Reviews from

in the past


I gave this game a shot but i don't think it's for me. it definitely seems like a full classic final fantasy game, but it's hard to find motivation to play on the phone and i don't particularly like the controls, plus i think it looks pretty ugly. It's a quality game if you can enjoy it.

Super Mario Bros.: The Lost Levels (called Super Mario Bros. 2 in Japan) is one of the most underwhelming sequels of all time.

I could give Nintendo a bit of slack here, considering that I think they probably didn't know exactly how to follow up one of the most iconic games of all time, but just giving us a harder version of the 1st game is disappointing.

Unlike the original game, which had a pretty good difficulty curve (until the last world), this one just decides to constantly play with you, giving you traps and gotcha moments, and making invisible blocks mandatory for progression.

The only reason why I'm giving the game the score that I'm giving is because it plays like the 1st game, and looks like it (with some minor extra graphical details).

But its level design is so bleh that it barely gives me any fun at the beginning, and gives me no fun by the end.

Super Mario Bros.: The Lost Levels is a bleh sequel.

This is the only pokemon game which I have both abandoned before completion and traded in for a refund. Which is wild because I have a copy of pretty much every game from every generation, INCLUDING the spin offs, with the exeption of R/S/E, which I haven't hunted down a copy of yet.

less of a "sequel to dragon's dogma" and more of a "what if dragon's dogma had a budget"

the peaks are absolutely insane but there's still a lot of conflicting subsystems and rpgjank - i was really hoping for they'd add more non-boss monsters (they added uh.. slimes) so you're not just fighting saurians 80% of the time but alas. the new big guys are really fun and the world design is spectacular. i just be running around looking for caves. i be in the caves, mining, digging- you wouldnt get it.

let me be clear, i like the limited fast travel, i like the friction, i like the only-one-save-file-deal-with-it approach. but i also wish i could, like, ask a pawn to throw me over a river or whatever, and like, maybe access more than 4 abilities without having to go to the Menu Stone. or co-op! imagine co-op! goodness! these are the kinds of things i expected to be expanded - they were not. maybe thats on me.

oh it does also run like shit but like, cry about it....

I feel like an outlier when I say I really love this game. Compared to all of the other classic games, I find myself revisiting this one the most and enjoying each playthrough I have of it. I never grew up with this game, and I only beat it during my time in middle school. I still love replaying and beating this game in one sitting to this day. There's not a lot to this game, but there's a lot to love. It's a stellar and unique art direction, paired with the amazing music from Masato Nakamura. It all adds to the unique style Sonic was exuding back in the 90s. I have the Special Stage music from this game as my ringtone because I love it that much.

A lot of people tend to have this misconception that Sonic has and always will have the gameplay mentality of "going fast" and critique this game based on that misconception. I think that Sonic, from a design standpoint, has always encouraged players to properly learn the level design throughout the game and earn the satisfaction of beating a level quickly through skill and memorization. I feel like people give too much hate to Marble Zone and Labyrinth Zone because they refuse to engage with the level design and just want to hold right the whole time, like they can do in Green Hill. People forget that Sonic has always had level design that rewards exploration, and there are routes and gameplay tricks you can use to skip entire sections of levels. Scrap Brain Zone Act 3 has a shortcut that cuts the time from 2 minutes to 20 seconds. I don't think there's anything wrong with slowly but surely making your way through a level. At maximum, levels can take about 2 and a half minutes to complete with plenty of mistakes, and people overblow how long these levels actually are. I'm not going to act like the game is perfect; some of the enemy placement and level design in Labyrinth Zone and Starlight Zone are pretty annoying, and Scrap Brain can get tiring. It's got first-game syndrome, sure, but it isn't terrible. It can be pretty frustrating on first playthroughs, but I feel like that's everyone's first experience playing a Sonic game. It's a rite of passage at this point. 

In retrospect, this game can seem pretty terrible, but I have my own fun with it. I wish people shared the same sentiment. Special stages are bad, though I won't deny it; I've just gotten used to them over time.


I just refuse to believe Noise would be scared of the Fleeing Monsters in Don't Make A Sound and wouldn't simply skin them alive and turn them into furniture for his restaurant.

Much has been made of this game's debt to Junji Ito; far less its debt to the mechanics and storytelling of Arkham Horror, and if you've ever sat down for more than one session of Arkham Horror, you know that isn't a compliment. The detachment of the repetitive location-based events from each main mystery and the crapshoot RNG are at odds with the aesthetic's attempt at creating an immersive experience. It is a tremendous credit to Panstasz's intricate MS Paint art and the spooky high-energy soundtrack that the game nonetheless remains fresh for as long as it does. For about a month during quarantine, these vibes were juuuuust right.

A smidge more polished gunplay, down to straight up GORGEOUS level design with stunning Moby Dick eldritch horror sequencing and an astounding endgame battle, matches the quality of nowadays exclusives by being completely devoted on visual splendor two decades before, more grounded for a grittier yet bombastic campaign and hordes mode is an enjoyable slaughterhouse of lead and exploded limbs this series pretty much excels at. This one takes the crown for me.

Been playing this casually a few weeks now and I have to say; it's like being sent back in time, but to a different time-line where Valve's focus on content was different.

TF2C is classic-lite, some QOL features from modern TF2 exist, but also so do some new weapons and game modes and while not every choice/weapon/mode sits right with me 100%, I've still been enjoying my time with it.

If you at all crave to re-visit the memory of TF2, but very specifically just before Sniper vs. Spy - then you gotta peep this.

There's a handful of "vanilla" servers that are regularly well populated.

Average Mario adventure: Yippie got to defeat the big bad in this cute world! Average Luigi adventure: OMG THE DEAD HAS RISEN AND MY FREINDS ARE BOND TO PAINTING, THIS IS MY LITERAL NIGHTMARE. Other then being shocked over the Luigi's cardiovascular health, to not have died of a heart attack during these games, I actually did quite enjoy Dark Moon. The art style holds up well compared to the first, and feels more fun and Nintendo like, gameplay additions and tweaks make controlling the Poltergust much more enjoyable and functional, and the overall feeling and tone of the game are well polished. If anything I have to knock Dark Moon for having a very iffy difficulty curve; as in while it was overall on the easier side, it never felt consistent. This combined with the occasional performance issues work to lessen what could have easily been a 4.5 or closer to 5 rated game. Still great though, definitely worth a play some goofy Luigi fun!

Live life altruistically.

Nothing matters.

Everything matters.

The best story Rockstar has ever made, and possibly the most vibrant and life-filled world they've ever made, while also having some of the most restrictive and tedious missions in any of their main storylines. My first run was absolutely mindblowing and definitely cemented it as a favorite, but I find upon replays that there's a lotta stuff I wish I could just skip through.

Also it controls super weird but all their games have a very specific control scheme that's pretty unique to them, so that's to be expected.

Originally played it on PS4 but it's probably best played on PC these days to really bring out all the detail, and of course then you can mod the stuff that's tedious.

Das bessere Wario Land 4.
Der Liebesbrief an alle, die ein neuen Wario Land Teil wollen.
Ein Fiebertraum, den wir in der Form wahrscheinlich nie wieder bekommen werden.

Pizza Tower hat für mich einen einzigen Haken: Es ist viel zu kurz und ich will mehr von diesem Spiel. Jedes Level, jeder Boss und jedes Gimmick zündet einfach und es gab keine Sekunde, wo ich genervt vom Spiel war. Einfach weil ich wissen wollte, welcher absurde Traum als nächstes von den Entwicklern aus den Hut gezogen wird. Bottom Line, hätte ich es 2023 gespielt, wo es rauskam, wäre es mit weiten Abstand, mein Game of the Year gewesen. So ein thightes Movement und cleveres Design werden wir zukünftig nicht nochmal so schnell zu Gesicht bekommen.

Und dank den neuen Charakter, welcher sich fundamental anders spielt und eigene Musik bekam, ist selbst der Preis fürs Game (20€) sehr gerechtfertigt. Absolute Kaufempfehlung von mir, für eines der verrücktesten Spiele, die ich jemals gespielt habe.

I can't believe they made Hollow Knight in 1996.

sinto que tava jogando uma grande sitcom de mistério o tempo todo

dei muitas risadas, me apaixonei pelos personagens e gostei bastante da história

gameplay travadinha, mas 100% jogável

bom demais

Cara que jogo relaxante!
Trilha sonora muito boa, lembra até os filmes do Studio ghibli, npc's muito legais, a exploração é muito satisfatória, sempre te recompensando por andar por cada cantinho da ilha do Pico do Gavião, os gráficos são muito bonitos, mesmo tendo a estética de playstation 1.
A escalada/jornada é muito foda, você encontra npc's carismáticos, vários itens, quests legais.
Por último sobre a gameplay, ela é boa e simples, sempre que você encontra um npc ele te ensina uma nova habilidade e isso é muito legal. E as penas douradas são um bom fator desafio no jogo.
De resto, o jogo é ótimo com uma excelente experiência, mesmo sendo curto.
Vale muito apena.

This was kind of neat, albeit very bleak.

Certainly a “game” to make you feel something bizarre and not really entertain you. You are given a Game Boy to play and you'll read frequent letters sent to your cell and that's sort of it. Most of this game is just learning the world outside of your cell is apparently dying to some horrid virus, though you'll never catch a glimpse of it, your window is too high up to see out of.
I thought it was interesting how I hit a certain point where I was just apathetic about the outside world. Good or bad, it doesn't matter much to my prisoner, who at this point only really lives to hopefully escape (unlikely) or beat the absurdly difficult games on his Game Boy. I found Charlotte, a woman confessing her affection towards me through writings, to be quite sad as I thought that poor woman doesn't even know a single thing about me, including whether or not I'm even alive. Part of me liked getting her kind letters and another part of me was pissed when they'd slide under my door because now I gotta go read something instead of beating this Snake level. Ugh, Charlotte, how inconsiderate.

It's a sad project as its creator took his own life at a young age. Robert Brock makes you feel a lot with very little in Presentable Liberty and he clearly had visions he wanted to display. I wish things had been better for him.

I think Presentable Liberty is worth checking out. It's free and will only take about an hour of your time.

Half-Life 2 is both different and familiar. It largely retains what made the first game special - the silent protagonist, the lack of cutscenes (with minor exceptions), the set pieces, the physics-based puzzles, and environmental storytelling.

The game's atmosphere and sound design isn't as "scary" (so to say) in comparison to the first game, but the Earth you find itself in is pretty dystopic and depressing. Seeing the whole game only through Gordon's eyes leaves a lot open to interpretation and while I'm normally not the biggest fan of such things, the antagonist of the story - The Combine, feels better left mysterious.

The level design has its ups and downs, but I felt like it was mostly pretty good.
One of the most atmospheric chapters (we don't go to Ravenholm) felt a little confusing to navigate at times, but was pretty fun overall.
The vehicle controls are janky and while those levels (Highway 17, Water Hazard, etc.) are amongst the longest in the game, they work well enough (most of the time) to be surprisingly pretty fun.
A low point of the levels were the fights with the Combine Gunships and Striders, but luckily, those encounters were only a few.
Luckily though, there were no Xen or On a Rail-like levels.

The physics based engine was admittedly pretty rudimentary, but Valve made the best of it through the puzzles.

The gunplay is sometimes said to be the weakest point of the game, but I didn't have too many problems with it.
Yeah, a lot of enemies don't give much of a reaction when hit and the sound of the weapons themselves feels uneven, while some other have a low ammo capacity. But that also encouraged me to try and switch weapons and use the entire arsenal far more often.

Overall, it has its flaws, but I came out of this game pretty satisfied with how it turned out.

I am way too deathly scared of the ocean to ever finish this game or properly enjoy it. I can barely handle the stress of getting out of my base and seeing a slightly aggressive fish. Its a really cool survival game that looks amazing and allows for so much creativity, i just happen to be unable to properly play it.

eu não deveria ter ficado tão surpresa por um shooter com a filosofia de design da id software junto de gráficos de playstation 2 se tornar um dos meus jogos favoritos. as vezes é juvenil demais pro meu gosto, e as cenas em que dois personagens conversam em uma sala são muito chatas, mas o resto do jogo é tão divertido que até as fases de stealth mandatórias não são tão ruins (em especial a segunda, que chega a ser muito boa).

recomendo desligar a música do jogo (deixe os efeitos sonoros ligados) e colocar no fundo o rock setentista mais anacronístico que você tiver em seu computador para uma experiência parecida com a minha.

This review contains spoilers

What a fucking DOWNGRADE? The combat has improved a decent amount and the world is much more fun to explore but that's really as far as the pros go for me.

Overall the enemy variety is abysmal and even when you get into the postgame it barely changes. Monsters from DD1 are just completely missing such as the Hydra, Cockatrice and the Evil Eye. New enemies are mostly just the absolute worst to fight, especially the Dullahan. Encounter rates are also terrible, you're fighting goblins or harpies every 4 steps and they aren't even tough fights, they just take up time.

The story overall is fucking awful, it feels like nothing has happened and then boom you're at the ending. It's such a big load of nothing with very little going for it.

Most "Setpieces" function very poorly and aren't as big and cool as they wanted them to be. The Gigantus is a major one where you have to stop it by destroying all the crystals on its body. Problem is the climbing in this game is absolute dogshit compared to 1 and if you're any class that isn't thief, climbing it is a nightmare. It also just keeps walking once you destroy all the bits and you're just meant to wait without it being conveyed to you.

That's what half this game is, things happen without information being conveyed to you properly.

Speaking of classes, don't pick any class except Thief, It's not worth it. Thief does insane damage output and solos the entire game. Every other class gets absolutely fucked over in every department.

The Pawn system is somehow worse? They never do anything they're told to do. You'll be scrambling around on the floor or staggered, getting eviscerated by an enemy and they'll just stand there casting heal or ignoring you. They run off to fight enemies you have no interest in fighting every two seconds, they fall off cliffs and just disappear needing to be summoned again. They never shut the fuck up about running places. Honestly, just terrible.

Traversal is also absolute ass. At first I didn't mind walking everywhere. It's fun to explore and find new things....but only for so long. Fast travel is limited to a very expensive and rare resource (or you can spend real money, thanks capcom!) and while I don't mind that at first, it gets absolutely tedious when you're spending 90% retreading the same paths over and over. Ox Carts are another way to get around but most of the time you're spending money to wake up mid ride with the cart being demolished by a monster and having to walk the rest of the way.

I wanna talk about the post game or rather...the real game. When you get the "true ending" (Which without really looking it up or asking someone you probably wont get) you are taken to the Unmoored World and the games title screen changes to "Dragons Dogma 2" which while kinda neat feels like this is the real game. It's the original map completely demolished with insanely OP enemies everywhere. It's pretty neat at first...until you realise you have not only one life to beat the entire area, but also if you rest too many times you will end the game and be forced into NG+. This essentially limits your exploration time in this world massively and makes it feel more like a chore you're speeding through to avoid taking too much damage to need to rest. It's honestly a terrible concept and just takes all the fun out of the game for me.

Overall the game is very interesting and can be pretty fun in places, but that fun is soon overshadowed by repetitive nonsense, abysmal writing, poor game direction and poor cohesive instruction to inform the player of things happening.

Also the Dragons Plague being a mechanic is terrible, whoever thought it was a good idea to make your own party able to wipe out entire towns is an asshole.

Fuck this game and it's Wattpad fanfic-tier meta bullshit. They ruined Aerith's death.

i think the gaggle of lesbians is cool and they should be in an action game where they're not hornybait and are just swagged out suit-wearing murdermachine demons.

While I didn’t enjoy this as much as I would’ve hoped for, it’s damn nice to play another Persona game.

I’m a relatively new fan to persona, Persona 5 was the first game I played in the franchise. As a high schooler at the time my mind was blown by that game and P5R went beyond my expectations and blew me away again. I never played the original P3 so have nothing to say about this game being a Remake and for the sake of this review I will do my VERY best not to compare this to P5R since I want to look at P3R as it’s own game. With that being said, Persona 3 Reload is an interesting game that does take inspiration from P5R. As always I LOVE the art direction for Persona. You go through the daily life of a high school student to hang with friends and study for school. You can join clubs which I thought was really cool. You also get to open up new social links to build bonds in these clubs. You can do all sorts of activities that can gain you new items or accessories or increase your social stats that can benefit you on the combat side of the game during the Dark Hour. There’s many mechanics for you to use to better yourself, your gear or your team. You can also explore and find Twilight Fragments around town which are very useful to open locked chests within Tartarus. Which brings us to combat side of things. Combat is so slick and fun. You’ll pretty much go dungeon crawling in Tartarus for a big chunk of the game where you fight shadows and get loot. Sometimes after a battle you’ll get Shuffle Time which is a system that allows you to choose a reward. These rewards can be anything from money or bonuses to collect or personas and buffs for your run through Tartarus. I really like the visuals and layout for Tartarus which the art direction does great on. I also do appreciate that different sections of Tartarus which would eventually change up the layout and halls for the floors you go through so that you don’t go through same hallways. It’s also good that more things open up in Tartarus so that you don’t always just do the same thing. Eventually you’ll have to rescue people that have wondered into Tartarus and you will eventually start to encounter Monad Doors which lead into a Red Area where you can fight formidable shadows for great rewards. You can also take on requests for Elizabeth where you have to do quests for her in daytime and during the Dark Hour. And with Elizabeth there’s indeed a Velvet Room to fuse your personas. While I did like Tartarus, I did get pretty bored sometimes since it got repetitive unless I had a challenging fight. And that’s an issue I had with Personal 5, Mementos felt like a slog and Tartarus did begin to feel like slog later on in the story. Also the soundtrack is AMAZING. Like in P5R, I loved to just randomly hang out just to listen to the music because it was so good. Atlus doesn’t miss with their OSTs.

Story wise, it was pretty good but I wasn’t all that impressed. The story was okay for the first 40 hours as we have a goal we’re set on but doesn’t do much with that goal other than having to go up Tartarus to find out more and recruit new members to help in our fight during the Dark Hour. After that, the story started to pick up for me, specifically when we started to learn more about the Dark Hour and started encountering the antagonists of the story. The social links in the game were hit or miss. Some will be “meh”, some will at least be interesting, and a few I loved. I didn’t really like Nozomi’s or Hidetoshi’s social links since they were either uninteresting or just couldn’t bring myself to enjoy them. And then we have SEES, our team that fights to find out the secrets of the Dark Hour. The characters are well written and well voiced acted. Junpei is the only character I had a love hate relationship with. He can be funny but cringe most of the time for trying too hard to be funny. I also loved characters like Yukari because of her deeper connection to the story. I also love Akihiko for his cool and upstanding attitude. Or even Aigis for looking for her way of life which is interesting to see. And of course I can’t forget Mitsuru because, one I think she’s totally gorgeous, and two I really liked her social link. Besides all that, it’s really nice how you can just hang out with any of your crew members at the dorm, sadly this doesn’t increase your bond with them but you can still increase your social stats or get items like food or drinks from it. The remaining hours of the story were great and my goodness the ending hit me hard on the heart.

Honestly, I really couldn’t put my finger on why I didn’t enjoy this as much as I would’ve hoped for. Not sure if it’s because the story didn’t get to me as much due to pacing issues or if I felt like something was missing from the game. Nonetheless, I definitely recommend Persona 3 Reload as it’s a great game. There’s a lot to keep you busy and a lot to take advantage of.

Comecei e abandonei pra jogar o remaster pra Switch.

Like I said in my Ape Escape review, this version was actually the first one I experienced, and while the conversion is not perfect, I think it is a perfectly fine way to play the original game.

In some aspects, I actually prefer it over the PS1 original, as I'd rather mash the button corresponding to the gadget I want to use, rather than rotate the stick.

With this one, I played with the British English dub, and I think it was fine. Nothing amazing, but it does the job.

If you're curious about playing Ape Escape, and you don't have access to the original version, I think you can't go wrong with this one, in spite of the limitations.


I originally bought this game on sale back in 2019, just for Red Dead Online since I used to only really play multiplayer games at the time. I tried it out for like only 2 hours and hadn't touched it at all up until late 2023, when I decided to play the singleplayer since I was stuck at home and off of work from a major jaw surgery, so I had nothing better to do. I still cannot believe I had missed out on Red Dead Redemption 2 for all these years... The heart-wrenching story, the masterfully crafted world, some of the best and most compelling characters I have ever known in any media... The scene between Arthur and Sister Calderon about, "taking a gamble that love exists, and do a loving act." Arthur sorrowfully telling Rain Falls, "You don't get to live a bad life, and expect good things to happen to you." The conversation between Charles and Arthur about having the time to make amends while you've still got the chance. These interactions changed my life for the better. It made me get off my lazy fatass and start being more productive by finally going to college, quit my dead-end job and find a fulfilling one instead, and start hitting the gym. I'm honestly not sure if any other game I've played, or am going to play, will match up to this absolute, marvelous masterpiece.

this monkey fucking fucking fucking RAAGHHHHHHH

True timeless masterpiece.
I've played it for the first time just now. And luckily did it on original hardware.
The game is super enjoyable and fun. It gives you optimal level of challenge. It's not super easy but not too annoying with hard levels. Just several bonus levels made me try them for dozens of times.
Secret exits gives the game second breath after main storyline is completed. It was really interesting to find them all. 5 times I had to find help online - exits were hidden too strongly. And probably that's the only negative feeling about the game.
Animation and sound are great. I didn't get tired listening to music themes again and again.
That's nice to see how such ancient versions of Mario games already had some key mechanics of the series which we know today. That's a true delight for me. Even can't imagine how inventive all these things seemed to be back then.
So totally recommend for everyone who somehow missed this gem.

Já há algum tempo, existe um esforço em mudar o status quo da Peach dentro do universo de Mario, fazendo com que ela seja mais do que apenas uma donzela em perigo. E apesar de ainda terem sido lançados jogos onde ela cumpria esse papel na última década, é cada vez mais comum vê-la participando de novos jogos como uma personagem jogável; no recente filme da Illumination, ela até cumpre o papel de ser a “fodona” desse mundo. Dado isso, nada mais justo do que trazer uma nova aventura solo da personagem, quase 20 anos depois da primeira.

Diferente do primeiro jogo solo da personagem, Super Princess Peach, que ainda se construía em cima de uma “inversão de papéis”, essa é uma aventura desprendida dos elementos comuns ao universo de Mario, uma que, assim como a “nova versão” da personagem, é agora independente. Dada essa independência, o jogo então tem a liberdade para construir algo único para a personagem, o que não sei se será usado como uma “base” para a filosofia de design em jogos da personagem, como foi Wario Land para o Wario, ou se vai se tratar de algo isolado.

Princess Peach: Showtime! leva a personagem a um teatro que rapidamente vai ser atacado pelo grupinho de vilões do jogo, a trupe uvaparsa. Seu objetivo então é entrar em cada um dos 10 espetáculos apresentados no lugar para consertar suas histórias, e o papel principal de cada história funciona como power-ups, e vão desde se tornar uma sereia até ser uma patinadora, ou uma mestra espadachim.

Eu infelizmente sinto que o jogo algumas vezes falha em trabalhar essa temática teatral dele. Mesmo que o que ele traga como teatro seja o construído por outras mídias como desenhos ou outros jogos, isso passa longe de ser o meu problema com o jogo. Meu problema com ele é que muitas vezes sinto que as fases não exploram bem a temática do jogo, algumas são super legais, não só usando a temática como estética, mas também trazendo uma historinha que realmente me deixa com a sensação de que eu estou jogando aquele espetáculo de teatro depois de ele ter sua história bagunçada pelos vilões. Já outras fases deixam isso completamente de lado, usando a temática teatral só como estética, como se fosse só um cenário a ser seguido.

E também me incomoda muito a forma como algumas delas são construídas, tanto dentro das fases quanto na narrativa que elas se propõem a ter. Dentro das fases, eu tenho um problema muito grande com o jogo não permitir backtracking; a ideia é que as fases sejam separadas em várias pequenas sessões que vão funcionar como as cenas do espetáculo, mas quando me diz para explorar a fase, mas ao mesmo tempo me trava para o próximo cenário caso eu entre na porta errada, se torna um pouco chato.

Para cada um dos 10 espetáculos no jogo, existem três fases diferentes, aqui chamados de atos. E nisso é onde me incomoda a narrativa de algumas. Muitas funcionam em conjunto como uma história completa separada em três atos, outras parecem funcionar como continuações do tipo sequência, se passando um tempo depois do primeiro ato. E isso eu acho algo legal do jogo, meu problema é que existem algumas vezes onde o ato de cada fase parece desconexo demais um do outro, e para a intenção de contar uma história que eles têm, um deles parecer não se envolver com o outro não funciona muito bem.

Esses problemas se tornam algo relevante porque o ponto onde o jogo mais se sustenta é para mim a sua temática; é divertido ver ela sendo usada em cada fase, e mesmo no caso de fases que não têm os poderes dos figurinos tão bem utilizados, elas podem se tornar interessantes pela forma como a temática no jogo é utilizada dentro delas.

Isso acontece principalmente nas fases da detetive e da sereia. No caso das fases da detetive, sinto que em muito pela própria natureza das fases, foi aqui onde a temática mais teve espaço para brilhar, o foco na historinha fez com que o trecho soasse muito mais como um espetáculo, e sinto que a direção durante essas fases foi melhor que o geral do jogo, brincando mais com a temática. É uma pena que eu sinta a gameplay desse trecho sendo um pouco lenta demais, não fosse por isso poderia ser uma das minhas favoritas. Enfim, as fases da sereia caem sobre isso por um outro motivo, a gameplay também é muito chata, mexer peixinho pra lá e pra cá fazendo as mesmas coisas por três fases é exaustivo, mas eu gostei tanto da ideia de essas fases serem feitas como uma ópera que acabei gostando das fases.

O contrário também existe aqui, e a que mais chama atenção nisso é a fase da heroína sci-fi no jogo; ela tem uma gameplay bem divertida, e é de longe a que tem mais usos diferentes ao longo das fases. Só que eu tenho um problema muito grande com ela, e passa longe de ser a historinha; aqui é mais sobre todo o resto. Além da maioria dos objetos do cenário, como as naves não serem de papelão, como é em praticamente toda fase do jogo, sinto que existe muito zoom e câmera lenta. E tudo isso ficou meio estranho pra mim enquanto jogava, não é como se o resto do jogo não tivesse, tem, mas lá sinto que faz parte da liberdade criativa de ser um jogo, e não chega a incomodar; aqui é meio demais. Ao mesmo tempo, as fases ainda tentam relembrar o teatral em outros elementos, acaba ficando estranho, e me incomoda um tanto.

Agora falando mais dos figurinos como um todo, todos eles são simples; nunca vão ser adicionadas novas mecânicas durante os atos posteriores e também nunca vão ser expandidos o que já se tem sobre. Sinto que é um tanto natural que seja assim; o jogo como um todo é simples, o level design também é simples, então fazer poderzinhos mais complexinhos para serem usados em três fases que no total raramente ultrapassam a marca de 30 minutos.

Os poderes serem feitos dessa forma gera uma situação onde eles, por serem simples, exigem que o level design os use de forme criativa e diferente em cada fase para que se tornem divertidos e as fases não fiquem repetitivas. O problema é que algumas vezes o level design não chega a ser bom o suficiente pra isso; alguns espetáculos me deixam com a sensação de que os três atos são apenas repetições dos anteriores.

Os que mais gritam esse problema de repetição são a espadachim e confeiteira. A espadachim sofre muito por já ter uma mecânica que em pouco me agrada; é muito mal explorada pelas suas fases. Todas baseiam o level design na mesma coisa, que é quase que puramente o combate da espadachim, e como essa base já me desagrada, impossível que o geral me agrade, além dos inimigos serem sempre os mesmos. A confeiteira também baseia sua gameplay completamente em duas coisas; no caso dela, dois mini-games, um de apertar botão até chegar a hora de soltar, e outro de desenhar um padrão corretamente. Diferente da espadachim, até me diverti na primeira fase da confeiteira, mas como os mesmos dois mini-games se repetem praticamente da mesma forma durante as outras duas fases do figurino, acaba se tornando exaustivo.

Felizmente, essas foram a minoria das fases no jogo, e dos dez figurinos, a espadachim, a confeiteira, a xerife, a patinadora, a detitive, a agente secreta, a mestra de kung-fu, uma sereia e uma super heroína de sci-fi, posso dizer que a maioria me agradou.

A ninja, a mestra de kung-fu, e a agente secreta, por exemplo, são todas ótimas. As habilidades únicas de cada um deles são exploradas de forma diferente e competente em uma das suas respectivas fases. Todas essas tem momentos super bem pensados para se usar as habilidades, além de normalmente usarem ela de formas únicas para cada ato, e pra mim isso é o ideal do jogo pros figurinos. Ao mesmo tempo, sinto que todos esses conseguem explorar a temática do jogo além da estética, fica tudo muito legal, e foram partes do jogo que eu gostei muito.

Mas o meu figurino favorito da Peach mesmo é a patinadora. Acho que todas as fases funcionam tão bem; são todas curtinhas, cada uma apresentação de patinação. Todas se têm um percurso a se fazer com alguns obstáculos e lugares para fazer os saltos e giros e saltos esperados de uma patinadora. O que mais me faz gostar desse figurino é o fato de que eu sou absolutamente apaixonada por patinação, e raramente vejo isso em algum jogo; ver as referências às poses, as apresentações e também a vários momentos comuns em uma apresentação profissional foi super legal pra mim; por conta disso, essas se tornaram as fases que eu mais me diverti jogando.

Queria comentar também sobre os chefões do jogo; são cinco ao todo, e com exceção de um, eu gostei de todos. O chefe que eu não gostei foi um gatinho; meu problema com ele foi sentir que ele era básico até demais, e não de uma forma bem feita. A mecânica dele é super fácil de lidar; ele só joga uma bombinha e fica repetindo o mesmo padrão de ataque até que ele encoste na bombinha; foi uma batalha puramente tediosa. Mas com exceção dele, todos os chefes do jogo são bons; eles trabalham bem em cima da mecânica proposta a cada um deles, principalmente o Leão e a Cobra. O Leão usa o cenário pra jogar umas bolinhas; seu objetivo é usar o cenário pra rebater a bolinha até acertar ele; a graça é ele ficar mudando o cenário e deixando cada vez mais complicadinho de acertar ele; assim como o gatinho, é básico, mas aqui é bem executado e divertido de brincar. Já a cobra eu gosto porque a mecânica dela é fazer com que toda vez que ela faça contato visual com você, a fase volte no tempo; então o objetivo é ir esquivando do olhar dela e usando o cenário pra se esconder.

E pro jogo, é basicamente isso; com exceção de conteúdo extra, não tem muito a mais; é um joguinho bem curtinho, e que como eu disse algumas vezes durante esse texto, desde a historinha liga tudo às fases e até mesmo os figurinos, tudo é bem simples. Não digo isso como demérito; sinto que ele trabalha bem sob essa simplicidade, por mais que eu tenha muitas ressalvas sobre algumas partes, ou que eu ache alguns deslizes gigantes. Apesar de sair pensando que poderia ser melhor, me diverti bastante jogando Princess Peach: Showtime!; principalmente a partir da segunda metade. Ainda sinto que a Peach merece e pode ter uma jornada melhor, mas por enquanto me sinto satisfeita com essa.