2608 Reviews liked by tasukete


I wish there was a true spiritual successor to this game! The concept of evolving through eras is a cool idea, and treating it like an RPG where you sort of level yourself up by developing new traits is a great progression system. I think the game is a little uneven, with some eras being far more fun than others (especially through the mammal era), and it can get a little grindy without a diverse enough gameplay loop to justify it. But, it's still a fun game that deserves some love!

Not great, extremely grindy even when you’re like me and you play on an emulator and with higher exp cheat codes cause you don’t give a dang. But the dinosaurs going extinct! It messed me up. Seeing the dead bodies of the triceratops and his child huddled together after the meteor falls, when only a few moments before you rescued that child and reunited them, and then seeing their ghosts later on, are the kinds of things I hope to see and feel when I play games

Really bizarre game and concept overall, not dissimilar to something like Spore except much earlier. There are times where it feels a bit too grindy, and the bosses are much harder than the actual stages, but ultimately I think it survives the weight of its ambitions. I enjoyed this pretty thoroughly, even if it was rough around the edges and not exactly amazing. I thought it was very fun and rewarding to experiment with all the different evolutionary traits it provides your character. By the end of the game I had become this weird lion-horse hybrid of sorts.

It'll definitely take some patience, especially without savestates, but I would recommend this one. There's not really anything like it from the time.

I have spent way too long debating whether to start this review by bringing up the insane prices this game goes for on online marketplaces, making fun of the DISGUSTING cover art, or joke about how it is basically Pizza Tower released 30 years earlier. So, after thinking it over… I decided to do all three of them at once. So yeah, anyway, Panic Restaurant is basically your typical NES game that was released pretty late into the console’s lifespan, and as per usual with games released this late into the console’s life span, it now goes for a FUCK TON of money, with prices ranging from around 500 US dollars to 5,000 US dollars online, even if, judging by what the cover art looks like, you’d wanna throw that thing in the microwave so it can melt away forever. That didn’t stop it from being a rare item to get for collectors, which is without a doubt the sole reason why some may remember the game fondly to this day. But, with that being said, does the game itself make up for the insane price that you would have to pay for it? Of fucking course not, but, if you were to “legally” play the game online, would it be worth seeking out? Honestly, yeah, I’d say so. It is a pretty enjoyable platformer, which doesn’t do anything new really for the genre, but manages to provide a charming, unique, and loveable experience for the time it came out, that I’m sure any fan of the genre could enjoy, or for those who are a fan of Pizza Tower, since this game is literally that game.

The story is pretty much the exact same that one game we have mentioned several times already, where your restaurant is cursed and threatened to be destroyed by an evil man named Ohdove, who is basically just Waluigi before he even existed, the graphics are really well done, having a lot of detail and expressiveness for all the enemies and characters, while also having a nice looking style that makes you wanna keep on going to see what else you can see in the game, the music is pretty good, with the tracks themselves not being that complex or different from other games, but it is very enjoyable to bob your head to, and it aids the tone that the game is going for, the control is solid all around, with no real problems to be found, and the gameplay is a recipe that ends up creating your typical NES dish, but it is seasoned with a hint of charm and personality that makes it a joy to dig into.

The game is your typical 2D platformer, where you take control of Cookie (yes, that is his actual name), take on a set of stages themed around the places you would typically associate with the kitchen and… eating outside, I guess, taking out plenty of enemies themes after food, cooking utensils, and whatever else the game decides to throw at you, gather plenty of different weapons, coins, health items, and extra lives along the way to help you out, and take on plenty of big bosses also themed around plenty of foods and cooking utensils. In addition to all of this, there are also plenty of bonus games that you can take on as well, such as a slot machine you can spend your coins on to get more health, points, and extra lives, and there are separate minigames that can be played throughout the levels, which usually result in you only getting a set amount of points depending on how well you do, but they can be a nice distraction when you run into them.

From that description I just gave, it all seems like your stereotypical NES platformer, and for the most part, you would be right, but what makes this one so charming and enjoyable is the kitchen and food theme that the game has throughout. It isn’t necessarily an original theme for a game, a level, or what have you, but it does add a level of charm to the game that makes it so much more likable and endearing in the process, at least for me, and this is amplified more with the characters themselves. For the time it was made, and the console it was released on, Cookie himself has many different expressions, which add to the goofy tone that this game is going for, and again, makes it all that more likable, and some of the enemies also get multiple expressions as well, with the bosses in particular getting the better end of that treatment… sometimes.

As a whole, Panic Restaurant doesn’t have any real issues that hold it back, as it is a fairly solid game. Sure, it may not last that long, but then again, there is nothing wrong with a quick and easy enough game that you can run through if you got nothing better to do. I guess the only real problem I can see people having with it at the end of the day is that, despite its endearing nature, it is still extremely basic. Many other games on the system have done what this game does, and it doesn’t really give anyone a reason to play it if they haven’t already played any other similar game on the NES. There is a reason why people only know this game for the insane prices it goes for online, because in terms of gameplay, there is nothing new or unique to offer, which doesn’t diminish its quality for me, but I imagine it can definitely do that for others.

Overall, despite its lack of originality in the gameplay department, this is still a pretty decent and fun platformer for the NES that I am happy that I finally checked out, and one that I would definitely like to replay at some point later down the road, just for the sake of revisiting it. I would definitely recommend it for those who are fans of the system, or fans of platformers in general, but for those who aren’t too big into either of those, then you really aren’t missing out on much. Really, just go play Pizza Tower at the end of the day if you want something new, creative, and game-changing. Yeah, it may be unfair to compare that game with this one, but seeing as how Cookie and Peppino are literally the same character, I see no problem in this.

Game #338

A really delightful little adventure that's visually stunning for a game of it's budget that does unfortunitely come at the cost of somewhat weak level design and an abrupt ending though. If it was a bit longer or had a more meaningful post game/new game plus it would probably be truely great. As is it's pretty good

Ufouria 2 is a genre of game that needs its own name. It's a real hollow nothing bullshit kind of game and I don't mean that derogatorily. The game has such a wonderful cast of characters and a beautifully simple aesthetic and all I want is to have a good time with that core appeal. It's what drew me into playing it in the first place. While mechanically the game is shallow, it is very modern philosophically. The different zones are randomly generated on entry which makes them fresh on revisits, which as a metroidvania, happens frequently. Upgrades are dished out at well calculated intervals. It makes me FEEL like I'm progressing. I don't need to master mechanical complexity in every game I play. Sometimes I just want to enjoy an aesthetic, exist in a world, play a role. But doubly, I dont want to be bored by the game. So while these tricks with the progression and level design may seem cheap (and they admittedly are) they serve the ultimate appeal of the game, which is it's charming aesthetic, and they provide the exact amount of satisfaction and engagement (for my monkey brain at least) necessary to make the short run time fulfilling from beginning to end. The newer Yoshi games could learn a lot from this game.

Ufouria/Hebereke 2 was developed by a small team from a new development studio called Tasto Alpha, the heads appear to mostly be Grasshopper Manufacture alumni. From what I can tell this is only their second game, the first being a card-based RPG from last year. The sound director for Ufouria 2 was one of the composers on Godhand, the director was one of several planners on Rule of Rose. The game has a charming aesthetic, great new remixes of tunes from the original game, and a good sense of humor. It's structured less like the "search action" style of the original, and more like a scaled down Amazing Mirror with extremely lite Rogue elements. The game is about 3 hours long and the last chunk is mostly mirrored versions of previous levels.

2 months into 2024, this is the most fun I've had with a new game this year. In fairness, there are a lot of games that I would be unsurprised if I had more fun with them when I eventually play them, and some of those games are already out. Maybe I'll like Infinite Wealth more than this, but I want to play other games in the series first. Maybe I'll like Relink more than this, but when that game launched it wasn't on my radar.

A couple weeks ago Penny's Big Breakaway "shadow dropped". I don't want to be too hard on it, because it's definitely an interesting game, because I think I could reasonably speculate on what could possibly be going on in the games industry climate for them to want to rush a sellable product out the door as soon as possible, and because some of the issues I have with it could be patched. One of the main things I've found myself thinking as I try to make more progress through the game is whether or not I would care about the game's collision issues, audio problems, and general "jank" if it were a PS2 game. Next to the latest Nintendo platformers Breakaway falls a little short, but it's clear sense of style and sheer amount of content for a game of its type would have made it a must-buy a couple decades ago. It's the exact kind of game you could imagine Treasure making if they were still around today, but the standards a lot of players have today are likely part of the reason Treasure's future exists mostly in rumors.

Ufouria 2 is a much easier game than the original, but could a game with those kinds of expectations still appeal to the intended audience of the IP? We're stuck with a classic problem of bringing back a piece of media like this, is it hard enough for returning adult fans while being easy enough for the possible new generation? A longplay of the original NES game is about half the length of my playthrough of the new one; even if the game's semi-random level layouts offer a bit of padding, it's definitely of comparable length, probably just a bit bigger. If Ufouria 2 was an NES game, or a SNES game like the many Japan-only spin-offs, would we remember it? Does Ufouria: The Saga already give us the answer to that question?

Would I recommend Ufouria 2? Do I think you should wait for a sale? These are absurd questions. If enough small teams existed around the world making games of this exact scope that one game like this released every week, I know exactly how I would spend Friday night every weekend. I want shorter games with worse graphics made by people who are paid more to work less. I hope these guys were paid well.

Hogwarts Legacy is one of the games that I've been most hyped about in years. I was a Harry Potter fan when I was a teenager, and the idea of an RPG game set in Hogwarts couldn't excite me more.

Besides all that, shortly after its release, I was on vacation in New York City. In the Big Apple, I reconnected with this franchise by visiting the official store and attending the Broadway play. It couldn't be a better time to return to Hogwarts.

But talking about the game, I can say that it didn't meet my expectations, but it's not a bad game. It's definitely one of the best games of the year (2023) and the best product of the Wizarding World, excluding the original seven books.

As for the gameplay, I can say it's pretty good. To be honest, despite my hype, this was the part I had reservations about. The last Harry Potter games based on the movies were generic shooters, but that's not the case here. It still feels like a shooter, but much better than I was expecting.

The story is pretty good, second only to the original seven books. The game is about a new Hogwarts student who enters the school in the fifth year and has the ability to harness ancient magic. To be honest, it feels like the story was created to make the game possible, with its mechanics and the idea that it wouldn't be fun to play as a first-year child who doesn't know anything about magic.

By the way, it was a good idea to set this game a hundred years before the Harry Potter saga to disconnect from the characters we already know and allow those who have no connection with Harry Potter to enjoy the game.

The best part of the game is its atmosphere. It's really cool to return to Hogwarts. The entire world is very well done, but the school is the best part.

Hogwarts Legacy is the best Harry Potter game ever and one of the best things the franchise has offered in years. I truly recommend it to anyone, even if you don't have any connection to the saga. It's a pretty good game on its own.

O primeiro livro que eu li na vida foi A Pedra Filosofal, naquela época eu ficava imaginando como deveria ser frequentar aquele universo do livro, quando saiu os filmes eu e meus amigos da infância, ficávamos brincando de bruxos em Hogwarts, então dá pra se dizer que essa obra tem uma papel significante na minha vida.
Mesmo com suas limitações na exploração e o combate que pega muito do design recente de jogos mais narrativos, o jogo fez o suficiente pra eu me sentir tão imerso naquele universo particular, igual quando eu era mais novo, e isso por si só, é bastante valioso. Foi uma boa experiência.

I'm glad they gave this game away for free. Its the game of all time. It plays it incredibly safe. Usually, souls-like zone in on one specific mechanic they liked, and not on what made the souls games work. Steelrising focuses on the bloodborne quickness and Sekiro posture system. Weapons are samey. Blocking, parrying, and special attacks are restricted to only one of the respective options which makes combat and experimentation have this gross film covering it. I found myself pretty overpowered by the end of the first major boss. There isn't much intrigue in the game. The setting gets antiquated when the enemy variety can be counted with two hands.

For some reason, I can't find anything impactful from Steelrising. Jumping is a nice feature, but verticality isn't respected enough to go further than simple platforming. There aren't tricks in the environment. That kinda sounds weird as I typed this, but the enemies and environment just felt....robotic no pun intended. There wasn't a chest that turned into automates, or a random boulder or stab in the back. You just sorta waltz into each battle without much surprise. Loot density is disgusting, and I started to just beeline it to avoid being pissed fighting a mini-boss just to get a Resistance potion. I don't know...it's just....a game.

I find Spiders to be an interesting developer. They have yet to make a game I think is great, but they have potential. Both Steelrising and Greedfall have great moments, but end so roughly as to tarnish my overall impressions. Steelrising also starts rough which definitely will stop many Soulsborne players initially, especially since Lies of P showed that it can be done so smoothly and flawlessly. Aegis is ganky. But after awhile I did get used to her (the breaking mechanic with her endurance grated on my nerves near the end). The game overall can be considered pretty fun. There's lots to like about it. The weapon diversity can be a lot of fun with lots of different special attack. It starts with the combat being difficult and the level design being linear, but ends with the combat being easy but the level design being confounding. I feel like they confused From Software's clever level design with confusing where there's only one way out of a section and it's frequently not apparent. The story is hit-or-miss with using real characters from the French Revolution but mixing in robots. It gets way too talky (like with Greedfall) with too many powdered wig dudes that I got pretty bored. If you are well read on the French Revolution will you find this story interesting. As mentioned before, like with Greedfall, the last act is irritating. The Versailles level is too long with too many twists and turns with too many enemies (I ran past most of them) to land with a final boss that had too much HP and felt unfairly difficult after beating many of the previous bosses on my first try. I have lots of other nitpicks after being a big soulsborne fan. While I think this game is very playable, there's several things that just don't cut it in a soulsborne game. I feel like these people have a good game in them, but they still don't seem to be learning from their mistakes. C'est la vie!

It's a technically competent game, but at this point in time what kind of an achievement is that? The gameplay is as derivative as it gets, mixed with an overly self-serious and melodramatic story headlined by two paper-thin characters makes this an utter drudgery of an experience.

Ficamos imersos num mundo que retrata a América do Norte na era da colonização britânica, com um design dos cenários muito bem conseguidos e gráficos muito bonitos.
Red Mcraith e Antea Duarte, dois banidores e amantes, são enviados para New Eden para auxiliar um velho amigo contra uma maldição que assombra toda a cidade. Onde são deparados com algo mais poderoso do que imaginavam, acabando por ceifar a vida de Antea e espalha o seu poder por todo o território em New Eden.
A partir daqui jogas com os dois protagonistas, Antea Duarte que assume a forma de um fantasma, fazendo a ligação com o mundo espectral e Red McRaith que permanece no mundo dos vivos. Embarcas numa estória de amor e redenção, com personagens bem desenhadas e todos eles com a sua própria personalidade complexa. Há medida que vais avançando na estória, terás de tomar decisões que impactam o destino dos personagens que encontras e o fim da estória no endgame. O impacto que tens nas vidas dos personagens baseia-se num método direcionado para a narrativa, onde terás de resolver casos de assombração tanto na main quest como em side quests. O modelo criado é bom, com diálogos bem escritos onde todos os personagens têm desejos e segredos que terás de descobrir iniciando uma investigação.
Quanto às estórias que terás de resolver nas main quests. Todas elas são únicas e fazem-te criar uma relação com os personagens envolvidos. Contudo, o mesmo modelo aplicado às side quests, aka casos de assombração, torna-se aborrecido. Isto é, o circuito é sempre o mesmo, começas com um interrogatório ao personagem que está assombrado, fazes uma investigação explorando uma área designada no teu mapa de New Eden, passas ao diagnóstico dos acontecimentos e depois ao julgamento, acrescendo ainda que os personagens envolvidos são sempre um fantasma e um humano ou dois com acontecimentos que os ligam entre eles. O facto de a causa de assombração ser sempre um fantasma e o circuito ser o mesmo, faz com que ao fim de uns quantos casos de assombração o processo se torne aborrecido, fazendo-te desligar do drama da estória de cada personagem, que no geral está muito bom, o que é uma pena. As mecânicas de combate também não ajudam, no geral. O combate é rígido e a falta de variedade de npc’s inimigos torna as lutas repetitivas e pouco entusiasmantes. Senti que o combate é pouco desafiante para o player, exceto na luta com o boss final e outra luta com um boss da main quest.
Banishers Ghosts of New Eden, traz-te um mapa consideravelmente grande para explorar a pé, com bonitas paisagens e segredos para desvendar. Contudo as recompensas pela exploração não são as melhores. Podes receber equipamentos, como outfits, conjunto de espada e tocha, rifles para o Red, anéis, broches e colares mágicos para a Antea, ou itens que usarás para melhorar estes mesmos equipamentos. Contudo, o combate pouco entusiasmante e uma skill tree simples que, apenas afetam atributos passivos dos protagonistas fizeram com que, ao fim de uma certa altura do percurso não sentisse que precisava de mais equipamentos. Basicamente acabei por ficar com os mesmos equipamentos durante a maior parte do jogo, apenas realizei upgrades aos mesmos.
Quanto à skill tree, é bastante simplificada para um RPG, apresenta-te 4 ramos de especialização dos atributos passivos dos protagonistas, onde escolhes melhorias para as passivas de Red e de Antea. Poucas alterações fiz nos atributos durante o jogo, pois nunca senti necessidade de alterar devido ao combate pouco desafiante.
Percebe-se que a Dont Nod criou este videojogo com todo o foco na narrativa, o voice acting é excelente e os nossos protagonistas estão bem desenhados. Expõem-te casos onde nenhuma das opções é ótima, criando problemas morais difíceis de resolver. Senti que Banishers Ghosts of New Eden retira inspirações de The Witcher 3 mas falha na variedade no tipo de conteúdo por trás das estórias. Se, de vez em quando, o caso de assombração não fosse um fantasma, mas outro tipo de espírito maligno ou um outro humano fosse o provocador da suposta assombração, por exemplo, poderia fazer a diferença. As mecânicas de combate ofuscam a mestria da narrativa, retirando-lhe o foco devido às mecânicas rígidas e combates repetitivos contra uma fraca variedade de tipos de inimigo, tornando aborrecido o processo. Os confrontos pouco desafiantes fizeram com que não sentisse muita necessidade de melhorar os protagonistas, e aliando à pouca novidade no conteúdo na exploração de New Eden, causou a falta de interesse em explorar o mapa à procura de novidades, fazendo com que passasse diretamente a completar as main quests.
No geral, se estás à procura de um videojogo focado na narrativa e não fores exigente com a experiência de um RPG, Banishers Ghosts of New Eden fará com que passes bem o teu tempo, com uma boa estória complementada com uma excelente narrativa.

Honestly, it could have been much, much better had they reduced the combat aspect of the game. Everything else about it was great. The universe, the haunting cases and the investigation part of the cases were all equally very interesting , but I felt the game was constantly brought down by the repetitive and monotonous combat (even though switching between Red and Antea and utilizing the different abilities made it a little bit more tolerable). Dontnod however did a really good job to bring the rustic and melancholic atmosphere of 1600s New England and they might have something on their hands, if they wish to explore the possibility of making a franchise out of this title.

Apesar de inegável que Bubble Bobble seja uma evolução natural do que a Taito já vinha fazendo estética e mecanicamente com Chak'n Pop e The FairyLand Story, isso não tira o caráter revolucionário do jogo. Chak'n Pop, mesmo que superficialmente sendo seu antecessor, ainda estava plantado firmemente na onde de maze games que começara anos atrás com Pac-Man; e FairyLand Story já tinha sua forma mas nem de longe seu espírito. Bubble Bobble, usando elementos dos dois, criou um platformer frenético, viciante, com jogabilidade ridiculamente nunciada para algo tão simples de controlar e imperdoável apesar de sua carinha fofa. Mesmo anos depois ele ainda é um dos melhores em sua classe.