Great art direction. Interesting character design, a nice cel shading style and overall beautiful aesthetics.
The gameplay is a little formulaic, basically fighting until the rage bar fills up, pressing R2 and watching something cool. But it's something really REALLY cool, very exaggerated and over the top, I played the whole time with a smile on my face. The music is really cool and really highlights the emotion of the moment.
It has a lot of QTE but I haven't found one that gives instant death when missed. Either you take a little damage or you get a slightly lower ranking at the end of the mission.

The game has 18 missions, 6 for each arc. The last one has an extra scene when completing 5 missions with S-ranked or completing 50 missions on any difficulty. I had 2 when I finished the game, so I went back and did the first 3 missions again and got the requirements. I did the mission again and saw the scene, which ends with a fucking cliffhanger.

Capcom in its darkest period put the true ending through DLC. The arc is called Nirvana and has 4 missions, I would say "Nevermind" but it's the best part of the game. I couldn't put the game down until I saw the end and I'm satisfied.
Another DLC is a crossover with Street Fighter 4. One fight against Ryu and another against Akuma. One round like a tradicional fighting game and another like the rest. I defeated Akuma the first time Oni mid tier was no work, but against Ryu that came first gave me a lot of trouble.

The worst part for me was the performance, at times the frame rate dropped a lot and the input lag is so much that I had to advance the time in almost a second to get the perfect QTE. There is no way to calibrate this like in Guitar Hero.

Even with some problems, I really liked it. It's the best Berserk game to date. I imagine Guts rubbing Griffith's face against the walls of Falconia like that. Too bad we'll never see it.
I miss Kentaro Miura. =(

In theory, a quick and fun game. I don't know if it was due to the interface and/or lack of clarity, but in practice players only chose the first level, rarely the second at most. The first levels are so simple that even with enemies launched by other players, it was common for games to last more than 15 minutes and only end when someone got fed up and jumped into the hole to go dinner. Only once did I manage to play a more advanced level.

Game is now delisted from the eshop. It could have been sensational but was just alright. Style worked better for F-Zero and Tetris.

This game is excellent, one of the best racing games out there.
Well-made tracks, pure adrenaline with a fast pace, disorienting in the right way, interesting cast and customization. Fun and challenging story mode.

F-Zero GX didn't deserve to be forgotten, it should have been re-released.

I'm glad I bought a GameCube and a totally original copy to play it. *blinks

Don't miss the opportunity to play it, don't be a mule, be smart as a Dolphin, buy your totally original game and a GameCube yourself too and go play it. It has a Torrent of good games.

Despite the PSP graphics and some dull visuals, it's an interesting game. The first one is still better in every aspect, but this is still a good game, even if it is the ugliest in Cave's entire catalog. It deserves to be played.

I love that I can type with the keyboard and control the movement with a xbox controller on my feet, and I don't even kidding.

I'm not a big fan of Metallica.
I don't like James' Yeah Yeahs and Kirk's abuse with the Wah-wah pedal.

But the drum lines are really cool to play, and like Lars, I'm not very good at playing it.

It reminds me a lot of Castlevania Bloodlines, a new art style for an already established series.
I was excited about the level design, as it was originally made for the Nintendo 64 I imagined it wouldn't have giant labyrinthine scenarios, which fortunately it doesn't.
But it bothered me that I had to take a long and tortuous path because I couldn't climb onto a platform at waist level or I couldn't reach my hand to get a key. Sometimes it worked, sometimes it didn't.

My favorite shooter so far. I really liked the references to horror films, weapon damage feedback and level design.

It has 11 weapons, they're very creative and different enough to justify the inclusion. The shotgun is always remembered as THE shotgun, but the dynamite is perhaps my favorite weapon in any game. It has a learning curve, but very satisfying to use it.

Game has 6 chapters, 4 from the base game and 2 released later. Each one has a secret stage hidden somewhere, boss and credits.

To get all the trophies I played each one 3 times (it could have been less, but it wasn't my initial intention).

The key hunting isn't bad as in others of the genre, I got lost a few times the first time, but on the second playthrough, knowing more or less what to expect, I realized that it's almost linear, and very few times the door was far from the key. The chapter "Cryptic Passage" can be accessed through the option menu, I had to watch a video to know where to go, but otherwise it was fine.

By jumping and shooting yourself in the foot with dynamite or the Napalm Launcher, you're launched high into the air. You can skip entire sessions and make really cool sequence breaks. I loved every second of it.

I played it close to release on Gamepass, enjoyed it, and wasn't impressed. I bought it this year and now I consider it an impeccable game.

Beat 'em ups always had something that bothered me, hitting the enemy, him leaving the screen, waiting for him to come back and repeating it. SOR4 fixed this by implementing juggle mechanics. Enemy bounces off the corner of the wall, enable to do some really nice combos.
I love that special moves consume life, but that can be recovered by hitting enemies, creating incredible risk-reward situations. The game rewards aggressive style.
At first I only did jab and blitz attack combos (forward, forward and jab), but after looking at the robust tutorial and training mode I was able to extract much more from the game.
I love the artwork. The colors. How you can throw a weapon and pick it back in the air. I love how Axl looks like Simba in the concept arts, I love the retro levels and the mechanics in general...

It's a celebration of the series. It has several unlockable characters from the entire franchise, with specific mechanics for each game.

The DLC includes new weapons, survival mode and 3 new playable characters. In survival mode, new moves are unlocked for the characters, greatly improving customization.

I finished with all characters, my favorites were Estel and Blaze. because reasons

Shmup exclusive to Japan. Seven level of pure fun but with questionable art direction, the kind that Chris Hamsem would ask you to take a sit.

It's like the movie The Blob but cute.
You're a 2cm alien that agglomerates everything in your path into a giant mass of agony. Cops shoot at you, cars honk and people scream.

This ball of torment is launched into space where it replaces the missing stars. People who did not die from being pressed or asphyxiated meet their terrible end there.
It's like in the movie Charlie and the Chocolate Factory, it's not shown, but we all know those kids didn't make it.

Despite the violence and frustrating controls at the beginning, it's a super relaxing game.

I love the insect theme that makes it unique in the genre.
The artistic part is very good, not only the beautiful sprites and graphics, but the bullet visibility too. Purple is the color of shots, and the gews to increase score are yellowish, the opposite color on the color wheel. Everything is understandable even with the screen full of bullets.

The steam version is very complete. You can watch replays of leaderboard records, deeply configure the screen display for different outputs, as well as a super robust training mode. You choose the power ups, any of the five levels and whether you go from the beginning, the miniboss or boss. I guarantee that the more time you invest, the better things get.

I'm addicted to the game, I just want to kill bugs. I even watched Starship Troppers, what an incredible film.

Remember when at school the teacher asked for an essay of at least 30 lines? You could do only 10 lines, then you kept repeating yourself and using longer versions of the words to try to reach the imposed goal?
Prince of Persia does just that. It could be a really good 3h game that I would keep coming back to, but it's 4x longer and overstay it's welcome.

A sacred tree that trapped an ancient god is destroyed, and you need to restore 16 points, divided into 4 biomes.

There is no way to die in the game, every time you fall into a hole, the perfect and magical girl helps you get back to the nearest safe platform. It even helps you in combat. If you miss a QTE, she saves you and the Boss recovers some health.
I didn't think it was bad, I actually liked it a lot. For this reason, they were able to make platform challenges more interesting without being frustrating. It suited the series, which had been experimenting on the PS2 with redo mechanics. I thought "Wow, this game values ​​my time." Only to then be forced to fight each of the 5 bosses 4 times without any major changes.

When you defeat each boss, orbs are spread across the map and you must once again go through challenges that you have already proven capable of passing, collecting orbs to buy the 4 skills to explore. Repeat this 16 times. Fight the final boss after each skill purchase.

I didn't give a shit about the story, but the ending left me with a bitter taste. In the most insulting padding I've ever seen in a singleplayer game. Destroy 4 trees far apart on a large map, walk back and forth along a giant corridor without running, because "immersion", and watch everything you did for 12 hours be undone.

I do not want to be associated with this game in any way, shape or form. But I found it really fun and well made, better than what I expected.
Wonderful pixel art made by talented degenerates.
It's like Zelda if Link had a dick

2022

The game loses a lot by having dialogues.
Best moments are when that annoying translator robot wasn't around and there was ambiguity in communication. Much more immersive than a robot spewing information.

It has some cool puzzles, but it's overrated as hell overall. But it's cute. Really, really cute.

I finished it and went to kiss my cats. What a fantastic creatures.