This game is amazing! Probably one of the best beat 'em ups I've ever played. The action, writing, characters, levels and even the graphics, everything is very over the top and exaggerated. But the best thing is that it just fits perfectly! The gameplay also helps this "anime-feel", since you really need to know what you're doing in order to get to the ending and it's just nice to pull a good tough combo or figure out how to defeat a boss. Also, there are some very good unlockables here!

Few things annoyed me, though. This game is brutal and that's ok, but some parts felt like it was brutal for the sake of being brutal. That "boss gauntlet" is just bad design and what's up with the final episode? Everything in it is just repetitive and tedious. In my opinion, the devs got lazy after the fight with Leo.

Other than that, GREAT game! Play it NOW!

The second best Silent Hill game I've ever played and probably the most challenging one!

Silent Hill 3 is probably everything I wanted the first one to be and an amazing sequel. While it does fail to live up to my expectations after SH2, it is surprisingly well done and still relevant.

Out of the three first SH games, this one is probably the most intense. It does deliver some very scary and eery moments, but its focus is in how heavy, dense and hellish the atmosphere can be. It takes a lot of cues from the first one, ramps it up and makes it better. Some areas are quite insane for the eyes.

The soundtrack and usage of sound also work hand in hand with how tense the game is. It's no secret to anyone that Akira Yamaoka is a GOD and, while I do think think that he did a better work in SH2, there's no denying that the songs in SH3 hold a much heavier tone. Also, the use of noises/silences are just perfectly implemented.

To help creating this unique atmosphere and feeling that only Silent Hill manages to deliver, I also have to say how well the graphics hold up. For a PS2 game, it works amazingly well. Better than its two predecessors and much better than many games of its generation. Thanks to the quick evolution from one game to another, it's clear to see how well it reflects in the story and characters. Heather is probably the most charismatic protagonist in the series and every single character in the game manages to shine, even for a little while. Enemy variety also improved and their designs are scarier as hell!

Which leads me to the story.

SH3 is the perfect follow up to the first game in the series. It just does everything right in moving the story forward. The whole story and lore is expanded. You get to know more about Harry, his daughter and about the town and its folk. And while yes, it's not as deep and nuanced as SH2, it's still a hell of a time. Almost quite literally. Silent Hill 3 is probably the most devilish game I've every played when it comes to story and design. A well-written journey and a love letter to the first game.

Now where does it hurt? Well... the gameplay!

Silent Hill 3 feels like a step back in when it comes to gameplay. After you go through a very slow start, the game starts to pick its pacing up, but it never quite hits the mark!

There are enemies EVERYWHERE and I felt like the combat was even WORSE than previous games! Movement might be a little easier to pick up and camera didn't bother me as much, but battling normal enemies and bosses is a huge hassle! Enemy placement is just very bad. It increases difficulty, causes an excess of item usage (which I don't encourage) and the worst thing of all - breaks the immersion! Puzzles and boss fights also felt a little off.

It may not seem like a big thing, but it's a very visible problem and it badly hurts how the game flows. The hospital is probably the best example on how this design philosophy didn't work out well for the entire game.

Silent Hill 3 is an incredible game!

A fantastic horror game and an incredible sequel to the first one. It's a game that I can't recommend enough. The way it stands the test of time, while still managing to mess with your fear and challenge you is diamond.

It's hard to put into words what I experienced with this masterpiece. This isn't the first time that I've played Silent Hill 2, but it's the first time that I actually finished it.

I'm glad I did.

Ain't no point in delaying my verdict: this is one of the best games I've ever played! Silent Hill 2 isn't just a good survival horror, it's a deep psychological dive into the minds of disturbed characters, a masterclass in subjective imagery, a horrifying story to uncover and a stunning work of sound and music.

One thing that needs to be absolutely praised here is how this game uses sounds, noises, music and ambient songs to scare and soothe the experience. Not only every single noise, and even silent moments, is masterfully used in the right moment to put you in the mood that it wants you to feel, but it also packs a modest, immersive and beautiful soundtrack.

Thank you, Akira Yamaoka.

But sound design isn't Silent Hill 2's only key feature. The writing is interesting, level design is near flawless, pacing keeps you tense, the eerie voice acting fits the atmosphere, the dark graphics are nerve-racking and even the puzzles stand out.

Not to mention the story. In its own unique and subjective way of capturing your attention and desire to keep going, James Sunderland's melodic and frightening tale manages to tell one of gaming's deepest stories. It even manages to pay off with its 6 different endings.

The only bad aspect about Silent Hill 2 is that the gameplay is outdated. There's no running away from it. It may still hold up better than most survival horror games out there, but it's undeniably stiff and clunky. The camera sucks, tank controls are harsh, movement is too rigid, animations may feel a bit off during cutscenes and MY GOD the combat is bad. I know that the game's clunkiness adds up to its horror-factor, but the combat is just not fun.

The good thing though, maybe compesating to SH2's outdated mechanics, is that the experience is VERY scary. It messes with your eyes, ears, reflexes and perceptions. Even here, in 2021, this game is still one of the scariest and most intense games ever made, in my opinion. It not only does right by the genre, but by video game design as art.

If you somehow get your hands in this game, whether it's on a PS2, PC or even on the inferior HD remaster, you're in for a memorable experience. One for a lifetime. Especially if you're a survival horror fan.

Trust me. Take a trip to Silent Hill. You won't regret it.

Soul Hackers 2 was another fun ride through the SMT franchise. Far from being a very memorable experience and it does go on for a bit longer than it should, but I think it managed to do well what it sets out to do.

One thing that is immediately clear in SH2 is how they tried to inject a lot of style over substance. And, hey, don't get me wrong, there's still a lot of gameplay to be had here. Just not the most diverse, because "stylin' it" worked, for the most part. It's probably the least atmospheric and immersive SMT game I've played, but still manages to convey a nice Tokyo-like city in a near-future. They don't show much, but I really liked what is there to see and discover.

That's why, of course, graphics, art style and soundtrack played a great part in my enjoyment of this world. I like the direction they went with its looks, character and demon design is top-notch as usual and the OST is great! Unfortunately, there are not a lot of tracks in the game, but the ones present are pretty cool.

The story could've been better, however and that's what hurts it the most.

It's solid, but gets fairly boring towards the end. Which is a shame given how well it starts and how charming the main characters and villains are. Writing is to blame here. The concept and plot are interesting, but dialogues are ghastly. Conversations are redundant (borderline useless at times), motivations are questionable, characters NEVER shut up even DURING combat and there's a twist near the end that made no sense to me.

This aspect alone could've ruined SH2 for me because it's also quite time consuming (I clocked around 60 hours). Still, its classic SMT gameplay works so well! There's not a lot of praise to be said about the press turn system that I already haven't before, so I'll just say that this is one of the most accessible ways to get into it. Even more so than SMT V. Especially due to the Sabbaths, which were a fun strategic addition. It's also fairly forgiving, while challenging. Bullshit moments are still the, just, well... I got used to it by this point.

Two things I wish I could change from this game, however, were the Axis and Requests. Requests are ok, but they get stale due to lack of variety and lukewarm rewards. Axis dungeons are just obnoxious. It starts off pretty cool, as it looks and sounds very ominous, can be a bit challenging and you find out more about the main characters. But BY GOD, DID IT NEED TO HAVE 5 FLOORS OF THE SAME FUCKING THING? Wasted potential, I guess.

And I think that's it for Soul Hackers 2. Honestly, there's not a lot more to it. It's another fun SMT spin. Just not a remarkable one. But I feel like it's a good entry point to the franchise, even though it doesn't pack the best it has to offer.

This is going to be a long one...

It's hard to describe what I felt playing this game. It's honestly not only one of the best JRPGs ever made, but also one of the best games I've ever experienced. Coming from P5, I sort of knew what to expect, at least from a gameplay perspective. And although I wasn't wrong, the time I spent with it felt much more special.

First, I want to blame Shoji Meguro for making me P4G this game so much. The soundtrack is not only 100% perfect, but it also blends extemely well with the tone of the game. Every single song fits like a glove. Whether you're dungeon crawling, maxing out social links, fighting bosses or just walking around Inaba. If the soundtrack sucked, going from one place to another to do anything in this MASSIVE RPG would be boring as hell! The soundtrack is well produced, different, creative, whimsical, ominous, sad, joyful, angry and beautiful.

After P5, I didn't think they would pull it off... But they did! Thanks, Shoji!

The gameplay is typical Persona. Max social links, fight shadows, progress the story, manage your inventory, personas and stats. It's a loop that can get very tedious if you're not invested in the characters, the setting and the story. But thanks to the AMAZING cast and some great (and kinda quirky) voice acting, I couldn't help but be sucked into my character's life. I actually cared about my party members and actually laughed with the writing. Side-characters' social links' stories were also very intesting to explore. Even school life was nice.

During dungeons, things could get a little hectic, especially since this game can get quite tough and the time limits give me an anxiety crisis. This wasn't a walk in the park like most of P5, but I loved the challenge. Exploiting enemy weaknesses and getting your party/personas tactics right for a hard boss made up for some truly captivating moments. If you've played any other Persona, you know what to expect from its gameplay. The thing is... this one feels excepcionally good to play.

As for the story: I loved it! It's slice of life done right. The murder mystery is very well done, gripping me from beginning to end, making my brain figure out every clue, motivation and explanation for the things presented in the case.

But although the crime thriller was quite fascinating, with a few unexpected twists, the core of this story is your main character and his friends. The time you spend with them is precious. You watch every character grow up. You experience their life in school, their teenage dramas, their hardest moments, romances, fights, and brightest hours. Teenage life is turned to a spectacle thanks to pacing, themes and writing. Sure, there are anime and JRPGs cliches floating around the entire game, but I'm used to it. You'll learn to love it too.

The game might be extraordinary, but it's not flawless.

Somethings feels dated. Especially if you've played Persona 5. And I'm not even talking about graphics.

The dungeons are charming, but they're not well designed at all. Infinite corridors that gets dull pretty quick. The unhealthy amount of griding you have to do in this game may also drag this it down. And the problem is that the grind here is NECESSARY! You don't get a lot of money in fights and it takes some time until you level up. It can hamper the dungeons' fun-factor. And I know it's part of the Persona experience, but goddamnit, there are MANY missable events! You can miss entire side-stories if you don't manage your time well AND know exactly what you're doing. Just getting the true ending, with the secret dungeon and all, felt completely random. THANK GOD for guides...

And last, but not least, sexualization is once again a problem. Half of Teddie and Yosuke's conversations are about women. And I know that they're adolescents, but come on! It's quite unnecessary.

Persona 4 Golden felt like a wonderful cozy and mysterious experience. Inaba's atmosphere, the perfect soundtrack, challenging gameplay and a beautiful story feels elegant and joyful. If you love RPGs and have a bunch of free time in your hands, please try this delightful game. You won't forget it that easily.

Good luck uncovering the truth.

Resident Evil Revelations does exactly whats it sets out to do and actually manages to be a better game than RE5 and RE6.

It's definitely not the series' best effort and it feels too much like these two previous titles, but it surprisingly works.

The first thing that I have to say here is that it felt good having Jill Valentine back as a protagonist. Especially when you join with Chris later on. Jill's a very strong character for the franchise and I hope Capcom uses her (and a few others often ignored) better.

With that said, I also have to give credit to Revelations' new characters. I'm pretty sure that they'll never ever show up again, but Jessica, Parker and Raymond had their own strong personalities and motivations, aiding the plot to move forward with Jill and Chris.

Speaking of plot, the interconnected story in Revelations is good. It's Not amazing, but it got me interested. The whole FBC/Terragrigia revelation didn't make any sense to me, which kinda weirds things a little, but it works for the most part. Sure, the writing is still VERY cheesy, like a 'B-Movie', but that's part of RE's classic charm at this point.

The only problem is that it is very inconsistent in its constat change of characters and that problem leaks to the gameplay.

Jill's campaign is great and the game should've just been that. Exploring the ship carries a bit of RE4's taste and the level design, although not perfect, is decent. But when you go back and forward in time, with different characters, in different places, it slowly breaks the pace and atmosphere that the game itself builds up.

I mean, you go from elegantly doing puzzles and running away from Rachel with Jill, to completely changing your weapon loadout to play as two bland new characters (Quint and Keith) fighting hordes of hunters or an on-rails shooting moment with Chris, facing a giant worm monster, in a totally different map...

Add this to a few gameplay setbacks and Revelations starts losing a lot of its steam. The dodging mechanic sucks and it feels mandatory sometimes, using the Genesis isn't always fun or useful, movement is a bit clunky, inventory management is nonexistent, backtracking decelerate things and the final boss is the worst in the franchise.

And this is a shame because everything else in the gameplay DOES work. The atmosphere, shooting mechanics, Raid mode, cool unlockables, gruesome enemies (Rachel scares me), nice exploration and even SOLID water levels.

I am not sure how to accurately rate Resident Evil Revelations. I liked it a lot, but when I think too much about it, I can see its cracks. And there are plenty. Maybe the game just works better on a 3DS, but I played it on the Switch, so I can't tell.

But it's a grower. Short and sweet, like a Resident Evil should be. But despite its mishaps, I definitely recommend it.

I finally got to play my first Persona game and I'm so glad I got to do it by taking my time with it. This game is fantastic! At this point, there is not much I need say to praise it, since it has been beloved enough ever since its vanilla release, back in 2016, but I'll say a few things.

This is probably the most stylish game I've ever played. From the menus, to story presentation, characters, personas and the entire combat system - Everything oozes style! It seems complicated at first, but you'll easily fall in love with how the game looks, sounds and plays with ease as you move forward. Although this is a traditional turn-based RPG, I just love how it tries its best to make EVERYTHING different! Battles are fast-paced and energetic, bosses are epic, story is heavy but light to absorb, the way you handle traditional mechanics on a JRPG (like HP, MP, items and etc) are completely different here and that's all due to the INCREDIBLE amount of depth that the system has. Fusing and hunting Personas always gives you something new and also a sense of progression that pays off when you battle (or outside of battles too). It's an incredible system that blends very well with the rest of the overall tone. Outside from palaces, fights and personas, there's an entire "real life simulation" that works very well. Nothing feels like a chore here and every side or main character tells an interesting story. It all just matters in the end! When the game says "Take your time" during load screens, they actually mean it, because managing it and experiencing the perks you get from it, is more than half of the game. Also, the soundtrack is superb. Every single song. Haven't felt like that with a soundtrack since Zelda BOTW.

My complaints that prevents this game from getting a perfect 10 lies in how overwhelmingly huge it can be - and unnecessarily so! TOO many tutorials, TOO many systems, conversations, mechanics, things to remember, things to do, Personas to acquire, confidants, statuses, items... It's all TOO MUCH! You will NOT experience all you can from only one playthrough, but playing 145 hours of it AGAIN won't come cheap and won't come soon. I love the amount of content and uniqueness in Royal, but it can feel very bloated, at times. Specially with so many missable things going on. Despite loving the story and characters, sometimes I felt that the writing and pacing was inconsistent and a tad repetitive. Nothing that broke my immersion from it, but it bothered me a little. Bosses were good, but not all of them. There were some great ones, but most felt very gimmicky. And what's up with Futaba?? She's a GREAT character, but seldom useful in fights! Why not just make her a regular character???

Persona 5 is one of the most special and modern JRPGs ever. It packs an impactful story, with a meaningful and beautiful message, boxed inside a myriad of addictive gameplay mechanics and systems. It feels like a glorified visual novel and RPG hybrid. It works perfectly and it deserves your attention. And well, even if you don't have the time to play this behemoth, just give the OST a try, ok?

Take your time.

Bayonetta was on my backlog for ages, so I finally decided to try it out... Unfortunately, things did not go as expected.

I'll get one thing out of the way: The combat is the saving grace of this game! It's flawless! Fast-paced, tight controls, good combo variety, nice weapon moves, a dedicated dodge button that's actually useful and a freedom for improvisation and style that rivals the likes of Nier Automata and DMC 5. I don't even know how they'll improve on the second one, but people say they do. Other than that, the soundtrack is catchy, characters are well designed, the pacing of each level is good and the whole game just goes STRAIGHT to the point from the start, no BS.

Unfortunately, this game felt like a mess to me. Everything is pretty unforgiving and recycled. The writing is horrible! There's a story going on, but it makes no sense and the result is a forgettable tale. Characters like Bayonetta, Jeanne and Rodin are great, but almost every other (like Cerezita) are obnoxious. And every woman in this game is VERY SEXUALIZED! Too unnecessary and disrespectful. It just seems like they tried to make everything as over the top as possible and, in the end, made something... childish?

And while the combat is astonishing, there are huge flaws in the gameplay design. Bosses are EPIC, but just for the sake of it, making for long, confusing and tedious fights. Environments are bland, reused, with dull puzzles and clueless moments. Bosses are also recycled and you have to fight them over and over again, sometimes one after another. Bullet hell moments outstay their welcome. There are huge unbalanced difficulty spikes throughout the campaign. The rewarding system is punishing and requires perfection. Some enemies are not fun AT ALL to fight and Bayonetta is made of PAPER, since her health goes down TOO FAST! The game is fun, but very annoying. These flaws almost broke the experience for me. Everything is too uneven.

I thought I was going to love Bayonetta like I love DMC, but I was wrong. While I loved the soundtrack, character design and the astounding combat system, the rest was very frustrating and I almost stopped playing it. But even if defective, there's a charm to it. Even if it tries to hard to find it.

This is the 2nd Shadow Hearts that I've played. Since the internet has nothing but praise to this hidden gem on the PS2, I had high hopes for it. In the end, what I found was a game with nothing but unique mediocre experiences.

At first, I was really enjoying Shadow Hearts. It is a traditional JRPG that wears its inspirations on its sleeves and I appreciate it for this. The battle system is quite unique and keeps you on your toes. It's not perfect and it can get old pretty quick, but it kept me interested for the most part. The presentation is quite simple, but somewhat familiar, which kinda made me feel at home. There's also a nice amount of challenging and fair fights which, despite some weird unbalanced difficulty spikes during boss duels, made me constantly strategize my next moves.

The atmosphere is probably one of the best things in the game. The whole tone and story can get very dark and, at times, even creepy. Whether you're in dungeons, cities or doing sidequests, the music is unsettling and the feeling is moody. There's even a place called Dollhouse that made it feel a lot like I was playing an RPG version of the first Resident Evil. Sidequests felt a litte short (which is not exactly bad), but they were nice, expanding a bit more on characters like Keith and Margarette, while also establishing some world-building.

It's just sad that this feeling of joy didn't last very long. The battle system got dull. The enemy variety is nothing but the same 10 monsters with their color palette swapped, the music became repetitive and not at all memorable, characters just never developed and the writing is bad!

I know that the battle system is cool and all, but did EVERYTHING in the game have to revolve around the ring mechanic? Puzzles, item usage, getting discounts on shops and even reviving a fallen character. And did it have to be this punishing? That definitely did not help when it comes to variety.

Some other mechanics in the system felt unnecessary. Did we really need to keep quieting Malice? Did we really need sanity points? Did we need acunpuncture or the graveyard at all? The feeling I got from all of it was that the game's mechanics were there just to fuck with you, not to create a decent gameplay experience.

And what's up with the story? The writing starts off ok, but it get super tiresome, with some rather uninteresting plot points and "turns". I couldn't care less about half of the things that happened after we left Asia and I couldn't care about ANY character in the game.

I just cannot recommend this game. It's not bad, but it screams mediocrity and boredom.

It's nice that it brought a different type of element to a traditional genre, and it's also good that it was the beginning of a fine trilogy, but it's certainly not special.

It took me THIS long to actually finish Silent Hill 1. I did it, finally...

Although I'm happy to say that this incredible franchise's first game is indeed amazing, I'm also a bit sad to see how outdated it gets as the years go by.

I have to start saying that Silent Hill is probably one of the most unique games I've ever played. It's definitely not its sequel, but it's definitely one of the most remarkable games of its time. It may be outdated and rough around the edges but it's undeniably original, effective and essential.

Silent Hill 1 made me feel dreadful - but In a good way.

The main reason for this is atmosphere and sound. Few games actually got me this tense and unsure of my actions quite like this one.

The town is well-modeled and feels like an actual ghost town, environments are not pre-rendered and that might be the reason why it's all so strange and foreboding, characters are mysterious and creepy, enemy design is good, it's short with an INTENSE pacing, replayability is highly encouraged and the mood is just perfect.

Like I've said before, atmosphere and sound were key.

It's an astonishing work of sound design and ambience. Even if the game had no combat, SH's tone and oppressive music itself would've been enough to make you sweat.

The story also helps a lot. It's grotesque and often heavy. The mystery set from the start kept me interested until the end and although I feel like it could've been handled a lot better, I was craving to know more even after the credits rolled.

With all that said, I have to be honest: the game does not hold up. Sure, it is great, but it BEGS a well done remake.

Combat is downright painful, movement is stiff to a fault, puzzles can be very overcomplicated and enemy placement is just bad! Traversing SH's foggy envrionments should've been spooky, but the amount of enemies chasing and hurting Harry at ALL TIMES breaks the vibe. At least until you enter a place like the hospital or school. In fact, this is probably the main reason why I wasn't scared at all during these moments. Just upset.

The story's also something that felt a bit underdeveloped in my opinion. It starts off great, but fails to explain essential plot points and fill the blanks. It's something that I felt that could've been easily fixed, with a few more notes or cutscenes, but instead it becomes a puzzle of its own in the end.

As previously said, Silent Hill 1 is unique. What I've experienced here or in its sequence is something that I haven't experienced in other games.

It didn't age well and if you want the full story you'll probably need to Google it, but I'm pretty sure that you'll love it anyway. It's a fantastic survival horror game and one of the genre's most original.

Fire Emblem Engage is one of the greatest Tactical JRPGs I've played. The story may be its biggest slip, but the rest of the experience more than makes up for a very entertaining game.

From its opening cutscene to how well it runs, from beginning to end, it's very noticeable that this is one of the most beautiful games on the Switch. The environments are a bit empty, but it's all very colorful, charming, sometimes bleak and, overall, inviting! Character designs are great, the Somniel looks pleasant and comforting, the arenas feel grand and even the overworld map is amazing.

The cast of characters pleased me right from the start! They're definitely tropey and a bit cliche, but I loved most of them, their usefulness in battle, their backstories and little support/bond conversations. I got attached to them. From Citrine's questioning of Yunaka's past, to Goldmary and Panette's weird cooking lessons. You'll definitely find your favorite and there are A LOT of them. Maybe more than it should, I think.

But it's hard not to talk about the cast without touching upon the dialogues. And I'll be frank: it's obnoxious! The story is your basic "good vs evil" shonen, with a few predictable twists here and there. It's not great, but it's fine. There were some genuine epic moments, in fact. But when it comes to its writing? It's bad.

The presentation during conversations doesn't help either. When you have bad writing + bad character interaction scenes, you end up turning some story bits into shallow moments. There's no impact in places screaming for it! It's a major flaw, but one that I was gladly able to look past.

Especially since what holds FE Engage together is definitely its perfect combat system. It's easy to get into, never gets too complicated, it's challenging without being frustrating (fuck classic mode, tho), the arenas are stimulating, combat animations look amazing, objectives are nice and the whole loop is just super addictive. Once you're done with it, it's hard to let go!

I loved the Engage system and its celebration of the franchise. Character progression was certainly satisfying, as well. The only things that bothered me were how hard it was to acquire SP and Gold and how tiresome it became to inherit skills, having to swtch emblem rings constantly. Other than that, it was incredible. Especially boss fights on arenas with weird terrain effects. I think it will be hard to go back to past instalments after experiencing this level of refinement.

And last, but not least, the soundtrack is superb! It's thrilling, calming, ominous and quite epic. Remixes of old FE themes that played during some paralogues were fantastic. And what about Somniel's songs? Simply remarkable! I don't think there's a single song I didn't like. Just wish I could listen to it on Spotify or something.

Fire Emblem Engage is my 3rd and favorite game in the series, so far. It has almost everything you need for a good JRPG: great cast, perfect battle system, charming world and an excellent soundtrack.

It's a shame that they dropped the ball on the story. With the right writing, better dialogue presentation and an overall deeper plot, this could be one for the ages.

I understand how somethings in it can make you ignore it, but trust me, don't let it.

Returnal had a weird effect on me.

While I did have a fantastic time with it, it was also one of my most frustrating experiences of the year.

And while it may seem like I'm fighting against the game's own nature (which I kind of am), I have to say that this very good game would've been even better if it wasn't a roguelike.

One thing that I have to highly praise Returnal is its gameplay. It's just superb. Probably one of the main reasons you'll keep going back to it, even if it annoys you're brains out. Shooting, running, dashing, traversing through areas feels fast and great thanks to the game's sleek mobility. Control scheme is also perfection, which helps to boost fun-factor. And I won't even go into details about how well the dualsense enriches Selene's journey.

Oh and the boss fights... They'll keep your adrenaline high, but they're incredible! Graphics are also stunning. The amount of (beautiful) things on screen is crazy and marvelous. It's basically bullet hell shooter orgasm. The whole presentation is done well. It might seem a bit too much at first, but once you get it, it stays with you. Even the environments, which at first seemed repetitive, but they grew on me.

As for the story, I do admit that the ending sucks (both of them), but up until that point, it managed to keep me interested. Sure, it's minimalistic and very cryptic, but the atmosphere created by the whole 'death and ressurection in Atropos' thing was interesting. The mystery is there and pulls you in, even if your anger is telling you to stop playing.

Ok, now I have to say this: This game shouldn't be a roguelike.

Although I loved playing it, I didn't exactly have a great time experiencing it. I blame it on how Returnal approached the genre.

Each run took too long, even if you were lucky. Enemies did MAJOR damage out of nowhere and without any reason. Shortcuts were necessary, but they're almost nonexistent here. Weapon variety is good, but not all of them are actually useful. Every single item HAVE to be huge gambit. And all that packed with a very bad ending that just ruins the terrific sense of accomplishment given by the gameplay.

Returnal just feels overly unbalanced, most of the time. It's as if the RNG hates you 24/7. Mechanics are more often trying to frustate you instead of helping. You can see that in the amount of permanent power ups or skills you get - almost nothing! Just a few concerning traversing each level!

This game could've been so much better than it is.

Returnal is by no means a bad game. I did love playing it. But I'm not sure if I'd recommend it to anyone, even if you're a fan of the genre.

I had a great time, but also a major headache.

Streets of Rage 4 definitely brings retro-nostalgia back in a fun way, but with it, old flaws return.

First: This game is very entertaining! Especially when played with friends. The beat 'em up is top notch, levels are beautifully designed, secrets and unlockables are a treat and graphics are AMAZING! I could LICK this updated art style. Also, it probably has one of the best OSTs of the year. I love how semi-accessible and party-like it manages to be, while also putting a HARD challenge. It just works!

SOR4 certainly does what it sets out to do, but by dragging this feeling back, it doesn't fix mistakes. Difficulty is a bit unbalanced, you do no damage but takes a bunch of it, your star power is weak, enemy variety is a joke, getting an extra life is a bore (especially during multiplayer), strong attacks drain your life instead of having its own bar and YOU CAN'T DASH OR DEFEND! This game would've been A LOT better if it had a dash button, a dodge move and a defense command. Bosses are too fast and just landing a hit on them is very annoying. Also, the story sucks. Why didn't they even try to make a good one? The ending is as bad as previous entries.

I can only really recommend SOR4 if you're not playing solo. This is a beautiful and fun game, but its unnecessary flaws keep it from being very good or consistent. But that's something you can probably overlook when having fun with friends, through all of the stages.

I have A LOT to say about this one, but I'ill get one thing out of the way already: I fucking loved it! While I don't think it's better than RE7, I do think that Village was bold enough to come close.

The two first things that astounded me when I pressed start on this title were the graphics and sound design. Capcom nailed it AGAIN with the RE Engine, as they have been hitting the perfect spots since 2017. The soundtrack might not be very memorable, but the haunting sounds and imagery of the village will forever stick with me.

After being in awe with Village's incredible presentation and set-up, I fell in love with the gameplay. Yes, the similarities with RE4 are all there, from gameplay, to pacing, mechanics and even story bits, but the biggest comparison should be done with RE7. Basically, RE8 carries over its previous installment's gameplay, but perfects it. Every addition made to the gameplay loop worked perfectly. Ethan moves better, aims better, the Duke is not only a great character but also a fantastic shopkeeper, the ingredients system keeps you invested and everything else was well-developed in order to make the exploration and combat feel joyful to play. And they did it.

And not only exploration and combat were tweaked for the better, but puzzle solving too! Each puzzle feels light and not frustrating at all. Backtracking is rarely a chore and the interconnected levels are brilliant. I love this soft-puzzle-solving approach that Capcom has been taking the RE series and I hope they keep it up. One other thing, this game was the easiest Resident Evil that I've played in a long while and while I don't think that this is objectively bad at all, I do recommend playing on harder difficulties if you enjoy the "survival horror" challenge.

Village's atmosphere is also one of the main things that kept me hooked. I felt that, like RE4 did in the past, RE8 manages to perfectly balance horror and action moments. Things get a little out of hand during the final hour, but it never felt out truly of place. Sure, it's not as scary as RE7 or RE2REMAKE, but it DEFINITELY kept me on edge and tense throughout the entire experience. Fuck that Beneviento bitch!

And the story: I also loved it! Probably one of the craziest stories told in an RE game. Ethan, his family and even Chris are way more fleshed out than in RE7, and not only that, but the main cast is presented along with plenty stunning supporting characters. The Duke, Dimitrescu and her daughters, Heinsenberg, Miranda, Beneviento, Moreau and even Chris' goons or the poor villagers - they're all great! Each area of the game is varied enough and fits perfectly with each villain. Environmental storytelling, packed with the stunning level design, was key to make it all work. Nothing felt out of place and the story benefits greatly from that. From beginning to end. It's surprise on top of surprise. And better yet - most of them were written pretty well!

Few things prevent this game from being the masterpiece that RE7 was. I'll be brief. The thing that most bothered me is how little the story showcases its biggest strenghts. Despite being very good, Village has TOO MANY good things to show, and they do show them, but not for long! I just wish they expanded more about characters and the village itself. Especially during the final moments of the game. Village didn't need to be longer, just... a bit broader? The story also had the weirdest post-credits scene. If it wasn't for that, everything would fit naturally. In my opinion, RE8 did little when they had a lot and RE7 did the opposite, which worked better.

Gameplay-wise, I didn't like the amount of missable items and areas. I mean, yes, if you miss them, it's your fault, but I wish there were indications about missing them other than the map. And while the bosses were mostly very good, one of them felt a little too.... anime? Also, the final hour of the game is TOO fast-paced. It does answer plenty of questions, but they say goodbye to the scary atmosphere and hello to FIRST PERSON SHOOTER. I didn't like that very much. Oh, the Mercenaries mode! It felt ok, but not as fun as in RE4 or RE5. Shame, though.

I could spend hours talking about Resident Evil Village. It truly is an amazing game, with a few minor issues here and there. Thank you for this game Capcom. Just give them your money, whether you're a survival horror fan or an action shooter freak.

Now give us RE9, already.

Persona 5 Strikers surprised me from the start.

I had a completely different P5S in mind before I actually played the game. To me, it was going to function like most other musou-style crossover games do, but it went beyond that. In the end, Strikers felt like a very good Persona game, but not a great musou game.

P5S made me feel at home from the get-go.

The game oozes style right from the starting menu until the credits roll, just like its predecessor. The soundtrack mostly reuses songs from the previous game and that would've been fine on its own, since that OST is perfect, but they made new songs that are just as amazing. Graphics are also nice. Although the Persona series isn't a looker when it comes to graphics, it impressed me how smooth the game runs. It impressed me even more to imagine it running on the Switch. Mix that with how stylish the game is and you got yourself an unique aesthetic experience.

The cities you visit also contribute to, not only the look of the game, but to the pacing. Cities like Osaka and Okinaway actually feel real and compelling. Although they are mostly for show, the change of scenery is welcome. I wish I could say the same for the Jails, though. They're cool, especially the challenging bosses, but they can take quite a while to complete. And that makes it sort of repetitive, to an extente.

Another aspect from P5S that surprised me was the story and how long it is. I was definitely not expecting a story-heavy musou game. Especially one that took me 50 hours to complete. The writing and pacing sure wasn't as good as P5, but it was interesting, packing good moments and an emotional ending. It aslo blended naturally with the events of the "first" game. Zenkichi and Sophia were great additions to the team, and the villains were also pretty cool, adding weight to the tale.

Now, for the meat of the game: the combat! This is a musou-style crossover, after all. I have to say that, at first, I was overwhelmed with the amount of things happening on the screen and the amount of things you had to pay attention to and quickly manage mid-battle. Honestly, it didn't feel like a proper musou game to me. It plays more like an action-RPG. A good one, but not exactly what I signed up for.

When you actually GET what the game demands of you and pull off crazy combos while exploiting weaknesses, it does become much better, but it just feels like something's missing. Everything is thrown at you, the screen gets crowded quickly, SP shouldn't be an issue but it is, the tutorial is jarring as hell, buffs and debuffs feel a little useless at times and the camera can go insane.

Don't get me wrong, it's not bad at all! It's just too intricate for this type of game. I also feel like the game outstays its welcome a little bit. I blame that on the amount of useless shops around its beautiful towns and the completely dull and tiresome requests that you can take. Oh, and if you're playing on hard, prepare to grind. Not a boring grind, but grind nonetheless...

Strikers is a good game!

A good Persona game, with a rather confounded musou-style approach that succeeds at times, but fails a lot too. If you miss the Phantom Thieves, you'll be surprised when you pick this up. But if you're here for another Samurai Warriors experience, I'd maybe look elsewhere.