"Beneficence, nonmaleficence, autonomy, and justice constitute the 4 principles of ethics. The first 2 can be traced back to the time of Hippocrates “to help and do no harm,” while the latter 2 evolved later".

This is taken form a medical research paper on the principles of clinical ethics. Why would I cite this, would you ask? Well, in the chapter 3 when Stiles is getting ready to operate Tyler's sister, he goes against the oldest principles of to help and do no harm.

Our prestige doctor protagonist simply insists on doing a surgery on a pacient with an incurable disease, while everyone advised against it, as the pacient would only suffer from this treatment. I know it's only a game, but this is one of the, if not, the most important aspects of being a doctor (something I am). If Stiles was not a god with healing and time stopping powers, he would not be able to operate this girl, she would die on the table, and he would have to live with this forever, but this is not real life, and lucky Stiles will just be the hero this time.

The game goes out of it's way to always hammer the point of doing good by your patients but I think it mixes feelings with something that should not have sentimental value attached, decisions are always hard to make but if we apply our morals above everything then we have no code to abide.

Not as good as the original but it's a fucking monster of it's own. I just don't like the addition of the wild bosses, would like to have the option to turn them off in a Nuzlocke. Has it's share of bugs but you can't complain when there's so much content added to the game.

First time doing a Nuzlocke of this game and I don't understand how people can say theres no good mons in Johto, ended the run with Arcanine/Gyarados/Crobat/Dragonite/Ambipon(baton pass rules)/Magnezone. The only sad thing is the grind I had to do at the end, it's always a struggle but it is what it is.

Eu não entendo um jogo que preza tanto pela emulação de cinematografia ser tão "gamificado" nas escolhas de cenas. Eles querem te dar a sensação de assistir um filme de samurai, as cutscenes mudam o aspect ratio do jogo e ainda temos filtros preto e branco para colocar nele. O problema fica na decisão do que mostrar em cena e na composição delas. Sobre a "gamificação" que mencionei anteriormente, meu comentário vem da falta de interesse em perder certos aspectos da indústria em prol do próprio conceito do jogo, como as partes das missões em que você cavalga com seus companheiros sem nenhum tipo de diálogo acontecendo, apenas pelo fato de que o jogador não pode ser transportado para a próxima cena sem algum tipo de "filler" de gameplay no meio para juntar os dois momentos, isso me vai contra o intuito do que está sendo trabalhado ao homenagear grandes diretores, como o próprio Kurosawa, que ganha uma menção honrosa no jogo com um filtro preto e branco, outra tentativa de emular mas não de absorver as referências.

I guess the complaint I have is that there's too much content, in a way that I don't see a clear vision on what is supposed to be the game's direction, and that's okay sometimes, but here it bothers me. Also I hate (truly) the evolution of the Souls combat, getting faster with every game, making it a dodgefest when the beauty of demon's souls and DS1 boss battles were watching your enemies next move to discover their openings, and I'll be frank, sometimes I don't even see one in Elden Ring bosses, and I just miss not knowing what is the next gimmick the boss will have, like in Demon's Souls where every boss was unique. In ER the vast majority of encounters are dodgefests where you face a giant humanoid who's trying to f*** you over. Idk I'll just play those games that I like and let people enjoy Elden Ring, a game that was undoubtedly made with a lot of love and talent.

The closest we'll get to a big budget McCarthyan adaptation. Red Dead analyzes life and the modern idealization of what was the Old West. The most beautiful parts in this game are not the amazing shoot-outs with outlaws or the high adrenaline horse chases. But those moments where you can feel that you're one with the environment, just riding in the wasteland, trying to not be the next one ten feet under. Another highlight for me is when you're following the quirky npc who's giving you the next quest, John may complain and show dissatisfaction, sometimes he has no stakes on whatever they're saying or doing, and sometimes he'll just listen and go along, in the end John's just trying to get his family back. He may disagree with the actions he's about to have, but these moments of outright hyprocrisy from John is what makes him such a great and complex character. We learn who John is not by his actions but by what he's not doing, and that is nothing, he'll go to every corner of the globe and do the unthinkable if he has to, just to get his life back. It's Oh so sad in the end, when this man gave up his morals, friends and dignity to become a puppy of the goverment, in a vain attempt to have his family back, just to have the last thing that he can give, stolen from him. There are moments when the true John shines, like in the Landon Rickets arc, where we see John fulfill the role of a pupil, learning how to become a righteous gunslinger, protector of the weak, trying to tame the west and stop times from changing, but the future is imminent and John knows that the Spaghetti Cowboy is living in borrowed time. Moments like these are far and few in his journey, and when John has no other choice but to do what he was told or what needs to be done, these are the moments that Red Dead Redemption truly hits home, you won't get your revenge on the world who is taking everything away from you, even your ideology, your way of being, people come and go, and the only thing you can do is adapt, or you'll be left to rot.

Por que precisamos ter controle de tudo? Uma das coisas mais bonitas da arte é a escolha do que está à mostra, o bom observador sabe realçar tanto o visível quanto o invisível (ou obscuro). Os ângulos com que você controla Dante claramente vieram de Resident Evil, que para mim é um dos exemplos onde mais se associa a visão do diretor de um filme ao escolher como irá ocorrer cada ângulo de cada cena. A beleza de Devil May Cry não pode passar desapercebida, a estética gótica misturando tanto a arquitetura quanto o movimento cultural, aqui se culmina em um jogo extremamente único. Tão único quanto seu visual, também temos o modo de interagir com esse mundo, por combos estilizados onde quanto maior sua criatividade e expressão, maior sua recompensa no final de cada fase. Ao tirar a escolha do jogador em como irá olhar para os cenários lindos, o jogo te presenteia com a maior forma de liberdade em seu combate, e essa dinâmica me intriga muito em como se foi pensado em cada etapa desse jogo com muito carinho, levando em consideração sempre as limitações da época, tanto de hardware/software quanto de visão do possível. O jogo não tem medo de errar nem de ousar, e isso nunca vai deixar de tirar um puta sorriso do meu rosto.

I have more than 20 hours on the taxi driving minigame alone....

I really love Infinite Space, I'm kinda of surprised to see that people don't find the game too interesting and the mechanics of the combat too complex or boring. I know that's not all of what was said but I want people to give this game a chance, and Im going to say why.

Imagine that space travel is common and humanity has explored it since way before you were born, but you're stuck in your planet. After getting the chance to go on an adventure and have your own spaceship, you can go to every corner of the galaxy, interact with each satelite or planet's citizens and partake in space battles. You can hire people to help you as you take the role of the captain. So you customize your ship and assign your crew to various jobs inside your fleet (yes you now have a fleet). You journey through space, and it's kinda of difficult at first, it's a big place y'know. One day you talk to a bartender in this one planet, the guy is annoying but you hear his story, he talks about his ex wife and some other stuff but you don't pay much attention. Then you travel to another galaxy, and here's the guy's ex wife, she tells you he is unemployed after losing his bar. You go back and now he's asking you to be part of your crew, you can say no, but you're not a monster, so you have him come along with you. Now you want to talk to other people in the bar, and you meet the space police who takes care of the Gate you need to pass to travel to another galaxy, you bribe them to get a free pass, just to go the gate and the guys who you met at the bar don't really care if you gave them half of your money, youre not getting past them, now you need to get your point across with a little violence.

I can't summarize the whole game bc that would be dumb and a waste of time, but this game rewards exploration, it rewards the time and effort you put into it, the writting is really engaging and the characters are colorfull, the combat is a little on the difficult side but the immersion it creates by having you on the edge, always thinking if you could take on this random ship you've encountered in the middle of your journey to the next planet bc you suffered enough in the last encounter, it creates a sense of danger that space exploration is not something everyone should be doing, this game oozes atmosphere and heart. To really explore space and have your journey, to engage with the world around you and change what little you can by effort and perseverance, this is Infinite Space.

Tokyo Rumble is the first game I consider to be a real sequel to the classic River City Ransom. You take the role of the legend character Kunio, father of the beat'em ups, as he is seeking revenge after some hooligans beat up his friend Hiroshi (classic). The mechanics are similar to the 1992 game with a lot of additions to the combat. I know that this is probably not what you were expecting next but I think Tokyo Rumble has an excellent writting and the localization team did an amazing job at it. Because exploration is locked behind story progression, one of the best new features are the jobs you can pick up. They serve as side quest where you can get money and unlock new characters to the Rumble/Dodgeball modes. But they also serve as a good excuse to re-explore the areas and grind, as youre gonna need to if you want to stand a chance to the new areas that you're unlocking. To summarize my views I think Tokyo Rumble is a great way to start in the Kunio-kun series, the combat is better than ever, the artstyle captures the essence of the classic NES game but with a modern look, there's a lot of returning characters in this game and it just feels like a love letter to the franchise, with a really good story that doesnt take itself too serious but in the end you'll end up wanting more of Kunio and his friends.

I have more than a thousand hours in this game, its probably one of my favorite games, but the lack of updates by nintendo after dropping the last dlc characters makes it infuriating to the competitive scene that I take part of. So I can't really look at this game and give it a 5 star rating that I would normally give to games that I consider my "favorite games". The lack of quality in the online play and a barebones training mode makes the playerbase smaller everyday (not even gonna talk about character balancing). Still a really good game to play with friends, casual or competitively, the roster is perfect and there's more stages than ever, with some really good new ones (Northern Cave, Hollow Bastion, Small Battlefield). Also I really like the begginer friendly features like pushing jump and A to get an instant neutral jump attack and things like that.