21 Reviews liked by gabrielcrem


Fever dream fever dream fever dream

I went in Mario's peanits!

NSO Gameboy

Even though I'm not the best at rhythm games, Hi-fi Rush still manages to make you feel like you know what you're doing (most of the time).

Was not a fan of the record-scratch introduction from the trailer but the humor, style really ended up working in the context of the game. Always great to see unique, colorful art styles being used.

All in all a great surprise drop that makes a great use of gamepass.

I fought my brother, who played as Bob and Slim Bob cosplaying Mario and Luigi respectively, as Kazuya cosplaying Link and Lili cosplaying Princess Peach, while Snoop Dogg rapped about Tekken in the background and cars with insane hydraulics bounced past.

What more could you ask for in a video game?

This happened to my buddy Eric

visuals: 8/10
gameplay: 9/10
friends who play this game: 0/10

Finished the story. Playing for story is nice but if you want to grind a character and the gameplay is important for you, then this game is not for you, just play Path of Exile.

I played every BF and 100%ed all their campaigns but I couldn't find the enthusiasm to go all the way and finish this 100%. I just finished it in easy and deleted. Played a little bit multiplayer and it was cool but I still prefer BF1 for 1900s and BF42 for the modern times.

It was a fun FarCry game after all those years. It still follows in the footsteps of FarCry 3/4 but it's better. The story was kinda lame and you have to buy New Dawn to continue the story, so that's a bad decision.
Graphics and optimization is top notch and gameplay is nice.
I started this game after seeing those 'release me' memes but it seems this is not that game. I am ashamed of myself.
All in all, worth playing.

They catfished me with Moxxi into playing this DLC.
I thought that maybe it would be more fun with other players but I was wrong. Literally put me to sleep. Just skip this DLC, will you?

This is exactly what ACNH needed. Opening up the catalogue, allowing players to decorate other villager homes although it does get a little repetitive. But nevertheless, it enhanced my ACNH experience

it tells its story in a way only a game can, and it is all the better for it.

I have some idea as to why this game was called "Infinite Wealth" in the West. Perhaps it's the wealth of knowledge from a lifetime of mistakes, and the desire to atone. Perhaps it's the wealth of courage that it takes to continue to move forward with your head held high.

Or, more likely, it's the wealth I accumulated from using my Poundmates to cheese battles with multiple enemies. Spend money, make money back. It felt infinite to me.

This game was amazing. The Hawaii setting was thoroughly enjoyable as a break from the Japanese metropolitan cities of past games. It brought me back to Okinawa in Yakuza 3, which very much focused on the day-to-day life of Kiyru at Morning Glory, and that is fitting, because a lot of this game is about enjoying the time we have left.

The game is full of brilliant satire of contemporary life, wild concepts, and most importantly of all - the battle system is a great step up from 7. From the position-based moves to the new jobs and party members to experiment with, it's a great time.

Moreover, Kiyru is not only my favourite party member, but this game also has a huge focus on him. It's funny, considering he's had like 3 different games that could be considered "endings" by now, but I feel this game was a true conclusion, and to carry Kiryu on past this point would be distasteful. By chapter eight, I was trying to cross off every item on his bucket list and see all of the life links. Chapter eight and its lingering elements might just be some of the best things I've ever seen in a Yakuza game. As someone who dealt with cancer in the past, I understand the desire to not be treated any differently, as well as finding that desire to keep going and live on. I have not faced death as Kiyru has, but it certainly reshapes your view on life itself and your desire to see it through. Kiryu's illness did not define him, and that's what I resonated with most.

I don't think the A-plot was really anything special in comparison to 7, but what it stood for was far more important. Without spoiling anything, the way this game resolves was more about the protagonists than anything else, and that is why I fell in love with it. It doesn't always make for an exciting narrative, and it does have a similar issue to other Yakuza games with its expository dialogue, but its themes were strong enough for me to appreciate what it was going for. Also, this game made me love Ichiban even more than I already did.

All in all - this is an excellent game. Certainly one of the best games RGG Studios has ever made. It's not perfect, but it's damn close, and well worth experiencing if you want to laugh and have a good time just as much as you want an emotional gut-punch to round things out. And that's always what I'm looking for in a game.

Get ready, this is a long one.

Cyberpunk 2077 is a game that doesn't necessarily excel at any one thing, but it has a strong grasp on how to design a solid RPG. I enjoyed what was here, but I can't help but feel like something was missing. It's nothing revolutionary, but it is a fun game with a great story about what it means to be human.

I first want to address my history with this game. My interest was first piqued when I saw the gameplay demonstration in 2018, but like most people, I was completely entranced by the game at E3 2019. Not just because of wholesome 100 based Keanu, but because it seemed as though you had a great deal of freedom to truly become anyone in the game. You had freedom of choice in combat and missions, and the game promised a complex, branching storyline in which every decision you made had deep, far-reaching consequences on the story, and how people react to you.

This, of course, only ended up being sort of, but not really true in the final game. Most of us know the whole story about Cyberpunk's launch, so I won't regurgitate it here. What disappointed me most wasn't the technical performance or laundry list of bugs - it was the broken promises.

In the end, only the final mission had any real consequences. There was no branching storyline to speak of. This, coupled with the fact that the game was... unfinished when it released, led me to avoid the game at launch. It seemed like there was fun to be had, but I was disappointed in the fact that the thing I was most interested in was not there. Why promote Night City as a setting where you can carve a path for yourself if that path is predestined anyway?

When I played the game, though... my outlook changed. Certain missions did have multiple outcomes, like the Delemain questline, for example, and even if there was no effect on the world itself, I did enjoy seeing the different rewards (and lack thereof) for my actions. Also, you could at the very least set up like six different endings through a few questlines, and I very much appreciated that. In fact, the ending I chose happened to align perfectly with how my Nomad playthrough began, and my own philosophies when approaching the story the game was trying to tell. It was the perfect ending, honestly.

I particularly connected with the story, and I came to accept the fact that a branching storyline would have severely affected the impact that this narrative would have. The game had to be this way, and without spoiling anything, the choices you have in the end are perfectly complimentary to the game's thesis about being human, and how that line blurs through the relationship between man and machine, and corporations and citizens. If anything, the game was ahead of its time when it was being developed, foreshadowing a power imbalance that would only grow more dissonant in the 2020s.

Night City also explores several nuances that I took a liking to. I particularly vibed with the concept of Braindances, which go beyond virtual reality and allow the player to feel and live out every sensation as if they were really the person the BD was recorded from. What this leads to, naturally, is an underground porn and snuff ring where BDs of real murders are being distributed to sellers twisted enough to want to experience that shit, which in turn ties into a emotional questline with great characters that I won't spoil here.

What is truly at the heart of Cyberpunk's themes of life and humanity are the relationships you form throughout the game. Against the backdrop of that aforementioned power imbalance, and the scattered lives of those around you, everyone is just trying to survive. I found myself connecting to several characters' backgrounds and circumstances; even Johnny Silverhand managed to win me over by the end of the game, despite how much of a piece of shit he'd been. And that's really what it's all about - beneath everything, we are all human. The conversation I had with Takemura on the rooftop of a construction site made me realize... oh wow, maybe there is some humanity to everyone after all... even corpos. And while we don't know if there is a way to tear down that unjust system without consequences, it is worth trying. Fighting. Surviving. Living.

I'm not going to argue that the delivery of this game's themes is perfect, but they resonated with me, and the ending I chose felt like the best way to close out my story, and how I perceived the themes of this game. Rather than being afraid to lose people closest to me, I decided to let them help me and take risks because they love me, and take off for greener pastures - no matter what may come in the future.

Cyberpunk's role-playing elements do not revolutionize the industry. They're quite a few steps above Fallout 4, but they don't even come close to New Vegas. What the game does excel at is the world in place, its story and characters, and its gameplay. The builds you can create offer the most freedom to experiment and allow you to basically craft any kind of playstyle you like. I turned myself into a time-freezing, shotgun and katana-wielding killing machine, and I was a force to be reckoned with, for sure, but you can also run a stealth-centric build where you hack and distract enemies, a blunt-force trauma kind of warrior, a nuisance that can passively heal - basically, this game's skills are your sandbox, and they perfectly accompany both the open-ended mission structure, and my desire to see these characters' questlines through to the end. Honestly, even the jank was entertaining and endearing. As long as the bugs aren't disruptive, I am thoroughly entertained by bugs in Bethesda games, and Cyberpunk's bugs were rarely disruptive for me, so I had a few good laughs throughout my playthrough.

All in all, Cyberpunk 2077 came together really well in the end, and I had a good time. It does feel like there's something missing, and I'll always wonder what might have been, but only after Starfield released did I realize just how Cyberpunk managed to get its role-playing elements, setting, story and gameplay all right. Bethesda seems to have transformed into a pale, listless shadow of its former self, and I have a feeling Cyberpunk's legacy is going to shake out differently, being perceived as an all-time great RPG that people eventually warmed up to. Preem shit, choom.

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