Reviews from

in the past


Gunvolt Series Marathon, Part 4 of 5.
A pretty solid sequel with some cool innovations, good changes, and less good changes. The big change from 1 to 2 is the addition of a new playable character, Copen. He's fun to play, focused on stringing together long aerial combos. The side dialogue in his campaign does a great job humanizing him. I have two issues with his gameplay style. He's so free and loose in terms of movement that it's hard to make platforming around him, so he doesn't get much. Two, it's pretty hard for him to die. He can just dash around and not get hurt. He's fun to speedrun with but needed some limitation or harder obstacles. Gunvolt is as fun as ever, and a few stages have really great gimmicks. The cyberspace stage in particular has some great combat rooms and platforming challenges that goes beyond the best stuff in the first game. However, the last chunk of the game doesn't quite hit as hard as the first. There's suddenly much less platforming and just more combat, and it doesn't get much iteration, excluding one pretty good platforming segment for Copen. You also have to play the last set of stages several times over for both characters, and the method to get the true ending is much lamer this time. Music is about as solid as last time, and the visuals are even more bombastic and exaggerated. This is a good sequel that evolves the format while introducing some new stuff. I don't think it's as consistent as 1, but has higher highs and slightly lower lows. Probably about the same level of quality, I'd recommend it.

i love game man so relaxing
so stress inducing

i thought it was gonna be like the first one wht the hell ubizift

Existem determinados tipos de mídia que vão além do que consiste a soma de suas partes, além das características que vêm obrigatoriamente do meio em que são publicadas ou expostas. Essa, na minha opinião, é a parte mais bela da arte, quando consegue sair do técnico (onde muitas vezes nem é tão bem executado) e provocar uma transformação, uma reflexão, e até mesmo mudar um estilo de vida inteiramente a partir da transmissão de uma mensagem. Inmost não foi o primeiro jogo que me fez sentir isso, mas senti uma vontade de escrever um pouco mais sobre essa sensação após finalizar esse excelente trabalho da Hidden Layer Games e Chucklefish Studios. Justamente por não ser a melhor produção já distribuída pela Chucklefish, mas é a que tem maior impacto individual em quem joga!
Se você para para olhar Inmost do ponto de vista puramente técnico, como uma avaliação direta do que a "jogabilidade" oferece, ele tem defeitos, não vou negar. Os controles não são tão precisos, a sensação de controlar os personagens e seus pesos não dão aquela sensação gostosinha que estamos acostumados em outros jogos de plataforma, a movimentação pode ser muito lenta, tem alguns bugs leves que podem incomodar e as decisões de onde colocar o texto, sem contraste com o plano de fundo ou momento em que determinado evento do jogo está acontecendo, e talvez poderiam ter feito algumas escolhas com maior impacto para gerar diferentes finais (ou não, do jeito que está ficou bom também).
Ah, mas então por que eu estou dando 5 estrelas para um jogo com tantos defeitos? Porque talvez seja errado olhar para Inmost como apenas um jogo. Eu nunca vi um jogo ter tanta maturidade e criatividade para retratar a dor, o sofrimento, luto, empatia e também o amor. Como alguém que está passando por um dos momentos mais conturbados em relação à luta contra a ansiedade, insônia e problemas familiares, posso afirmar que a mensagem final sobre encarar o sofrimento foi extremamente importante e impactante pra mim. Consegui me conectar de maneira bem pessoal com tudo e com certeza abriu novas perspectivas e novos sentidos para a minha vida.
Além disso, também não é como se o jogo não tivesse seus próprios méritos técnicos, com uma das animações em pixel-art mais lindas que eu já vi, que conseguem exprimir por completo as nuances e sentimentos que a temática e proposta exigem, e a sua narrativa é extremamente bem elaborada e coesa, com acontecimentos paralelos que vão se aproximando até chegar em um ponto em comum. No fim das contas, Inmost não é um jogo convencional, e talvez não seja do gosto de qualquer pessoa. Mas definitivamente vale a pena pelo seu impacto e capacidade de mudar uma vida, ou pelo menos a perspectiva pela qual alguém enxerga a vida. E não estou exagerando, foi exatamente isso que eu senti.

perfect collection
bro was waiting his whole life for this game

Very good and emotional, still can't beat Sky though.

Ahh "New" Super Mario Bros. The series that ironically ruined its own name by running itself into the ground with very similar sequels. This definitely feels like a very vanilla Mario game in 2022. In 2006 the appeal of a brand new 2D Mario Adventure was enough, now this just kind of exists. But 2D Mario adventures are still pretty fun, even at their most basic.
The game is a pretty decent mix of old game ideas and trying out new (at the time) gimmicks. It takes quite a lot of elements from Super Mario 64 actually, mostly just in using its enemies, but also riding Dorrie or even the inclusion of a triple jump. I assume this is basically it was easier to re-use assets from Super Mario 64 DS. It's Bowser Jr's 2D game debut though, so that's cool.
As far as new power-ups go, the blue shell is the only typical one, and while it can be super fun, most levels are clearly not built for it. Also it can't be found naturally in any stages, instead it's only available in mushroom houses or random-chance item spots.
Interestingly I think this might be the only regular 2D Mario Game outside of the original that doesn't have any kind of flying power-up. It's not a hard game by any stretch, but it's pretty noteworthy that it's one of the few that can't be made easier since those power-ups tend to be overpowered.
The mini-mushroom is like an anti-power up. It does give you extra jump height and can run on water, but it's a one hit kill when you're in this mode, and the floatiness can make it harder to dodge enemies. It pretty much exists purely for getting 100% completion, and to that extent I think it's kind of brilliant to have a power-up that makes things harder for you, as it just provides that extra challenge to master the game.
The mega mushroom is basically the opposite. It's a (very) short power-up that basically destroys everything in its path - including any pipes that may have led to star coins, making it pretty bad when you wanna 100% the game but great any other time. A lot of areas in the game do make it impossible to even move when you have the item though, making its use even as a win-button very limited. Fun to use against bosses though, but that brings me to the next point.
Bosses are all verrry easy. Pretty standard for Mario admittedly. I do like that the very last boss actually straight up blocks you when you try to go past with invincibility frames from being damaged at least. And the main castle bosses outside of Bowser are buffed up regular enemies which is neat. Bowser Jr. being every single tower boss gets old though.
Basically it's just Mario. If you played this game immediately after Super Mario World you'd feel right at home, like there hadn't been a 15 year old gap. But it could also leave you a bit fatigued by itself due to not truly re-inventing itself, because it was never supposed to be played directly after that game; it was supposed to be played as a nostalgia trip to those days.

i waNNA PLAY IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIT AGAAAAAAAAAAAAAAAAAAIN

only two trophies and i get the plat damn it

GOD I LOVE ARABIAN HAREM GIRLS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH

Very fun when you play with actual people. IR scope and NVGs are busted.

Gameplay of this game is good for mental problems

my brother ruined my save file and beated the final boss

Online Co-Op Jigsaws are a really cool idea and while a little strange, this game is fairly well polished for online play. However, 90% of the puzzles are just ads for the publisher's other games.
If only more jigsaw games had these features.

bro i was expecting to play as elastic girl
disappointed

this jak 3 where the shit back when i was playing these two games

FUCK YOU CAPCOM FOR LOCKING THE DLC TO ONE ACCOUNT FUCK YOU

brothers can't keep a session for too long
fuck man

also a goat GOD DAMN I WANNA PLAY THIS RN

Around on par with MM7, though I'd say I like that a bit more simply because it has a better ost and better robot master stages. MM8 is pretty fun, they definitely tried some new stage gimmicks and while some of them can be slightly annoying, they were all fun imo. The shmup stages especially were really fun. The voice acting is obviously awful, especially Dr. Light (jesus christ that's the worst VA I've ever heard) but the 90's anime cutscenes were pretty cool. Interesting to see that the final boss of 8, the final Wily phase that is, is pretty much the same as 7's except I'd say it was done better here. The ost is also pretty good tho it's much more chill/somber than most megaman games. The endgame is better than 7 I'd say but the game overall is not as good, still had a fun time tho!
Forgot to mention a couple things they added that were super cool. Refilling energy when you die is super great, showing the amount of weapon energy you have with an exact number is nice too. It's also the first classic megaman game that let's you save your game, just some nice features

Greatly improves graphics, moving from 2D to 3D with the new operating system. Slightly stiffer animations however.