Reviews from

in the past


THE game of my early teens and the first franchise I even considered myself a fan of.

UT99 for me wasn't just a Multiplayer game, in fact I barely played with other people, mostly played against Bots.

What I saw and felt was the atmosphere, the cool characters, interesting locations, the awesome guns and snappy gameplay.

Just simply existing in this world, sometimes choosing to defend the base from Ai instead of rushing into battle, hearing the bots communicate over the coms. Analysed their tactics and movements to learn the game.

I played this game my way, and in doing so got immersed in the world created (however unreal it was)

Fun concept and worldbuilding. Excellent combat with an interesting skill progression. The combos feel great and flashy. The story drags on for a bit too long.

Masterclass in game design, specially in the level design aspect. Music is great too. DLCs are solid to say the least. The story is great and captivating but the sense of "getting lost" is what truly sells this game.

such a great multiplayer title, very much chaotic and fun but also satisfying to master, the movement also has some depth to it if you wanna look for it. I think we need more 2D racing games, also having workshop works wonders if you wanna just continue having fun with your pals.


Every praise is already said on it. It’s just a game of the year!

I would just mention additionally very comfortable controls for console version.

It is obvious that a lot of heart and soul went into making Robocop: Rogue City. This game nails the aesthetics and atmosphere of the first two movies. Thanks to Unreal Engine 5 the areas of this game look realistic and capture the style of desolate 80’s Sci-Fi Detroit perfectly. Advanced lighting and filter techniques make this look retro and modern at the same time. The same goes for frequent firefights with all kinds of bandits and robots. Partly destructible environments, over-the-top splatter and beautiful pyro effects also remind of the cult movies. Add the pushing original soundtrack and you have the perfect Robocop game, right? Unfortunately, the good points of my review end here. While Unreal Engine 5 is great for non-AAA development teams to make stunning environments, the same is not true for animation and character work. I have to admit, some of the major characters like Anne Lewis, Warren Reed and Robocop himself look rather good. But most minor characters don’t look good. It gets a lot worse with all the stiff animations. All of this wouldn’t be as big of a problem if Robocop: Rogue City concentrated on the rather fun, albeit dull and slow first-person-combat encounters. But with Rogue City the ambition was more: The developers wanted this to be a hub-based action-RPG with detective work and sidequests. And honestly, I was bored to tears with all the side activities, collectables, optional dialogue and “detective” work this game offers. Actually, there is no detective work, there is just following markers, holding down buttons and scanning areas. There are a lot of NPCs that offer dialogue with different outcomes depending on the player’s answers, but the writing isn’t good, the side characters are boring and the quests are just way too uninteresting. Then there are RPG elements like levelling up Robocop and his abilities which also feels pointless and unrewarding. There is even an unnecessarily complicated crafting system to enhance Robocop’s pistol.

Looking at the reception this game got, I know that I am in the minority. But in my opinion, the developers should have cut all the clutter from this game and concentrated on and improved the firefights. There was potential for a good and violent 6-8 hours romp here. But instead, I threw the towel after 8 hours of mostly boring busywork when I looked up a walkthrough and realised that I am not even at the halfway point. Games are just too long and bloated these days.

Very good and “safe” platformer that doesn’t invent anything new, but provides solid platforming with sometimes just amazing pieces of it.

Fighting is okay. But bosses are outsanding. I think sometimes I had a feeling that map is too big. I think that was because time to time the world and decorations feels not super memorable (that’s why if I need to run to some point, I would always check the map on each of the corner)

Absolutely fascinating concept for a fighting game. You would think boiling down a fighter to its bare minimum would result in an extremely dry game without much of a hook, but you'd be quite wrong. Because any blow can be the killing strike, matches build with tension as they go on, particularly when either side begins sustaining injuries. Easy to fall into the fallacy of thinking an opponent's down and out, only to be caught off-guard by a carefully-timed killstrike from a kneeling opponent.

Of particular note to me are the controls, for how much they visually communicate their own ideas. Lightweight placed extreme consideration for how to represent their fighters' actions, and this is reflected in the layout of buttons on the PlayStation controller. Immediately you have the attack buttons, △/○/X as High/Mid/Low Attack - a descending order matching the buttons themselves. The last face button, □, is used for parries, which is to the left. Looking at it from the perspective of a player on the screen's left - as Player 1 would be at the start - the defensive □ is in a position retreating from the enemy, while the offensive ○ is advancing towards the enemy.

We also see this level of thought placed into the R1 and R2 buttons, which respectively are used to elevate or lower the player. On their own, R1 shifts to a higher stance while R2 shifts to a lower stance. Movement plus R2 makes the fighter crouch, and hitting R2 while the player is crouching makes the fighter go even lower than a crouch and fling dirt. Movement plus R1 lets the player climb a wall, and R1 out of a crouch turns the motion into a leap forward. There's a lot of very careful psychology like this to what the buttons do, and it's this sort of meticulous, deliberate design ethos that permiates a lot of what Bushido Blade is as an experience.

Bushido Blade feels a bit like a tech demo with all its offerings. Its emphasis on realistic weapon simulation, as well as mixing and matching eight weapons with six player characters, is pretty cool, and the game's main hook. Slash Mode is a fun challenge, very much a nod to traditional swordfighter movies. POV Mode is a complete gimmick, but darn if it isn't a cute idea. Link Mode is a cool idea - not a lot of games would make use of the ability to hook up multiple PS1s - but I've never had any Player 2s, so I can't vouch for it.

So, the hook for me has always been Bushido Blade's campaign. The initial draw there is how the game enforces its understanding of Bushido code - strike an opponent dishonorably (while they're talking, while they're vulnerable, etc), and the story admonishes the player with a bad ending. I'm always fascinated when a game bakes its moral code into its game systems, particularly if it's an established real-world code rather than the simple good/evil binary. But the campaign is quite short - potentially only six fights, in a game where every strike is a killing blow - and the endings are all melancholy and don't seem to resolve anything, so there's sort of an empty feeling a player has walking away from it.

...until they realize that there's a puzzle to finding the good ending. I don't mind spoiling it here: first, the player must navigate through the game world, screen by screen, as they look for their exit. Second, the player must clear every fight without sustaining damage. I guess, because each strike is a killing blow, the usual "don't lose a round" approach to a fighting game's true ending is an unrealistic approach?

I spent a couple hours on-stream trying to grind out a good ending, and while I was ultimately unsuccessful, I came away really appreciating the challenge being asked of the player here. That thing about tension building over the course of a match? That gets amplified considerably here, both during the first round escape sequence - even once you have the path memorized, a three-to-five minute run with an aggressive opponent constantly on the player's heels - then in the subsequent six fights. It's weirdly Katze, the first boss character who weilds a firearm, who becomes a breather round - striking, because he's initially the most annoying of the game's bosses for his ability to insta-kill at range. Everything else, including the normal, non-boss characters? Could stop your attempt cold.

There's sort of a weird meditative quality to grinding out the good ending, given that first round escape sequence. There's no music, just the noises of the wintry background as the player makes their escape. Once you solve the puzzle, the player's left alone with the empty nothingness of their flight, of everything being stripped away besides the instruments of death. I know I'm making a broad, sweeping statement on a culture with which I've barely interfaced, but I dunno - it feels like there's something quintessentially Japanese to this experience. Not bad for a game designed after kids beating sticks against each other on the playground.

the extras after beating the main game may be a bit too hard for me, maybe i'll go back to complete them someday, but this is such a good difficult platformer. (also i should maybe replay it at some point just to actually listen to the original original soundtrack whoospie)

Great little game to explore and soak in the alien world and its atmosphere. Clearly low production value, which is fine, but could do with some QoL features, but that's really a non-complaint for something this small. Really the only thing I thought could be better is if the world was interconnected instead of using teleporters/elevators, I think it would've added to the sense of place of the world. However, the way it's done now makes each location like a little vignette of alien life that feels similar to our own, but just alien enough. Fantastic little experience

Nhé, bem curtinha, o jogo apresenta a Arlequina buscando a Hera Venenosa para o Espantalho, levando aos acontecimentos do Arkham Knight. Eu não gostei de jogar com a Arlequina, as partes de predador eram Chatas de se fazer, o combate normal era igual ao jogo original, tendo alguns equipamentos novos(não usei um). O modo detetive me dá uma dor de cabeça, sim é legalzinho ter umas mensagens escondidas, mas eu não faço segredos gigatônicos de nenhum jogo, imagina nessa DLC.

As in Lucas Pope's earlier games, this is taking a core mechanic and running with it. Using the Playdate's crank to open and close a door's security flap is incredibly basic, but feels just right, and in this game with very light storytelling, this simple tactile interaction goes a long way towards making this world come alive.

Also in line with his earlier games, I feel like Lucas Pope's one-man show of doing design, code, art, and music, adds a cohesion that lets details come through even in a small scale project like this one. Even though the minigame-esque mechanics are all quite easy, they give room for all the art to be appreciated. Also, some of the mechanics end up being quite funny!

Before this I hadn't really used my Playdate much (lack of a backlit screen was harder to deal with than I was expecting) but this is the game I'd been waiting for on the system. If you have a Playdate already, buying this game should be a given. Maybe it'll even get me to keep using my Playdate some more now!

Pretty fun Bejeweled game for being a DSiWare game! Although I do prefer Bejeweled Blitz more, this one comes close and utilizes the stylus and touch screen mechanics well!

Rivals makes me wish I was better at fighting games. such a great platform fighter : looks good, plays good, sounds awesome, has very much an identity of its own, has loads of content and has one of the best workshop scenes I've seen in a while for a game.

Dropei, essa DLC poderia ser boa, principalmente por causa da parte de predador, mas ai chega a parte que o jogo começa a lotar um pequeno espaço com pelo menos 40 inimigos, além de lasers que tiram 10% da sua vida e pisos que começam a ficar eletrificado, fazendo com que você fique num espaço de 4 quadrados, com 50 inimigos(sim eles mandam mais), junto do laser. Muito ruim pqp.

A game I was done with a good 15 hours before it was finished and which I've only become more done with the more time that passes. Absolutely at its best when it's acting as a non-stop comedy adventure flying between wildly incongruous tones in this goofy road-trip cat-and-mouse chase. The characters? Charming! The jokes? Funny! The thrills? You better believe they're thrilling! Unimpeachable combat and constant amusement park minigame switching makes for a cotton candy delight that borders on transcendent and at moments had me convinced it was the best game ever.

Problem with cotton candy though is that you put it in water and realize: oh it's actually nothing. Rebirth is packed to the gills and yet completely empty, gutting the original's story for sophomoric multiverse shenanigans that flatten any emotional or thematic depth. Worse, the game is too scared to actually do anything with the new ideas it does have, constantly pulling back at even the slightest glimpse of genuine intrigue until the entire game is rendered a purgatory of non-movement. Nothing happens! Please let something happen!! The dungeons are a bore and just about every other event is so blatantly shoehorned in to fill for time that even if you ignore sidequests and mainline this thing, the pace is genuinely baaaaad. Just the most "too much" game I've ever played, maybe.

So yeah, loved it at points, gave me a dull headache at others, and is spoiling like milk in my brain. (Yuffie great tho--they did justice to my girl)

Divertidíssimo, o jogo apresenta o nosso querido amigo da vizinhança Asa Noturna, buscando interromper a fuga do Pinguim. O combate com o Asa Noturna é bem legal e por incrível que pareça, eu gostei da parte de predador dele, talvez por conta do cenário.

''You're not as bad as everyone says you are.''
O quadrinho de Fables é simplesmente incrível, o jogo faz jus a mitologia do quadrinho, com uma história muito bem construída e personagens muito bem colocados, e uma narrativa coesa e bem desenvolvida, boas cenas de ação e que Plot Twist. Espero que The Wolf Among Us 2 seja melhor se não tão bom quanto.

I've seen on here and on the steam page that this game has been compared to Evergrace. It's what got me to pick this game up, and while aesthetically I could see the comparison at a glance, Spartoi Meadow is very much its own game with little in common with the PS2 RPG other than "they're both kinda bad games that I still really enjoyed".

The faults with the game are obvious and really hard to get around. The camera in this game, especially during combat, is uniquely awful. The translation for the game is machine-translation tier incomprehensible. The game is cryptic and the game just sort of ends after twoish hours. None of this is better than it seems once you get behind the wheel.

None of that is a dealbreaker for me. The combat and movement is janky, but never annoying. The two main characters move quickly and their attacks are responsive. Random encounters are plentiful, but being able to effectively skip them on the overworld helps the game keep up its solid pacing. There's a ton of little secrets and side areas that reward the player for taking the time to explore. The music, again, while not sounding like anything Kota Hoshino would have put out, kinda bangs and if anyone has a soundtrack upload I'd love to grab it. There's a fleshed out NG+ system, a cosmetic system, there's just so many little additions to the game that it's really hard to root against Spartoi Meadow, despite it having zero polish whatsoever.

If there's anything I'd really like to see from this game, it would be a better english translation. I don't expect a more faithful script to blow me away, but I enjoyed the plot and the cast from what I could decipher. There's been plenty of other games I've payed $5 for that didn't come close to giving me the same enjoyment Spartoi Meadow did. It's such an eager game that swings for the bleachers, while having just enough quality of life considerations to make all the rough parts go down smoothly.

Incrível, o jogo apresenta a Batgirl, junto do Robin indo resgatar o Comissário de Polícia Jim Gordon. Essa é a única DLC desse jogo que tem um mapa aberto, com colecionáveis e inimigos espalhados. O combate é igual ao do Batman, só que foca mais no uso do Invasor Remoto. O jogo tem a melhor boss fight do Arkham Knight(Se não contar a "Boss Fight" do Johnny Charisma). OBS: O jogo se passa entre Arkham Origins e Arkham Asylum, para quem estava em dúvida.

A DLC conta a estória do nosso querido Jason Todd, buscando acabar com as operações criminosas de Roman Sionis(Máscara Negra). Eu gostei de jogar com o Capuz Vermelho, as armas foram uma boa adição. O modo predador novamente não foi a melhor coisa do mundo, mas deu pra passar. A boss fight final é básica, mas consegue ser melhor que muitas do jogo original.

This game taught me as a kid that one day I'm going to die. and it's going to be beautiful.


El juego que todo el mundo termina sin utilizar estados de guardado, con una sola vida, los ojos vendados y sin manos.

6,5/10
Don’t be scared by the screenshots, essentially this is a 3D walking sim with the ability to examine very detailed models, but for the most part there is no point in it, other than reading a huge number of notes and other things, no “pixel hunting” or looking for a box somewhere under the sofa, not even a sit button,

In 2D only our hands (which is ok), and conversations with our mother, which is already “doubtful, but ok”, essentially like in the novel, the characters do not have lip movements when speaking, , the characters do not have lip movements when speaking, but there are animations of gestures and emotions, but they are repeated too often, the main character is pleasant, but I couldn’t really get into it due to the lack of animations, the story itself is cute, but the banal “everyday humdrum”: t to whom the grandmother cheated or she did not cheat, who is the real father in that spirit, there is an opportunity to speed up replicas, but then the game will take about 2 hours to complete, with all the secrets in about 3 hours.
Music/Ambient is so quiet that it’s even depressing, some items can be taken with you and they will appear somewhere in the glove compartment of the car, , there are a couple of optional dialogues with a friend on a push-button phone and a couple of dialogues depending on your presses, which may make you smile, the atmosphere of the trip is not even close to "Road 96", the game failed to create its own atmosphere at all, just a cute short novel with 3D scenery, alas, I expected more, I really love mixing styles and I like the "Annapurna Interactive" games, but lately they are not surprised.

Check my Annapurna Top: https://www.backloggd.com/u/grihajedy/list/publisher-annapurna-interactive/
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Не пугайтесь скриншотов, по сути это 3D-симулятор ходьбы с возможностью осматривать очень детализированные модельки, но в большинстве в этом нету никакого смысла, кроме чтения огромного кол-ва записей и прочего, никакого "пиксельхантинга" и поиска коробочки где-нибудь под диваном тут нету, даже кнопки приседания нет,

в 2D сделаны только наши руки (что окээй), и разговоры с нашей мамой, что уже "сомнительно, но окээй", по сути как в новелле, у персонажей нет движения губ при репликах, но зато есть анимации жестикуляции и эмоций, но они слишком часто повторяются, главная героиня приятная, но особо проникнуться из-за нехватки анимаций я не смог, сама история мило заканчивается, но банальная "бытовуха": что там кому бабушка изменяла или не изменяла кто реальный отец вот в этом духе, есть возможность проматывать реплики, но тогда игра будет проходиться вообще часа за 2, c просмотром всего и всеми секретами около 3.
Музыка/Ambient настолько тихие, что даже угнетают, некоторые предметы можно забирать с собой и они появятся где-нибудь в бардачке машины, есть пара опциональных диалогов с подружкой по кнопочному телефону и пару диалогов, зависящех от ваших нажатий, которые могут улыбнуть, но не буду спойлерить, атмосфера поездки и близко не "Road 96", вообще особой атмосферы никакой не получилось, просто милая новелла с 3д декорациями, увы, ожидал большего, я так то люблю смешение стией и люблю игры "Annapurna Interactive", но в последнее время мало удивляют.

people say this game didn't add much from Botw, and that's true. It does kinda feel like one big expansion, one that is vast and makes the Hyrule of this new gen feel like somewhere to be discovered, not rushed through heading to the next shrine.

Never played this version; bought it for the figure ("Black Edition"), but played the remastered version in the "Ezio Collection".