36 reviews liked by lin_hikari


primeiro jogo indie feito inteiramente em Cuba! toda a solidariedade aos nossos irmãos latinos na resistência contra as aves de rapina.

esse jogo (assim como meio que qualquer plataforma de puzzle) possui coletáveis, mas a maneira que são abordados é bem interessante. tudo baseado no detalhe de que não podemos conhecer nosso desfecho se não soubermos a nossa própria história. isso é reiterado pelo personagem Cronista sempre que o encontramos. o único coletável são pedaços de papel que, juntos, viram um item para relembrar o protagonista de seu passado. uma maneira bem interessante de lidar com essa característica super comum nesse gênero e, que fica mais interessante ainda quando se tem uma ideia da história do povo cubano. espero que saiam mais jogos feitos lá. consumir arte de outros países é sempre muito revigorante.

pra terminar gostaria de adaptar uma das minhas frases históricas favoritas. frase essa de Porfírio Diaz:
"Pobre Cuba. Tão longe de Deus mas tão perto dos Estados Unidos."
(na original é pobre México)

So all the DLC is out now, adding up to a total of 52 songs (counting full versions of certain songs separately), which is a considerable improvement from the initial number. I S+ ranked, full combo'd all songs on Easy and Normal, and did the same for S rank and full combo on Hard. So I think I'm finished with the game for good now.

The song selection here is very strong, but I don't think I can improve my rating beyond 3 stars still, because some of this game's charting and general difficulty scaling is weird. Some songs on Hard difficulty are super simple while others feel more like they'd fit Expert difficulty more. Easy mode should be, you know, easy, but it ended up being more challenging than Normal to S+ rank because there are less notes overall (if you screw up, it reduces your score considerably more). Expert mode felt way way too hard for me as someone who doesn't play rhythm games, but that's not that big of a deal. Overall I'm happy that Gunvolt Records Cychronicle exists, but I think I'm even happier that I can now move on from the game.

Also according to the steam charts I'm like the only person who plays this game LOL

If you told me in 2021, after watching GV3 and iX2 trailers back to back, that one of my favorite series would critically fumble their story and resort to low budget cash grabs like an asset swapped Suika Game clone I genuinely don’t know how I would mentally process that.

Absolutely creatively bankrupt.

Wario Land 4 é a melhor aventura de Wario até o momento -- é a primeira trama da série em que as coisas acontecem a partir das ações de Wario e é engraçado pensar nisso porque é também a jornada mais "simples" -- Wario invade um templo, pega os tesouros, tudo desmorona, ele foge, fim.

em todo jogo da série até agora o Wario sai ganhando no final com uma conclusão positiva mas de alguma forma nem todas as suas jornadas se contextualizavam em circunstâncias positivas. no primeiro jogo ele passa por diversos desafios até conseguir sua primeira riqueza (o castelo), no segundo ele passa o jogo inteiro indo atrás do que já era dele, no terceiro todo o game design é moldado ao redor da justificativa de que ele não tem os poderes no mundo da caixa de música e precisa recuperá-los

e aí no 4, ele tem tudo, e o jogo só existe porque ele tava afim de dar um rolê de carro. as animações idle do Wario é literalmente ele fazendo algum exercício físico. as músicas são todas animadas e memoráveis, as fases são extremamente criativas e sei lá, parece que tá tudo de acordo com os movimentos do Wario -- não no mesmo ritmo, mas sim na mesma melodia.

é o primeiro jogo da série que não tenta ser completamente diferente do anterior (o 1 sendo um platformer padrão, o 2 mudando a forma em que os desafios são compostos, o 3 mudando toda a estrutura pra transformar num metroidvania) e aí o 4 chega e muda as coisas com base numa introspecção de "o que deu certo e o que deu errado até agora na franquia" -- voltaram com os pontos de vida do Wario mas mantiveram os inimigos de transformação, voltaram com a importância do dinheiro, voltaram com o timer mas implementaram ele como padrão de todo final de fase (pra forçar o backtracking e liberar trechos novos de exploração) e mudaram a estrutura de progressão do jogo -- agora são 4 mundos, 4 fases cada um, e a ordem é completamente livre (mesmo que exista certa escala de dificuldade)

o jogo trouxe de volta muitas ideias da franquia enquanto abandonou outras, mas o que mais me cativou foi o quão bem misturaram e masterizaram o conceito de 'exploração espacial' com a progressão restrita (mesmo que pouco burocrática) de collectathon do jogo -- eu me senti desafiado em bons momentos num jogo em que o apelo pra mim era sair andando e interagindo com coisas. enquanto no 2 eu tive que me adaptar com os controles novos junto com o Wario que tinha acabado de acordar, e no 3 eu precisava me acomodar à limitações com a progressão metroidvania dele (baseada na necessidade de poderes pra poder desbloquear diferentes caminhos e fases), o 4 já me deixa TUDO disposto -- e eu penso no Wario como esse veículo, essa figura controlável que me dá todas as habilidades pra explorar os ambientes e interagir com eles, e coloco tudo isso na idealização que eu tenho do level design de Wario Land 4 como o mais inventivo da série: todos os mundos tem temáticas bem definidas com mecânicas super diferentes e criativas umas das outras, e pra mim, esse artifício só tá ali pra reforçar o quão Capaz o Wario é de superar aqueles desafios enquanto se diverte e se sente bem consigo mesmo.

Wario Land 4 é um jogo que move corpos de uma forma diferente que reitera seu funcionamento como um jogo novo da franquia -- e mesmo assim, conseguiu ser o mais único até agora.

Tempo é dinheiro, e você tá em dívida com o Wario.

deus está em todas as coisas menos no Deca Sports. fiquem longe disso...

Staring at a screen for 30 minutes simulator.

It really shows that PlatinumGames worked on this. The boss battles are awesome and full of hype spectacle. For the combat, it looks like they took Xenoblade Chronicle's battle system and made it fully action. It works surprisingly well. At first, I wasn't feeling it that much. The boss battles were always great as I mentioned. During those, the team and I can unleash everything we have creating thrilling highs, but fighting the smaller enemies were either uninterestingly easy or annoying. That was on me though. As I explored my characters abilities more, got a set of arts I felt good about, and got more thoughtful on when and how to use them, the smaller fights got much more satisfying. There was more depth to the game than originally seemed, and I grew to love it.

The story was decent. I wasn't expecting this to be a continuation of an existing story, so I was a bit lost. Also, the hyper cheeriness of the characters was too much for me. The fate episodes helped flesh out some of the characters. The story is standalone at least, so I could eventually get into it. It's big on the power of friendship and redemption which is like plenty of anime stories.

The game isn't the most graphically impressive, but it looks gorgeous because of the art direction. It also runs really smooth. The developers know how to create big moments in and out of cut scenes. I was in awe of what I was seeing often throughout the game.

This is definitely one of the best action RPGs I have played. It's a genre I've never cared for that is now the most exciting genre to me because action game masters like PlatinumGames and Team Ninja have jumped in.

First of all, fuck J.K Rowling.
This game was super ambitious and had a lot going for it. I remember the general public being pumped for this, even non-Harry Potter fans. When it came out I was disappointed to learn switch users were gonna have to wait longer and for the most part, it was worth the wait. The open world is beautiful with a lot of exploration to do with secrets around every corner. I was hooked to the story from the beginning but I soon found myself putting the main quest on the backburner for a long time because of the amount of side content. But I pulled through and finished the main quest and I was very happy with it.
This game has many faults though and it wasn't stuff I could overlook most of the time. This game has TOO much content first and foremost. As a completionist, this game hurt me. There are way too many collections, for example; landing pads, balloons, demiguise statues, field guide pages, Merlin Trials, collection chests, SOOOO MANY COLLECTION CHESTS. And for the outcome and lack of new "treasure" it felt like a chore to do it do I chose not to (and that's unusual for me). The only thing I 100% completed was the challenges and there was no reward for completing all of that (just saying), but it didn't bother me too much as by that point in my playthrough I was SO READY to put this game down. The Room of Requirement was fun in theory and I'm sure it could have been better if I messed around with it but it just wasn't worth it in my opinion, the creature care was actually one of the strong points of this game and could have been a lot more fun if they had the offsprings grow up instead of them staying little forever. It doesn't give you any reason to come back to it. Combining genetics to get different creatures after generations and generations could have been super fun and satisfying but they just.... didn't? It felt like a dead end and kind of annoyed me.
The voice lines also get super repetitive because there just isn't a lot of variants. Every enemy camp you came across had the same voice lines, it just got annoying after awhile. I did enjoy the combat and I after I realized that you can set 4 different spell sets, it was even better. The Ancient magic meter was super fun to use and I loved the variety of different attacks.
I had heard horror stories about how laggy this game is and I found it to run surprisingly well on the switch, but one of my complaints that was hard to ignore (and I'm not sure if it's like this on other platforms, let me know) is the fact that there are so many loading screens, I don't mind if it needs to buffer a second while you're walking through the door but Hogsmeade was especially super annoying to navigate because every single building had a loading screen, it made it hard to collect pages or finding treasure because Revelio wouldn't show what was inside buildings behind loading screens. Hamlets and Hogwarts didn't have this problem but I hated going to Hogsmeade for this reason.
The last point I'm going to talk about is the MC being insufferable, I wish they had different varieties or points of personality that you build up with your reputation over time but I know this was a large game and there was a lot going into it, I just wish they made them feel less stuck-up.
Overall, while I had a lot of fun with this game, it's not worth it to 100% it and I probably won't be going back to it ever.

Third playthrough, this time on NG+1 with a "Sekiro at home" build. It was kinda crazy blazing through everything in around 8 hours. Excited for the DLC because I'll have both a NG and NG+ save to try out multiple builds