I think it's very easy to argue that Elden Ring is From Software's magnum opus: It is a combination of everything they learned from their previous games, with all mechanics, atmosphere, world-building, intense battles, and game design philosophies that worked all packed in a whole new open-world framework that incites exploration and creates a sense of discovery and immersion like has never been done.

With that being said, Elden Ring is not my favorite FROM title. Personally, I don't think that FROM's quest design matches the open-world decision. If you're a player that gets anxious with the feeling that you may be losing content, you'll find yourself either backtracking unnecessarily to make sure you're not losing anything or searching stuff online, which kind of kills the magic of the discovery.

The Callisto Protocol reminds me a lot of The Order 1886: it's extremely beautiful and extremely boring.

Just like The Order 1886, this is a extremely linear game. The level structure is the same for the entire game: You fight in a room and then you have two possible paths, the correct one and on the other you will find some type of resources. It is very hand-holdy and it feels like you can't do anything thats off script. There are valid ways to structure a linear game without making it too guided (just like they did in Dead Space 1 and 2) and this one is not it.

I appreciate that they had a specific vision for the game combat, but in my opinion, it falls very short. The dodge mechanic makes every enemy encounter the exactly same; At no time you feel like you can express your playstyle in anyway. Because of this, the only way the game can create difficulty in a fight is by increasing the number of enemies, and then, because your movimentation is so limited, there's no way you can recover from bad positioning during an encounter, so, there are a lot of instances that are just trial and error until you figure out every enemy spawn.

the story is very bland and uninteresting

the game perfectly captures the awkwardness, cringeness, uncertainness, immatureness, and naiveness (all of that in a good way) of teenage years to deliver an amazing story about life, existence, finding your place, and all the people you get to do that together.

with beautiful compositions, voice acting, and charismatic and ironically very human characters, it is one of my favorite experiences with these types of narrative-driven games. Highly recommended.

quintessential "only fun with friends ™" type of game

I've tried SO HARD to like this game because I loved my time with Resident Evil 2 Remake, but having to wait 5~7 seconds for each door to open is a complete nightmare and ruins every aspect I enjoyed of the remake.

I can excuse the original version for needing these loads, but CHOOSING to have this in a game in 2015 is inexcusable to me.

for someone expecting a soulless clone of Splatoon, I've found that this game has a lot of care and quality in its presentation: from UI, soundtrack, humor, gameplay, movement, characters, game modes, etc.

Unfortunately, it has very little content as it is, and even though I'm sure they were planning on expanding this in future seasons, it feels like the game is already dead. Would not be surprised if this first season was also the last.

when I hear people talking about this game I'm like fuckkk yeah this is the shit! and when I'm playing it I'm like ehhhhh

This review contains spoilers

Finished The Walking Dead's Season 2 really wanting to know what happens to Clementine after the ending of the game.

Imagine my shock when they turned Clementine into a secondary character, and her whole story after Season 2 is a big flashback. I honestly believe that the only reason someone would want to play this game after playing Season 2, is because of Clementine, so, making her an unplayable character is the worst decision they could have made for that game.

Telltale has always done a good job of enabling the player to express itself with the choices they make, even though at the end most of them don't matter at all. However, making choices in flashbacks feels like a laugh to the player's face, because there you know 100% that there's absolutely no way your choices will matter.

The story has no pacing throughout the game, there are major plot holes, most of the characters seem goaless, just reacting to stuff that happens to them, and some of them are the most annoying fucking pieces of shit Telltale has ever wrote.

This game made me glad Telltale got shut down.

it's tough to review this """game""" since its fundamental proposal is to be an ever-evolving platform, so, everything I'm writing (2022/14/09) could not be true in a couple of months.

I'm a massive fan of the Rocksmith series of ""games"" (calling it a game it's very debatable, but let's not worry about this). The main idea of Rocksmith+ seems to be the right path for this sort of experience, a way they could keep updating the game, adding new songs, and adding new tutorials, without having to do a whole another $60 release.

However, in the current state, the game is VERY lackluster. They advertise as having more than 9000 songs, but the majority of them come in the form of Chord Charts or Bass Charts, which is basically showing the chords for the song, something you can EASILY find on the internet for free. The main value of Rocksmith as a whole is when the songs are arranged to match exactly what's being played, and currently, in the game, there are LESS THAN 1000 songs like that.

Rocksmith+ has a LOT of potential with the Live Service model to constantly improve the song list and also with community-created arrangements, but looking at the list of songs with real arrangments done, it seems like they're doing it in the wrong way.


It obviously feels "unpolished" in retrospect but is still it's full of what makes soul's games good and some weird and interesting ideas, which make for a great experience, even in 2021.

just like the other team ninja's games: the moment-to-moment gameplay is very good but everything around it (loot system, mission structure, story) sucks

2016

Deathloop represents my favorite game design philosophy: Think about an interesting concept and implement it with mastery.

Arcane proves again its mastery in this kind of game, creating another world that feels super satisfying to explore, very well-balanced progression, and fun gameplay.

Great soundtrack , visually and aesthetically stunning, and great implementation of gun feedback on the Dualsense controller.

kinda bad at execution but extremely interesting