A better version of the original Pokémon Pinball. The boards have a lot of new mechanics, the pokéball's physics are much more polished and the new bonus stages are really fun! I couldn't put the original down but now that I've started this one I'm hooked again, my brain just goes brr when I catch a new Pokémon, I can't help it.

Pokémon Pinball is a fun game. That's it, the game is fun. It really doesn't need to be anything else other than a fun game you can get hooked to and spend hours and hours trying to catch and evolve different Pokémon only to lose the pokéballs every single time god why have you cursed me with this game please I want to stop playing but I can't-

Honestly this game is more fun that I thought. I love nature and hiking and being outdoors and this game just feels so good to walk through. I think it's kind of a bummer you have to pay for absolutely everything, but so far? I'm really digging it.

Tacoma has a nice story and pretty immersive storytelling, cool and likeable characters, neat graphics, and a short runtime. This game is very tight in everything it does: it's not the best game ever but it's a great experience to complete in under two hours.

Also, Sareh Hasmadi? A heroin. The ending? Well it made me smile and I love ODIN. That's all.

Alan Wake is a fantastic use of the medium and a not-great game. There are obviously both great and horrible things about the game, but it is a cult classic for a reason. Let me explain.

The experience of going through the story is dragged once and time again by the repetitive gameplay. The fact that you're CONSTANTLY faced with the same type of enemies is exasperating, and things get even worse when you take into account the limited stamina system. You can cheese most of the combat secuences by dropping flares and running towards the light, which can be both a good and a bad thing. The resources you can loot are ubiquitous, so at least there's that. But not all of the gameplay is bad. I found the gunplay to be decent and the flashlight mechanics are honestly quite fun to use.

The story, more precisely, the narrative, is where the game really shines. I feel like I've seen the plot before, but the combination of media Alan Wake uses sets it apart. The game itself is fine, but the way the pages you keep finding complement the narrative (one of the few cases where I didn't mind reading notes in a game), the way the radio broadcast adds background information in an organic and fairly entertaining manner, and the way the TV shows and programs add to the uncanny vibe (mixing real people with video game characters, stuff looks weird) make the game more than the sum of its parts.

On top of that, we can't forget about the characters. For some people they are annoying, me (partly) included. But by the end of the runtime, which is not that long really, you learn to love those goofy little guys. The whole cast feels like a mix between Twin Peaks and some really edgy TV show about a snob writer. Whatever.

Alan Wake is a product of its time. The gameplay feels slow and slightly out of fashion, but the way the story is told alternating between different types of media really adds to the experience and elevates what could've been a fairly boring game. I'd say it's worth it to play the game (even with its shortcomings) and immerse yourself in a timeless Pacific Northwest experience.

"Henry, Henry wake up. Get out of bed and pìck up the radio"

When you first play Firewatch you are immediately destroyed by the introduction: there's just no way around it. After that, the vibrant colors and the sound of the birds among the trees warm you up like you've never been before. And then the game goes and puts you in a trash can again.

The narrative of Firewatch is what other game studios wish they could achieve. The characters feel so real, likeable and relatable that you almost feel like a voyeur, watching as Henry and Delilah's relationship develops. The voice acting is superb and the dialogues are so well written that by the time you finish the game you KNOW you love these two silly characters.

The whole vibe of the game is mysterious and tense, which contrasts in an interesting way with the calming music and the beautiful sunsets in the forest. Each day contributes greatly to making the game move forward by developing the characters, their motives and their fears. But they also provide enough moments of calm and appreciation that your mind can fill up the gaps between the weird occurrences. I can almost see Henry enjoying a nice cup of coffe or Delilah solving a crossword, sitting in her lookout tower with the headset on and the windows wide open.

Ultimately for me, the experience was extremely personal. A mystery waiting to be solved, a relationship between two people which hits way too close home, and a setting that feels organic, even with its obvious (spatial) limitations. I just replay it every year to get lost in the Shoshone National Forest and experience a story that manages to both warm and break my heart.

Shiokawa, much like Kurôzu-cho, is a cursed town. Every night, you take a bath, look through the peephole and prepare to investigate. Will you ever get used to that... thing staring at your apartment's door from the shadows? No matter.

Every run of World of Horror is taken straight out of a horror manga or one of Lovecraft's stories. Long forgotten gods, bizarre people and Japanese urban legends monsters plague the liminal spaces that act as scenarios to this game. Every frame contributes to creating a chilling and foul atmosphere, and every time the screen flickers you know you're in for a sight.

There are some games that are clearly more than a sum of its parts, but World of Horror kind of feels like the opposite for me. Its parts are fantastic: the soundtrack and sound design, the writing, the random events, the character and environment design, and the art style, which is where the game shines. However, the combat feels so weird and disconnected from the rest of the game that I can't seem to wrap my head around it. It's simple enough, sure, but I can't help but feeling its mechanics don't work well with the flow of the game. Switching the combat system for a card-based combat as seen in Slay the Spire would've been an interesting design choice, but alas, we wouldn't have this game as it is, paying homage to early text-based RPGs. In the end, you get used to the combat system and it never really becomes an obstacle to enjoying the game at all.

All in all, World of Horror is a game that MUST be experienced by manga horror fans and just about anyone interested in horror really. The storytelling, the writing and the visuals are fantastic... I just wished the gameplay would be more down my alley. Nevertheless, it's a very fitting game for Halloween and one that will leave durable imagery in my mind.

The amount of unique situations in Rainbow Six Siege makes it stand out among tactical shooters. Attacking can be fun sometimes but defending involves checking cameras, holding angles, rotating and patroling, and I seem to always come back to this game over Counter Strike, for example. The shooting experience is also fair and satisfying. I don't know, it does some things great and then the community and the matchmaking system are quick to ruin the experience in the end. The game is almost 10 years old and there's still a lot of potential.

Charming visuals, impecable atmosphere and solid gameplay systems. Dredge really hooked me (no pun intended) from the beginning, maybe because of my love for Lovecraftian stories or maybe because it's a really good game. The fact is that, setting aside the story, which was not meant to be the highlight of the game, all of Dredge's components come together to make a very enjoyable experience.

Citizen Sleeper has a dense, sometimes even suffocating atmosphere: one full of textures (the Sleeper's synthetic skin, the ink-black color and consistency of space), sensations (the cold floor and the annoying flickering of the lights), colors (in the outlandish outfits of the characters), smells and tastes (the spiciness and rich flavour of Emphir's fungus), sounds (the mechanical whirring and the beeps)...

The world in which these sensations immerse the players is built around the typical cyberpunk premise in which a robot, neglected by the corporation that created them, is forced to live in the edges of an interplanetary society run by capitalism while being chased by bounty hunters. It's a story we've seen before in works such as Blade Runner (adaptation of the book Do Androids Dream of Electric Sheep? by Phillip K. Dick), but that at least I won't ever get tired of seeing. The writing itself is not bad (it reminds me too much of fanfictions for some reason), sufficient to make the player advance the story and want to experience its development.

Where this game really shines is in the artistic design department, with a beautiful environment design and an even prettier character design that will make you want to hang a poster of the characters high up in your unit where everyone can see it.

The soundtrack is full of ambient music that does its job at providing accompaniment to the story without it being too memorable itself, which is one of its low points for me. I kept expecting for the music to get a little bit more lively, with catchy, drum and bass cyberpunk songs, but maybe VA-11 HALL-A spoiled me too much. Oh well.

Even if the gameplay, addicting at first but stagnant once you get used to it towards the second part of the game, is simple, the writing of the story and the characters along with the atmosphere and the art design make this game a treat to the fans of the cyberpunk genre and a very immersive experience to spend a few days on: either playing or reflecting on the dichotomy between body and mind and the plethora of themes Citizen Sleeper deals with.

Your body isn't yours and it will always betray you

Great music, interesting and cool artstyle, weird controls (playing with a controller isn't precise with the joysticks movements) and an overall stressing experience. Blasting through levels is not as fun as I'd expected, on the contrary, it makes me feel anxious to think I've missed something or just disappointed to bump into a wall and slow the flow of the game. I knew it wasn't going to be my type of game but I had to try it anyway.

Edit: Okay so I kept playing and the controls and the levels get better. It's also useful to switch your mentality and just play the game without worrying too much about missing stuff.

pray forgive the discourtesy of crushing my freshly filled hallowed chalice

2022

Setting the story apart, which is absolutely amazing, the color palette, the ambience sounds and the world design really come together to create a unique vibe. Hiking in the Wyoming wilderness, along with the fantastically written dialogues is what made the game for me.