1009 reviews liked by heatten


Sweet and Beautiful, warm and fuzzy, heartfelt and peaceful <3
Reminders and memories of the day to day we live by, and grow by ^w^ Nothing more and nothing less!!!

É necessária uma delicadeza muito especial para fazer, de uma história de suspense, várias histórias de amor. Mas a resposta está na tragédia: o mal original está muito distante, e vivemos apenas suas consequências. Nesse contexto, os símbolos do horror têm uma dimensão de profunda, inescapável tristeza, e então faz perfeito sentido que o jogo te guie no cabresto: não há quebra-cabeças para resolver. Os fantasmas estão implorando para que você conheça a história deles. O que você tem que resolver é aquilo que eles também não entendem sobre suas próprias histórias. É também aí que a fronteira do psicológico e do sobrenatural precisa ser rompida. Inúmeras janelas irreais para uma realidade acontecem por mudanças de ponto de vista e técnica narrativa -- mas não é à toa que, o tempo todo, existem efeitos de tela e moldura. O efeito sobrenatural é psicológico, tanto sobre Lixuan quanto sobre você, na medida em que você só pode compreender aquilo que as entidades que te assustam compreendem.

Por isso, a relação com os vivos e com os mortos tem tanta força. A tragédia já aconteceu, mas continua a acontecer mesmo que você a desvende. O mundo de Firework é inteiro de papel, literalmente: e no papel que se escrevem as verdades a serem descobertas, é do papel que se tiram os simbolos para materializar os desejos dos personagens e é no papel que sai uma foto tirada sem querer numa cabine. E papel pega fogo.

weirdly the complete antithesis of what mcgee was going for in the sequel,, the sequel is bright and colorful but ultimately dour and overly dark in tone and story. this is one of the most dark looking games ive ever played and the map layouts for each level are so utterly confounding and disorienting, a labyrinthine hell constructed by others specifically for u to suffer during. the first is a game about growth and progression, forgiveness and regret and the pain that comes w both, the sequel is concerned w regression and ig I just don’t vibe w that as much. this belongs more to an era of game design like max payne or rule of rose where ur small and the world is big and there’s plenty of ppl who don’t want you to exist within it. the structure of every world is chaotic and dizzying and scary! I love some of the weirdo imagery the enemies can conjure up like the flying bomb dropping bugs that seem almost military like.

there’s so much being said here even w like v minimal actual words being said,, alice herself conveys sm through grunts and screams it’s actually kind of wild. a simple jump to a ledge sounds blood cur-tingling and filled w anger + desperation. idk to see her suffer so often and in such extreme ways and come out the other side (at least for this game) a better and more whole person is rlly fucking fulfilling and satisfying to experience.

part of me wishes there was a third game and a better ending to both alice the character and the series, but also I realize that this series obv took a lot out of mcgee and was coming from a place that’s maybe better left sitting dormant for his own mental health. he seems kind of happy as a retired old guy living in shanghai that’s left behind a wealth of art that means a lot to a lot of ppl and now just makes emo plushes that while don’t mean rlly anything to me obv mean something to enough ppl. I think that’s nice ^_^

Bzzzt

2023

Beautifully made and challenging, too bad that it is a little short, was thinking that a new character with new levels would be unlocked by the end but that's okay.

I recommend this one for Super Meat Boy and Celeste fans.

People don't talk about this one that much, which is a shame because it is really good. A great game for a party. And to end some family nights in a bad mood.

for some reason the last time I played this like maybe 15 years ago i wasn't really into it despite loving it a whole lot when it first came out. i guess i wasn't feeling like getting into all the mechanics again and just kinda dropped the replay.

i can attest now after a long while that i was initially correct there's no other game like this in every aspect. it's stylish, it's gorgeous, it's really fun, it might genuinely be the Kamiya game with most attitude imprinted in it and that's saying a LOT.

Viewtiful Joe tells a fun light story both about how fictional worlds suck due to how stagnant they are and how shitty it feels to be a one-hit wonder in any art career. which is extremely ironic considering this game got like two sequels, one spin-off, a whole anime and then simply -disappeared- from the face of the earth aside from getting costume references and being in 2 vs. titles. No ports, no interest, nothing.

at the end of the day i think i might like this more than Bayonetta in regards to which is my favorite Kamiya game... while Bayo was definitely influential to me in a lot of important aspects, Viewtiful Joe might just have changed how i viewed videogames as a whole.

dog i hate it here so much. i'm minding my own business, poisoning random passerbys with my Pimpy Son Opp, when this guy with a fuck-off arm walks up and starts doing Rising Tackles on my boys. He kicked one of them in the nuts and a crowd cheered. we're in the middle of the desert. I hit him with a club and then he started crying and we all felt really bad. Where's Jagi man. this shit blows, I want to go home.

as vezes a gente nem percebe que as raízes são fortes... dragon's dogma, em 2012, junto com dark souls deve ter afetado a maneira que meu cérebro funciona ao jogar video game de formas irreparáveis. eu não estava armado nessa época, eu não tinha vocabulário, eu não sabia o que pensar durante o jogo além de "diversão" e as percepções básicas. dark souls me acompanhou a vida toda depois disso - a primeira vez que eu escrevi foi justamente dele! mas dragon's dogma ficou lá no cantinho escondido -não joguei dark arisen!- passei 200 horas nele e sendo sincero nunca pensei a fundo no porquê.

e agora depois de uma jornada de 68 horas e 139 dias (in-game) eu entendo tudo, é óbvio que DD foi feito pra mim, todas as Decisões que eu sou obcecado são feitas com a maior confiança do mundo, eu amo jogo de andar por aí, de se planejar e sair numa caminhada que só deus sabe o que vai acontecer, eu amo gerenciamento de recursos como o poder de teleportar, eu amo limites de tempo e quando achei que não iria criar um vínculo com a história "principal" (não conte para o pessoal da página do jogo que a verdadeira história principal são momentos que acontecem enquanto você está caminhando) ela também é uma história que brinca com meus temas favoritos. agora vou descansar por uns meses, deixar marinar e jogar o dark arisen sabendo que dessa vez estou armado com as palavras certas pra dar o carinho que ele merece.

o que separa a bicha loka da bicha má?

The best way to summarize the Mitsurugi experience is that if you play the game using a controller, you can't set its volume to 15%, as it bounces between 14% and 16%.

The reason for this to be happening, is that instead of having volume be a global variable in which you set its value on a given menu, they made one variable for each possible volume. There's the var BGM_1, BGM_2, BGM_3, BGM_4, etc... and you cycle between them. Except, they forgot to make BGM_15.

Not even YandereDev fucked up like this.