemies start popping around the clock.

You CANNOT attack while jumping. You have to stand still and then shoot, making you an easy target for enemies if you don't watch yourself. On top of this, you have to charge your attack in one second. Now this, IN OF ITSELF, isn't bad. It encourages you to think and plan your trajectory as you dodge the enemies and environmental hazards at your leisure. But then the game starts throwing fast enemies at you, and they come by the numbers. You don't have time to stop and think; you HAVE to move faster than you can think, and to the combat's detriment: You CAN'T shoot while jumping, AND you're forced to sit still for at least one second to be able to attack at all.

You can use other alternative, faster attacks, but they will drain your MP, and while you're able to replenish it, there's only an amount of times you can do so before needing to go to a save point. And the game, later on, has many difficult gauntlets and enemy-infested areas that punish you if you stop to think for one moment. You are forced to pre-plan every move you make and you still have to improvise midway through, because of several hazards and enemies the game throws at you.

The aiming system is weird. I'm not sure if it's just me, but when I'm aiming, the jumping trajectory line (highlighted in a green color) sometimes will stop if you're trying to move it from several smaller platforms, and many times I had to move my mouse back and forth to get it to move, and many times I got hurt or died because of this.

And, while the game overall has fairly even distributed save points, this one area, the Hidden Kingdoms, is way, WAY too big compared to the other areas, and it gets really tedious to navigate through it because there are very few save points. In this one massive area, on the lower part of the Hidden Kingdoms' map, there are but two solitary save points, and getting to them takes way too long. If you die in this area, you have to traverse a really far distance to reach the place you last died, making a tedious experience frustrating, especially in the Trials' area, where you have to walk a long distance to get to any of said Trials.

I found out later that you can enable "respawn at the door", which makes things much more convenient, but it's a cheat. Why is it a cheat? This wouldn't be much of a problem if this IMMENSE area had more save points. Even harder games like Hollow Knight, Blasphemous, and the Souls games have evenly distributed save points where you can rest and respawn without having to backtrack too much.

This huge difficulty spike is at best unwarranted, and comes across as an artificial way to increase difficulty, and it's the biggest detractor of this game. It doesn't feel challenging: It feels unfair, and unearned, and also frustrates me.

I have to say, however: I haven't finished this game. These are my thoughts after playing well over 15 hours, and most of these hours were dotted with frustration and lots of backtracking.

I may change my thoughts and thus my score later, but so far, this is my experience with the game. If you still want to play it, go ahead, I could maybe even recommend it, but be wary of these flaws; it might be more frustrating to you than it was for me.

The only reason I'm not giving it a full score is that last level. While I like hard games, the last level of Psychonauts was simply unfair.

I heard it was even harder before, and I only shudder to imagine.

I'm replaying this one already. I got nothing to add to what everyone else has said. It's fantastic, and there's a world of mods that I'm eager to try.

My only personal nitpick is that I wish I could sprint.

This game has a lot of potential. There are several things I love about it, but it's held back by its lack of updates and unbalanced gameplay.

I already completed its overall story, and I really want to see where it goes, but I'm afraid I won't be getting more any time soon.

2018

A fantastic, beautiful game that I don't see myself playing again any time soon, because I might just cry a river again.

One of my favorite games from the last decade, easily on my top 3.

I played this game so many times when I had a PS2.
It's not perfect by any means. In fact, I understand why it got so many mediocre scores and reviews when it came out.

But damn it, I just love it. Warts and all.

The original God of War trilogy are games that have a really fun gameplay but the story is really bad.

As a teenager, I could excuse the latter for the former. As an adult, I cannot. I have to say it, I hate everything about Kratos as a main character in this. He's a stubborn, violent brute whose tragic backstory doesn't excuse what he does in this game. His characterization doesn't go beyond: "I'm angry, therefore I'll murder everything around me." He isn't sympathetic; the occasional, casual cruelty to random civilians (such as the man in the Hydra's maw in the 1rst game, or the priestess in the 3rd game) kill off any sympathy I've had for him from the 1rst game.

Usually, I'm forgiving of how certain games and movies utilize Greek mythology, for I even enjoy things such as Disney's Hercules, but God of War II fails to take full advantage of the mythology it's taking inspiration from, focusing more on the "rule of cool" over everything else, on top of showing nudity and gratuitous violence to fuel the power fantasies of a hormone-filled teenager in the early 2000's

Things in the story just happen for the sake of it, and the motivations of every character are really flimsy. At times they're not explained and require you to have played a side game beyond the 1rst God of War to understand why certain characters act the way they are, such as the gods being jerks and fearful of Kratos because of Pandora's Box, but it's never explained outside of a chunk of lore not present within the game, meaning I had to do research outside of the game to fully understand it.

Meaning that this game, which is about 12 hours long, failed to fully develop its story for the sake of a shallow power fantasy made for edgy teenagers who wanted to feel like big boys.

A lovely little puzzle game worth every penny. The cartoonish art direction is cute and endearing, and the puzzles are creative without being too hard (except for the "chess" game puzzle). I've played this three times, and I loved it every single time. I just wish there was more to it.

Metal Slug Anthology review series entry #1:

You can't go wrong with a classic like Metal Slug X. This was my first introduction to the franchise when I was 12 and only had a PS1 with this, The Lion King Game, and Toy Story 2. I'd play it to the end in one sitting, because I couldn't save the game, and thanks to Metal Slug Anthology, now I can, which allowed me to save my progress midway through yesterday so i could finish it today.

I always loved this game, even if I I always end up with my fingers aching after the final boss. I can't think of a flaw, outside of maybe a nitpick with the regular enemies at the end taking too many shots to die.

Metal Slug X is the hard type of way that I like, one that challenges you to stand up again and keep on fighting, and I'd say the franchise as a whole is a staple of run 'n' gun games everywhere. It's fun, challenging, a total riot to play, and it's so satisfying to blow things up using the assorted arsenal the game has to offer.


This game is pretty short. I finished it roughly two hours, without needing to pause in-between, except for two times.

Yet I wouldn't have it any other way. It's the perfect amount of time for a game like Monument Valley.

Despite its simple graphics, it's such a beautiful game to look at. The puzzles are intuitive yet elaborate, and quite creative; I love impossible geometry, and this is something that highly tickles my fancy.

I've played this before on mobile, and buying it again for PC was worth it. I highly recommend this if you like puzzles

(I'm doing an off-memory review of this game.)

I know this is the first Uncharted game, but it didn't age so well, especially against its sequels. The combat is fun but parts of it aren't very good, and some of the later enemies are very spongy on top of being fast, which got me killed many times.

It goes without saying, the final boss is just bad. Disappointing, clunky, and I finished it lickety split. There's nothing much to add to what others have said about it other than it's disappointing all around. It almost ruined the experience of the game for me. Almost.

There's still some good in this game, and I guess it has some nostalgic value to it, but it doesn't compel me to go back to play it. I don't like "movie-like" games that much as well.

It's trash. Ugly and stupid. I regretted wasting money on it.

I'm very late to the Halo franchise, but now that I've got ahold of the Master Chief Collection and got to play Halo: Combat Evolved, I can see why this game was so influential and why it meant a lot for a generation of gamers.

I don't know what else I could add to what has already been said, other that the gameplay is really tight, the enemy AI is refreshingly smart, and the vehicle mechanics are great.

Except at the final escape. I either suck at driving the Warthog in tight spaces or the controls are too slippery. Either way, I can't wait to play the next game.

I love this game, warts and all. It and the sequel have a special place in my heart.