what if sin & punishment wasn't on-rail and it wasn't THAT good? bizarre controls, cool geometry and amazing ost.

This review contains spoilers

twitter fighting against a god born from society's - i.e internet's - own ignorance. the game literally breaks it owns themes for the sake of style or... whatever they wanted to do and it surely doesn't know how to build an 100-hour long narrative.

with that said, the social links are way better than the main history and yeah, it's beautiful (but i never want to see red and black together again (that's not true)) and the ost is amazing (however i never want to listen to jazz-fusion ever again (that's also not true)). didn't think that the dynamism in gameplay is better. i guess that it felt a little of an puzzle in a bad way sometimes and all-out attack animations is really annoying after the 100th time seeing them?

i've had fun sometimes, hated it others. i don't know if it's a game i'll ever think it's good. but yeah... i'll have it in my heart in a way or another.

im just glad i finished this at 3:50am so my neighbours wouldn't listen to me pressing (not so) precisely buttons to frozen's song "let it go"


there's two main things i'd like to talk about this game:

1) i have mixed feelings about the combat. kat is that clumsy girl with a new power that she doesn't understand and this is translated in the way she moves and to the way she fights: her basic attack is only a kick, but she can also use three special moves and use gravity attacks - and that's my problem. the gravity attacks itself are a question to get used to, but as long you advance in the game, there'll be new types of nevis and you gotta fight all of them. many of them are flying types and it turns out to be really hard to hit their cores sometimes. the camera going crazy in small spaces (where many of them appears) does not help too.

i can understand that choice and do not necessarily dislike the enemy design but the combat is slow paced and i couldn't but thinking about "what if this game had a real lock-on?". i thinked about sonic's homing attack and maybe it's the first time of my life where i thought that homing attack could be good in any game - including sonic ones! i mean, imagine if the combat itself was fast-paced with some kinda of homing attack and the challenge were more about finding the position to target and hit the enemy? maybe even doing some combos, like attacking many and creating a kind of momentum while also doing the gravity stuff?

maybe i'm just thinking too much about how a game should be and not how it is. maybe those problems are solved in gravity rush 2 and the real guilty was this being a psvita game with probably the budget of a fried egg. anyway!

2) LOOK. I KNOW THAT GRAVITY RUSH IS DIRECTED BY KEIICHIRO TOYAMA, THE SILENT HILL AND SIREN GUY, TWO HORROR GAMES, BUT WHY DO THE ENEMIES IN THIS GAME LOOKS LIKE HUMAN FLESH? I MEAN, THEY EVEN HAS BONES IN THEIR WEAK POINTS TO PROTTECT THEM, LIKE, THEY ARE EVOLVING??? THERE'S EVEN ONE THAT LOOKS LIKE A PERSON DIVING IN THE GROUND AND IT IS REALLY DISTURBING. PLEASE MAN, DON'T DO THIS EVER AGAIN IN A NOT-HORROR-GAME. PLEASE. I BEG YOU. I KNOW THAT YOU PROBABLY DID IT IN THE SEQUEL, BUT PLEASE.

overall is a good game, i had fun despite all the problems. want to play the sequel because it felts like it needed one. love to walk-or-fall-around with my gravity powers in some big vertical steampunk cities while listening to some jazzy or funky music and doing some missions to adorable characters - kat it's a lovely protagonist, btw. i love her!!

this game is echoing in the dephts of my mind for a long time.

it's both a letter of love from a passionate gamer, a letter of hate from a creator limited by big corporations and most important, a reminder that killing your past is not only an act of moving foward but also an act of respect: your past is what made you the way you are, even if you change, you only change because of who you were. if you gonna kill it, do it with dignity.

it's a game about killing our own heroes, our own projects and our own dreams, but also building a future to new heroes, new projects and new dreams. absolutely beautiful and introspective work of art.

mainline final fantasy game that is less about the characters and their interaction with the world and more about the world and its interaction with the characters. shows that a game doesn't need immense dialogue to be well-written because few-but-well-put-words and good cutscene direction (jun akiyama is amazing) can do a very good job - i also love the voice acting, gideon emery's balthier is really good.

the gameplay is perfect. i've spent more than 100 hours doing most of the content and exploring the gambit and the job system. of course you have Certain Characters with faster speed animations with especific weapons (basch is better with spears than penelo, for example), but you can try any job combo that'll work as long as you can understand and dominate the gambit system.

it's a phenomenal videogame. my favorite final fantasy so far (and probably gonna be for a long time).

this is everything that everyone hates about kingdom hearts.

i love it.

This review contains spoilers

is haunting discovering that kurumizawa is not only the 25th ward personification in a fictional way but also in a metafictional one. even scarier when you realize that it doesn't matter: reality it's defined by the observed and interpreted by who is observing - if the roles changes, whatever! the next kamui uehara can solve the problem - but wich one? the silver eyed boy who doesn't know how to eat mont blanc properly? the bald psycho jabroni? the real one (not really!) that is suposed to be the protagonist? the japanese dirty harry.. oh, that's ayame, it's even more powerful. i can ask to turtleguy for advice, if he's not already killed by private postal service - instead of delivering your mail, they are delivering your death. for the sake of others, of course, so behave yourself! we can pick anyone. everyone is a potential kamui, maybe you are too!


before subversions and "grey sides", there was the hero. the hero who inspired children. the hero who brought families together. the hero who was the hope to the discouraged. the hero who fought monsters every single friday. maybe this hero still exists - no, i have certain.

imagine someone just waking up some day and thinking "what if i made a game about a small guy with a ball than can go big with the many things it collects? all of the objects having it's own kind of collision, causing that crispy sensation? and, logically, the ball itself getting slower with the amount of things you collect? oh, and of course, the art style being so colorful and caricatured in a humurous - but never offensive - way? having one of the best soundtracks of the medium? man, it's gonna be awesome"

well, someone actually thinked. thanks to keita takahashi, now we have katamari damacy, the greatest videogame production since super mario bros. (1985).

at least for me!

this isn't "bad designed", it's actually a very interesting game. it's the true super mario bros.2 and it's basically a game made for the nerds that can finish the first smb. without dying. "oh so you think there's gonna be a mushroom in this block? yeah, but it's a poison one!"

yes, it is a cruel and very punishing game and whatever some "Game Design Fan" dude says to you but it has a very creative level design, creating some trends that today's platformers such celeste would use.

it is very limited by the first super mario engine - and perhaps it's 'cause of this that is so punishing - but it's worth playing, even using save states or rewind, just to aprecciate the level design geniality and the "in your face" nonsense.

also i don't vibe with puzzles levels where you should discover the path or then you start it again. hate them!!

trying to understand the many buildings vertical architecture you are walking to localize yourself and survive to the many guys shooting you. the act of shooting, itself, is an act of surviving: the one who shoots first is the one who gets to live, just like the old west. this concept of "shooting before your opponent gets the hands in his weapon" creates a cinematic experience way better than many today's cinematic shooters - probably because the one doing the scene is you, with your reflexes, paying attention to enemies animation, not the game, desperately, screaming "look at me".

whipping enemies so well positioned in its many places - with wonderful in-game-universe gothic architecture and amazing in-our-universe level design, with secret paths leading to alternatives levels and a lot of verticality, causing the sensation that you are exploring dark places and fighting hideous monsters. you can also play as maria, a girl that ritcher rescue in stage 2! some people say that playing with her is the "easy mode": not exactly. while ritcher is a lot more weighty and slow, turning the game into a strategic action where you must react with cautious while positioning yourself in the level's geometry, maria is a lot more agile and light, turning the game in a platformer action where you kill monsters with a cute girl - she can even double jump! however, the difficulty is more about controlling your jumps and agility to not suffer from your mistakes. the bosses and enemies itself are great! it's a little frustrating deal with flying enemies - as well with bosses' projectiles - but the patterns aren't hard to learn. the sound direction is suberb, creating hype and tension with amazing songs - i love the VA too!!

rondo of blood is not only the best classicvania - and probably the best castlevania? but also one of the greatest videogames of all time!

baby's first immersive sim¹

wonderful game. loved it way more than i thinked i would -- not a big fan of open world games. best princess zelda, love the history and THAT ENDING was really emotional.

made me think how good zelda actually is, not only as a franchise, but as a mythos.

¹i am baby

there's a moment in moon where the "HERO" is drunk at a restaurant, doesn't knowing how to advance. after killing all those "Bad Monsters", "helping" all those people, entering without invite in all those houses and taking possession of all those objects, he's lost. he is at the maximum level that he can obtain, but what then?

the "HERO" lacks of love.

in fact, everyone in moon's world is searching for love: consciously or not; for know what it is, what is for and who can possess it. love is a mystery and everyone wants to know how to discover it. you, the protagonist, is the one who help those thirsty for love by... living your life. you see, There Is Someone(s) that indeed knows what love is and want you to collect it - but i won't tell who! you do it by helping people in different ways: fishing, listening, catching their souls, telling that they actually are a robot (do technopolis habitants dreams about MOON: REMIX RPG ADVENTURE?) and all sort of different things.

they say you find love in small things, and perhaps someone would say that moon is a game about finding love in the minor aspects of our day. i wouldn't say they are incorrect, but a letter of love is A Big Deal to the one who sent it, as well to the one who received it. the size of what we love is measure by our heart perspective.

moon: remix rpg adventure is a small, old, indie game, but in my heart, is a gigantic thing that i love.