2022

A game where the premise is to make a cat return to its house, a script so simple, but so powerful in a universe that the game builds on, full of mystery and parallel plots and not all your questions will be answered, leaving to the It's up to the game to imagine why things are the way they are.

Stray is a relaxing game, it's a short game, but the duration is perfect for what the game proposes to tell. It's not an action game, big complex gameplays and such, but a game to explore, to venture into that universe and try to discover parts of what happened with those people, in which you find yourself after an accident.

The atmosphere of the game is really contagious, the scenery of the game is not huge, but it is dense, all full of details and things to observe, along with a soundtrack that mixes something retro, with synthesizer and a dose of lo-fi, and can you believe that each character encountered has a back story with its own particular tone of mystery.

The game's story is nothing very innovative, but it is very well told and all its characters are super charismatic, having reference in many classic movies and games. It is possible for you to take pleasure in a story that is not innovative, but is super well told.

The jump in gameplay quality from "A Way Out" to "It Takes Two" is absurd, what in the first few minutes of the cut-scene appears to be a silly story about a couple, in the first few minutes of gameplays, the game already has you shows all the potential that can be explored in the game, looking for references in different gameplays of several consecrated, and even movie references, the game takes all this, mixes everything and the result comes out incredibly good.

The gameplay mechanics are amazing, and the game really exploits this feature that one needs to help the other, and the game is not forgiving on difficulty, but of course, keeping a progressive cadence of difficulties, and if you're playing in co-op, sometimes you and your partner will feel the need to change the controls, depending on the skill of each, this can be an obstacle for some more "hard-core" players, but I believe it brings fun to the dynamics of the duo during the gambling.

The game's story fluctuates a lot, I can't say if this is good or bad, but in the end I like it, the game does everything from absurd things like gouging out a vacuum cleaner's eyes to making one of the pairs free themselves from the fear of singing in audience, which gives the way it was presented, sounds corny, at least to me, but still, the gameplays are fantastic within the context. There comes a point in the game that you are so surrendered to the characters that even tacky you get emotional.

I confess that after this game, I'm very curious to know what the studio's next game will be with a lot of emphasis on cooperativeness.

I didn't expect anything from this game, because of Sucker Punch's game history in the last decade, however, although I really like the samurai theme, which can influence me a little, the game surprised me a lot for the story, where things have depth and you can care a lot about the characters, even the secondary ones that don't appear so many, in addition to the gameplay mechanics that are very well explored.

The game is so beautiful and the story is so well told, that it makes you want to study and explore more about the samurai stories and every cultural issue that revolves around it, since the game explores all the themes calmly in the world, the studio is not only concerned with putting together a badass sword game and killing enemies in a stylish way, but with contemplating nature and even creating mechanics that explore Haikai (samurai poems). In fact, the game is so beautiful, it will make you want to enter photo mode several times during your gameplay.

I just don't understand why Sucker Punch saved so much on animations during the cut-scenes, leaving a lot of times just the audio, but that doesn't take the shine off the game.

At the beginning of the game, the battles are slightly tight/hard, but as you advance and conquer new techniques from the samurai, the game becomes more dynamic.

A game in which I have a love-hate relationship.

Trek to Yomi is a game that changes perspectives from angles and explores some mechanics in different ways, which can make it sound to some like a concept game, from shifting from 3D exploration to a side-scrolling battle to even leaving the cameras “fixed”. ” as if harking back to PS1 games (I don't know if that was intentional).

The game is extremely beautiful, even from a black and white point of view, and it plays with lights a lot throughout the journey, even making you interested in Shinto mythology, as you find the collectibles and explore Yomi.

However, the game is so beautiful that it forgets to polish the combats, the intention of the mechanics is even cool, and the fact that you change the posture of the attack according to the direction of the analog (I don't remember seeing this in any game, maybe Sifu ). However, it seems that there is a certain lack of dynamics in the combat gameplays, sometimes it seems that the enemy does not give you the opening in any way to defend yourself from his attack, even to dodge to switch sides with the enemy, this is not very clear in the game, because sometimes it works and sometimes it doesn't.

The gameplay seems quite simple and repetitive for a game that tried to explore combat with different mechanics. You are even presented with new sequences of buttons to perform different moves, but the feeling you give is that the game seems to present you at the wrong times or never gives you the chance to try the sequence on an enemy that is right in front of you.

Despite that, the game doesn't lose its shine, so I think it's a game that explores new perspectives and takes risks in new mechanics, but it sinned in some basic things about the combat gameplay, it's still possible to enjoy the game well, and I will play again soon.

And I hope to see more different Leonard Menchiari games.

Dirt 5 is a game without many strings attached and presentation, you start the game in career mode without many frills, and the background plot is presented throughout each race interval, with audios from AJ (his supposed manager) and the audios of the podcast that tell you about their strikers and the other pilots, but nothing too deep or that you can get attached to, after all, it's a racing game.

In the first few races, you already notice that the game is extremely beautiful, full of details, dust eating loose, and weather changes are very drastic when they occur and they significantly impact the driving difficulty, either because the track is darker or even more slippery. Although at various times the speedways seem to be repeated and so on, when you advance a lot in the championship (arriving in the well-known Red Zone), the game takes a different turn in the tracks that seem to have received an expansion out of nowhere, but anyway, the speedways are cool.

The cars are quite varied and have their driving particularities, some hold in the corners, others slide too much, and you will need to get used to each one of them according to the car class required in the race, and there is no way to escape if you come across with a class that doesn't like to drive or that can't drive.

The game's difficulty is relatively progressive, as you go along, the drivers get more aggressive, but if you have difficulty with any class of car, the difficulty will be more you trying to drive than beating the other drivers, maybe for some it can be a challenge to improve the riding even more, for others it can become frustrating.

The game's physics leaves something to be desired in some respects, in certain places, there are invisible walls, where they didn't need to be, and some rollover sounds weird. This wouldn't be a problem properly, if the game's proposal was a pure arcade, in this case, the game is a mixture of arcade and simulator, since it inserts several small simulator details, but fails at other times.

The game has a frame rate drop (PS5) on some occasions/speedways, but nothing that harms the entire game.

Dirt 5 is a cute and very casual game to always play during a break from work or your routine, the default campaign during there is about 8~11hrs depending on your driving skill.

A game that beats the nostalgia of games from the era of Playstation 1 and Playstation 2, of course, with much more graphic details and technological resources of the last generations. A journey where you don't have to take yourself so seriously, after all, the story is the old classic hero's journey without much depth, because the game's niche is clearly children's, but not for that, you young adult who pays the bills, no will stop having fun with this game.

Its stages are as varied as possible and beautiful, within the limitation of the year of its release, the enemies are relatively quiet and the bosses have their progressive difficulty, although the last boss (calm down, there's no spoiler) its difficulty doesn't match very progressively with what was being presented during the game.

This is a classic game style from Insomniac Games, which they've been making for a long time, you can have a good time with this game.

The Witness is an extremely different game from anything you are used to playing. Innovative, simple and deeply philosophical. Don't expect a story with a conventional beginning, middle and end. Don't expect that you will encounter dragons or kill a big final boss. Don't expect the game to give you the answer and the meaning of everything at the end of your journey.

The gameplay of the game is extremely “simple”, but many people say that behind simplicity, there are many complex things, and that is precisely what the work will instigate in you, to think about how to solve those puzzles, what are the rules the symbols or rather where you observe/perceive to find the answer to the puzzle, after all, the game will not teach you how to play, at least not verbally. For those who like to just solve the puzzles, here is a place with a full plate.

Now, if you need a great cutscene, an adrenaline rush or all objects have more plausible meaning, this game is not for you, it can become "simple", "empty" and "tiring". It is necessary to embark on the philosophy of the game, through the recordings and videos that you find around the world, where you present different monologues, quotes and thoughts, which are materials that exist in our real world, and that at first sight may not make much sense or not have connections (by the way, the game discusses this in its subtext), but if you stop to think about it for a while, the game has a topic it wants to debate, but it's not easy to digest and maybe a lot of what you think, there will be no answer, but this is how the tireless human need for the search for truth is.

The Witness is a level design class, how to use the scenario to your advantage, how to explore different mechanics that can make the player feel anguish, fry the brain to find some logic, and yes, all puzzles have their logic, they just are not conventional. It is difficult to find negative points in this game within what it proposes, except for reasons of personal taste, in the characteristics I mentioned earlier. If I have any negative point that the game failed to explore, it is the accessibility of the game for those who have some kind of disability, especially those that require a lot of color and audio interpretation. But despite this, the game remains a masterpiece and a breath of fresh air in the midst of so many games always with the same mechanics. Looking forward to seeing what the next Blow game will be.

It's a funny game to play with your buddy, the history is quite immersive, and has many references to a classic scenes from movies.

The gameplay in general is very simple, it's lightly easy, and you will not have big challenges, but is a good story.