232 reviews liked by totolecc


tipo se seu amigo que jurava que a campanha dos CoD´s eram peak gaming fizesse um jogo. Eu não vou descer o cacete e falar que NADA aqui funciona. O level design ser bem aberto com abordagem é bacana, mesmo que a preferencia que o jogo dá é esse cover shooting mais "tático", algo que o próprio George Weidman escreveu na otima review dele na epoca do lançamento. Tem uma dissonância estetica entre essa ideia de "exercito de um homem só, manejo duplo de armas, fogo dos céus" com a forma que o jogo quer que você jogue ele, na realidade eu vou até um pouco mais longe (soumaisloucoquetodosvoc) e gostaria de argumentar que contrasta até com a forma que o jogo quer ser lido. Fica feio você me passar uma sequencia de imagens grotescas, como a do bebe no campo de concentração, e logo em seguida cair num pulp burlesco, pra logo depois fazer o personagem principal monologar como se tivesse num filme do Paul Schrader. Esse tipo de expolitatinon funciona numa frequência muito especifica, e você tem tá seguro do que você quer com ela pra fazer ser efetiva. Coisa que esse jogo, tirando uns lampejos de brilhantismo, não tem

Addendum; performance na AMD é UMA MERDA

não tem jazz que se compare ao free jazz

When they announced this in a Direct, I got really excited for what it could be, seeing the theater aesthetic combined with a little bit of mahou shoujo energy, and also being a brand-new Peach game, so it felt like it was made for me. Then it came out, and after playing all the 1F levels, I honestly already gave up.

Lots of people point out that this game is "too easy" or "just made for kids" (I could go on a rant about this one part for hours, but I just want to keep things short), but I think that none of these have to do with the main problem. The thing is, this game is just built in a way that you are never really engaging with it. Everything is already solved, and the game is just waiting for you to press a button to conclude the "puzzle." All the cool ideas it has last so shortly or are affected by the previously mentioned principle that plagues it. All the stages are decorated in a way that tries to please you from a visual point, but they are no different from an empty one when you walk around them. It just kinda makes all of it worse with the fact that I played Ape Escape 3 this year, and it's kinda just the exact opposite of all of this? They share some motifs when building levels (a ninja-themed one, a cowboy one, etc.), but everything there is more tactile and feels alive. The monkeys around the stage are all doing their own thing relevant to the theme chosen for the level, while also changing how they respond to the player, be it with their attacks or positioning. So, while there it feels like you're actually playing a role and being a part of the show, in Peach Showtime, it just all feels like I'm watching things unfold and that's it.

Anyone who claims The Beginner's Guide not to be a game has never played a game.

They may have watched a playthrough unfold before their eyes, one whose inputs coincidentally came from the same brain watching it. But they didn't play it. Because in order to understand The Beginner's Guide as something other than a game, one has to go through the same process as someone who can't see essays as literature: games are, for these people, either fun-generating machines or vessels for Narratives, which in turn have Messages, but never a language unto itself.

When The Beginner's Guide meditates on game design conventions, axioms and the interplay between intent, message, execution, apprehension and interpretation -- and does so through layers of that same interplay -- it generates meaning not because of what it says, but because of what it does. The fact that the experience is guided by a voice is orthogonal to the fact that you have to play it to get anything out of it -- that is, to use the many syntaxes the game establishes to navigate the world, the stories and the mechanics. Only then, The Beginner's Guide becomes a conversation, not a guided tour.

Every instruction is a negotiation when you're playing a game, even if you end up following it. The mediator of the negotiation is not Coda or the narrator, but your own curiosity about these characters and what they have built.

Fãs de Ultrakill quando eles são ultra mortos sei la to esperando o dev terminar a porra do jogo

comeco e meio: caralho que jogo bom cara, e relativamente mais facil do que o X1! To adorando a forma que a temática dos cenários interagem ainda mais com o level design, os bosses serem mais dinamicos e a trilha sonora no mesmo nivel de excelência do primeiro! Caramba por que mais gente não indica ESSE aqui como porta de entrada da saga? a unica coisa que você tem que manjar é a mecânica de dash!

x hunters lair + boss rush dos 8 mavericks + luta do zero + sigma fase 1 e 2: I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain.

I think Bennet Foddy thought that pitfalls in videogames are unfair: there's always something to grab on during a fall. But, at least for this game's rules, it depends on the magnitude of said fall and the direction you're falling.
It's more entertaining to appreciate this the more you understand the cauldron, the man inside it, the lever-hammer he holds and the spacial conception of the architecture around these three "things" to interact with.
Because you cannot die, every state and mean of victory and failure becomes a discovery of its own, and something to contemplate (and move on). That's what this platformer has that makes it stand up for me.

eu tô jogando dmc3 mas eu vou abaixar a minha nota toda vez que o dante me matar em shin megami tensei nocturne. chefe ruim da porra. vai se foder dante

é a segunda vez que eu finalizo esse jogo e eu posso confirmar que ainda é um dos meus favoritos. a junção do uso de projéteis ao invés de hitscans junto das mecânicas de câmera lenta dá uma tatilidade muito forte ao combate. é uma obra que parece surpreendentemente pessoal por conta da estética diy das cutscenes, e mesmo com as suas claras intenções de ser um pastiche de filmes noir a escrita consegue se manter forte, até mesmo quando está sendo extraordinariamente boba. talvez seja o jogo mais twin peaks da remedy, mas eu ainda quero jogar alan wake novamente para poder comparar.