85 Reviews liked by lleon


If GameFreak thinks they can sell me a "traditional" Pokémon game again after this, they can kiss my ass

Team: Samurott, Arcanine, Toxicroak, Goodra, Electrode, Mismagius

Have to take a point off for not having Life in a Glass House but otherwise this was a really cool thing. I think more bands and musicians should follow Radiohead's (and 50 Cent's) lead and make video games, rather than something like uh NFTs.

Fine, I'll become a Radiohead fan.

Hard to even describe Kid A Mnesia Exhibition. Something that could only exist in video games and it makes absolute full use of the medium. Incredible.

I had never even seen a shooting star before. 25 years of rotations, passes through comets' paths, and travel, and to my memory I had never witnessed burning debris scratch across the night sky.

A Zelda with flaws, but fantastic dungeons and story. The music and characters get to me in a personal level.
¡Happy 35 years to this franchise!

Soma

2015

This is one of my favorite horror games of all time. Very underrated

I'm pretty sure playing this at a friend's house when it was new was my first exposure to Spider-Man as a character. It's clunky and sometimes frustrating and you can beat it in 3 hours and maybe it's just the nostalgia talking but I still really like this game even now! A nice little adventure with a good amount of variety and enough unlockables to keep me laser-focused on it for years as a kid.

The presentation is extremely strong for its era. The voice acting holds up much better than most PS1 games and getting to hear Stan Lee's excited narration is such a treat. The soundtrack rules and the graphics are charming; the way the devs worked the low draw distance into the story as "evil fog" always makes me smile.

The most amazing thing about this game is that it still serves as the basic blueprint for today's Spider-Man titles in terms of abilities and controls; despite how janky its mechanics can feel in 2021, the foundation was solid enough that, outside of going open-world, no one's ever really felt a need to reinvent the wheel. Quite impressive for a licensed game from two decades ago!

This review contains spoilers

Echoes of the Eye seems kind of like a square peg, round hole situation, to be honest. They wanted to tell this story about owl matrix and a prisoner, but had to fit it into the confines of the game they had already designed, and I dont think it worked.

I need to get more objective distance from it, but letting it sit with me so far, I think I Intensely Dislike the DLC, which I feel has nearly none of the elements that I liked about the base game. I just kinda wish I could forget I ever played it, and not so that I could play it again fresh like I wish I could do with the rest of the game. The initial puzzle of figuring out what and where The Stranger is is fantastic and straight out of vanilla OW, as well as the first couple times around the track as you greedily explore the surface world. It’s incredibly atmospheric; even the dream world is full of great atmosphere. But unlike the base game, there’s zero substance to any of it. In the DLC for the archaeological simulator, you learn nothing about the people on The Stranger nor what they were about. Other than they’re spooky horror aliens that communicate entirely via homemade found footage horror movies and jack into a big VR simulation of an early 2010s Slenderman fangame that you need to scour to assemble a strategy guide for. The goal of the whole thing is to find three sacred cheat codes, all to release a dude who’ll play the theremin.

The biggest problem is that it feels like an entirely different game stapled on top of Outer Wilds. OW’s biggest strength is that all these disparate areas that operate according to their own rules are cohesively tied together by a common set of systems and mechanics that work everywhere. Except in the DLC area, where none of the tools from the base game do anything, not even your knowledge of how to move your character around because you spend hours of it outside your suit slowly walking around in the dark. Even your rumour board stays blank because there are no rumours to learn. One of those mechanics in the base game and a fantastic piece of design work are the quantum laws, which are so consistently applied in so many places that you can just organically pick them up via osmosis. There are a few places in there where they give an explicit lesson if you need a little help, but most people I’ve talked to seem to figure out and apply at least one of them on their own, and it makes you feel like a brain genius. Here, they super transparently try to recreate that with a set of rigid laws within such a confined scale that solutions feel arbitrary and are often found by repeatedly beating the same brick wall.

De esos juegos imperfectos que se roban tu corazoncito. Ghost of a Tale es bastante mi-taza-de-café : un juego de exploración en un cárcel muy pequeña lleno de atajos y secretos en la que tendremos que intentar huir mientras intentamos descubrir qué ha pasado con nosotros exactamente, todo esto contexualizado en un mundo precioso donde tenemos como protagonistas a ratas, ratones, ranas y urones. Donde más destaca Ghost of a Tale es en la construcción de su tono y mundo, cercano a lo que uno pueda sentir leyendo a Terry Pratchet, lleno de humor, carisma y corazón. La parte mecánica, sin embargo, flojea, con un sigilo muy fácilmente explotable o unos elementos RPG que se sienten innecesarios. No es en lo mecánico en lo único que flaquea: la historia en ocasiones se alarga demasiado; hay algunas misiones demasiado simples; se podría haber hecho un mejor trabajo con algunos elementos de exploración y en general hay cierta falta de pulido, pero el juego compensa estas carencias (con toda seguridad fruto del reducidísimo equipo de desarrollo) con creces, con una banda sonora perfecta, un mundo que acabas recordando tanto por sus personajes como por sus secretos y caminos, con unos coleccionables geniales que tienes repercusiones jugables y narrativas (¡recompensando así la exploración!); con unas secundarias variadas (servir la comida a unas Ratas Guardias hambrientas) y con otros tantos detalles que hacen que el empaque final acabe siendo un todo compacto y lleno de buenas ideas. Al final las carencias quedan eclipsadas por las buenas, y como no, por una de las cosas que más puedo valorar en una obra: corazón. Y de eso a Ghost of a Tale rebosa.

RiME

2017

Rime cuenta un tipo de historia con un tipo de gameplay muy manido por juegos indies. Es un juego sencillo de jugar, preciosista en lo visual y en lo auditivo que al final del día no cuenta nada especialmente nuevo, pero sin embargo (en mi caso concreto al menos), logra emocionar (que al final, es lo que más pretende). A pesar de lo manido de sus temas, el final sorprende y recontextualiza el juego, pasando de ser "otro más" a ser un juego que se siente honesto y bastante congruente con los tropos de este pseudo-sub-género dentro de los indies: la sencillez de sus mecánicas y lo preciosista de su apartado audiovisual funcionan, pues esta es una historia sencilla, infantil, que en parte habla de la negación al dolor, que aunque trate temas amargos, se ve concebida como un cuento infantil, como una leyenda del mar que acaba siendo un pequeño canto a la vida y a aquello que podemos perder. Me ocurrió (aunque menos) con GRIS y me vuelve a ocurrir aquí: aunque puedo entender las críticas a estos juegos, pues estos intentan tratar temas como la pérdida o la depresión pero sin embargo solo se aventuran a explorar esto bajo formas bonitas y aceptadas por la industria (vamos, que prioriza lo "bello" sobre la expresión y sus temas), esta apuesta por mostrar "lo bonito" se me acaba antojando como una reinvidicación, como una forma de decir que valoremos lo bonito que tiene este mundo. Puede que Rime sea "otro de esos juegos" y puede que mi analisis peque de emocionalidad; no voy a negar que Rime no es un juego excelente, pero yo que sé, me da igual. Lo he disfrutado mucho.

Yoko Taro makes experiences that stick in the mind and heart. I am gonna miss Kainé, Emil, Yonah and Weiss.

Thanks for the trip!

[See coments to expanded Review]

Me: this game has a terrible structure, it's unnecessarily long and its so filled with content that it completely loses its focus. Maybe Yakuza 0 it's similar in length, but due to its structure, script and excess of content, this feels by far the longest and most irregular title of the franchise. We shouldn't keep saying that your time is well expent in titles that "really get good after 90 hours", and Yakuza 5, in times, is that kind of game.

Also me after 90 hours in the finale as my tears fell and I scream and the TV full of excitement: MAN THIS GAME WAS SO GOOD.