Reviews from

in the past

A fun little game that you can spend time trying to beat your friend's score with. The strategy element involves buying block people which represent different classes like grunts with rifles, flame-throwers, mortars, grenaders, lasers, snipers and so on. The idea of the game is to win at a war of attrition by beating the enemy's waves in a tower-defence kind of way.
It's a fun little game and fun to compare your score to other's online but beyond that I don't know much.

This game was amazing. Such a nice surprise, one of the best souls-like ever made. It's comparable with any of Fromsoft's releases. I really recommend this to anyone who is a fan of the genre. Just outstanding gameplay, weapons, music, bosses, level design. It's very polished too, haven't encountered any bugs. The camera was rarely an issue. I want more. Looking forward to the sequel!

A very interesting little game. I put off playing this as I really had no idea what to expect from this game. I've heard talks about it being quite a fun game, but I didn't realise it was one of those games where you die from one hit, but again that's no issue.
Basically it's a action game, but it has elements of puzzle with trying to get clear floors by massacring everyone. The story is kinda interesting as your character is a silent protagonist as are a few others. The more points you unlock the more weapons become available for re-playing missions and future missions. New masks also enable you to gain different abilities and buffs depending on the mask.
It is a lot of fun, but also very difficult in later levels and at times relies on blind luck. I totally recommend this.

Eu vou considerar este mod como a versão definitiva de Super Mario Land. Bom, Super Mario Land 1 é certamente uma experiência.
Mesmo sabendo o quão diferente ele é dos demais Marios 2D, eu ainda me surpreendi com o quão única é a experiência de jogar ele. Não só as mecânicas e personagens são diferentes de tudo que vemos na maioria dos outros jogos, mas a movimentação e o level design foram muito marcantes, e sinto que nenhum outro jogo entregaria algo igual (quem sabe o Land 2...).
Entretanto, apesar de ser muito único, Super Mario Land 1 continua não sendo muito memorável infelizmente. Como é de se esperar de um jogo de Gameboy suas fases são bem curtas e sem muito de interessante ocorrendo nelas, e nem os inimigos, por mais diversos que sejam, tem características tão intrigantes ou padrões complexos de movimentação e ataque.
Por outro lado, as fases que são seções de Shooter, apesar de também curtas, oferecem variedade muito bem-vinda ao jogo, e o fato de o último chefe ser enfrentado em uma delas foi uma ótima escolha de game design.
Um último ponto a se comentar é a trilha sonora. Uma característica presente na maioria dos jogos mais antigos da franquia é uma repetição excessiva das músicas em múltiplas fases, e aqui não seria diferente, porém, Super Mario Land possui uma OST bem sólida e agradável, então isso não chega a ser um problema. Além disso, o tema de Overworld desse jogo certamente está no meu Top 10 músicas de Mario, então devo dar a ele o devido crédito por isso.

(Everything this review talks about is in relation to modern AAA game releases, NOT independent or small to mid-budget games:3)

I’m tired of remakes. What AAA game companies relied on 15-20 years ago for profit is incredibly different than what they rely on today, because in 2023 there is an expectation of a remake whenever a game is even remotely considered “old”.
Video games aren’t perceived as art, they’re perceived as something extremely tangible, that should always perform well, run well, look good, sound good etc. Even games that use their narratives as a passageway for extremely unconventional and daring storytelling like The Last of Us 2, still only rely on their story cutscenes for this, with gameplay being every so safe and conventional. In other words, it’s different when every other part of it isn’t, it’s unique and unconventional when it works within the expectations of a big budget AAA game.
Demon’s Souls is another great example of this; what once was an incredibly unique experience that actively sought to defy player expectations by use of uncommon (at the time and still today) gameplay mechanics like the world tendency stuff, has now, with the launch of Demon’s Souls Remake, turned into yet another pristine and inoffensive product. Sure, the game still plays the same, but therein lies my point, because with the unchanged gameplay, and the omission of improvements that absolutely bogged down the original like those stupid AI dragons that flew circles around you, this game can only exist for one purpose: as a way of erasing the original, and replacing it with a better, more modern, and trustworthy product.
Other remakes, like the Final Fantasy 7 one, take a completely different route, and try to tell an unapologetically different story, through gameplay and cutscenes, through dialogue and through text. Why do you think The Last of Us as a series only has two games but nearly 5 releases? Why are both Silent Hill 2 and Snake Eater being remade? Why is the definitive way to play the classic GTA games in a so-called “definitive edition” that is littered with bugs, and removed more content than is added? Has anyone ever thought that maybe the definitive version to play older games are…well…their original fucking releases???
The resident evil 2 remake (and by proxy all of the other resident evil remakes) are in my opinion some of the most egregious examples of media erasure in the industry. Don’t play the original, the “new” one’s better, it runs better, it plays better, it looks better, it’s better. This is the mindset behind most remakes. And what sucks is that this is a decent game at best. I haven’t played the original but as far as I can tell this is just a modern third person horror shooter, with puzzles much too easy to even be worth including.
It’s becoming increasingly hard to play older games in their original form, because of a refusal from corporations to make video games an accessible media. Sony’s second and third consoles were both backwards compatible with each other, and the original PS3 was fully backwards compatible with both PS1 and PS2 games. This is not how it works anymore. How it works is we buy a game, we like it, three generations down and it isn’t playable on new hardware, thus making it yet another profit machine once companies start realizing people want new versions of it.

I played this game in the past, but I admit I quite like the extra knowledge from the developers. They sound quite awesome as they also mention Labyrinth, Dark Crystal and other Jim Henson movies as being a major inspiration for this game. If anything, it sounds like the team is awesome.
I found the story to this game interesting, but the ending was really quite good too, however I hate the voice actor for Sadwick. I'm of course talking about the English version, but yes it is annoying. I also love how Daedelic make 2D games again and bringing them back in the spotlight. Not to mention that they aren't half-bad either.
The creators are really awesome guys. I had the original game when I decided to buy their games after Deponia and now I got this one for free which is awesome.

esse pra mim é o tenkaichi 3 do xbox só e nostalgico msm....

A interesting concept, however it doesn't work too well. It requires a lot of planning out ahead and being conservative with your ammo. Especially as it seems to only kill zombies close range with pistol or it could be because the first few characters have low accuracy with guns.
It could be I suck at strategy, but most I am fine unless the game has broken AI like The Bureau: xcom unclassified. Best to keep using environmental things as a way of killing huge groups of zombies without using up all your ammo. This game has potential and the story is rather interesting, but it falls due to the difficult situation. A far more interesting version is Dead State which I look forward to, plus it's turn-based. I'd suggest waiting for that game if you want a strategy involving zombies, although this one is real-time and not turn-based.

If you 100% this game and mention it to 100 people within earshot of a college before getting caught you get a free psychology degree

Primeiro COD que joguei e muito tempo depois do lançamento original. Particularmente não gostei muito da história, meio cansado dessa narrativa de Estados Unidos salvadores do planeta. O combate não me agradou tanto, mas é bem bonito e tenta ser realista. O jogo tem missões interessantes e variadas e isso dá alguns bons pontos para eles. Não joguei o online, então perdi uma parte da experiência aí.

Honestly, this games just pure fun and chaos, it gets boring after a while but you still have your fun with it.

Eu amo esse jogo, é divertido, é lindo e às vezes é desafiante

This is a game that if you want crazy killing with a mission objective you can complete multiple ways and you are not easily offended then you might like this game. It's a kind of game to turn on to just have a lot of fun and burn off your frustrations. Does it have a good story? No. Does it do anything new? No. Is it relatively stupid? More-or-less.
This is a kind of game like Leisure Suit Larry. You have fun whilst playing it (potentially in more ways than one in Leisure Suit Larry ;) ) but feel rather dirty afterwards as you know the game is offensive as openly as South Park is, only the models are more real in their style. it's also quite wacky and the creator likes updating the game for events such as most recently Leprechauns appearing in the world due to St Patric's day happening recently.
I'd suggest it only if you are not easily offended, want a game to just go around and kill things (kinda like why so many people play GTA) as well as doing really stupid, weird and gross stuff like pissing on people.

This is one of those games that can easily be contender for "Games as a art form" as it has a beautiful story-telling narrative. It reminds me of Limbo with the hinted oblivion, but also of Bastion with the Narrator speaking to you and explaining what's going on and even taking philosophical discussions into it.
I'd highly recommend this game to any fan of puzzle games as the interesting way the game is played makes it unique with the colours doing different things and able to place them on different parts of the area, making you deadly, but also making some of the challenges difficult, but the checkpoint system is quite forgiving so I can't see anyone getting frustrated with it anytime soon.

Outro jogo do sub-gênero de jogos contemplativos, mas aqui com o diferencial de ter realmente uma gameplay interessante pra te prender.
Divertido e curtinho. Uma boa experiência bem boa

Immortality was robbed of every GOTY award in 2022. I don't care about what you say about Elden Ring, this game is phenomenal.

This is a very fun FPS that is made like a classic FPS. You have two weapons, but they each have 5 types so you technically have 10 weapons, all with different upgrades. There are also many hidden secret rooms like old classic FPSs.
The story is a little interesting with a war between humans and machines that decide to rebel, however I can't honestly say I know much else more than that as it doesn't seem to explain the story too well.

it's just okay. I'll play it socially if I invited, but it's not my first choice.
I'm not a fan of higher tier moons being locked behind buying one-time access. In general I don't like games that are so dimly lit, either. Stumbling around in the dark is kind of boring to me, especially when it is through identical corridors. The manor is cool, though.

A short and fun experience. Controls feel a bit weird until you get used to them, but when you do, the game is over(the main campaign at least). Takes just under 5 hours for the main story and there are some side challenges.
Voice acting is good, I wish there were more set pieces. But overall, a good time. Just buy it on sale, it's not worth the full price.

Having never played the original games, I was quite excited to check this remake out. However, I was pretty dissappointed with it. The story and timeline mechanic is fine, but I don't feel like there is much strategy involved. I was basically able to steamroll any given mission with no opposition. Compared to games like Fire Emblem or Ogre Tactics, I never felt like I had to think about my turns or put together a strategy more complex than "run them over with my superior units". Maybe I missed something but as it stands, I was very much let down by these games.

Played on the NES Classic
NOTE -- as I did not complete the game, this review should not be taken as a serious critique, but more-so as a set of observations.
Final Fantasy is a revolutionary title, one that would firmly deserve to be inducted into the National Video Game Registry (should such a library ever be made). Playing through it, I was fascinated by the sheer number of elements present in contemporary and retro RPGs alike; RPGs that I and many others have thoroughly enjoyed over the years.
It thus brings me no joy to proclaim that, in comparison to such successors, the game as a whole simply has not aged well- it has all the right ingredients, yet smothers them under frustrating design schemas rendered obsolete post-Chrono Trigger. And while it’s never fair to compare an older game to a later one, subjective parameters for enjoyment are subjective parameters for enjoyment.
What it comes down to is simple: there’s too much grinding, too much fighting, and too much randomicity. Before shelving the game for good, I had put in a little over 2 hours, and I’m not lying when I tell you guys over 3/4s of that was spent skirmishing to either gain exp for my party or get to a location. You are consistently underleveled here, armor barely providing a stat boost and lower enemies ALWAYS having a chance to critical strike. There’s definitely a mark of progression in the sense that your characters can eventually one-shot foes, but it never feels satisfying in light of the constant battles that inevitably wear down their health before you reach your end goal.
Further compounding the combat are several annoying features, all based around the concept of wasting a turn: “missed” strikes, wherein you’ll fail to hit your victim; ineffective attacks, wherein targeting a foe who ends up dying before the attacking character’s turn results in said character not auto-moving to the next one; and run away, an option that is literally useless, even against enemies you outlevel in totality.
Perhaps there were stats tied to each of these that increased their odds of success (or, in the case of missing, odds of failure), but if so, the game does not give any indication whatsoever, turning attributes like luck into guesswork. Regardless, based on my playthrough, there appeared to be no way of increasing individual skills outside of macro leveling everyone overall.
I know some people will claim that facets like the ineffective strikes were done to encourage strategizing, to which I respond I would accept that were it not for the sheer number of QOL blemishes on-hand: the inability to see enemy HP, the lack of stat descriptions for ANY spells/weapons, the absence of an overworld map, etc….I could go on. If that weren’t enough, every single action and interface you do is blanketed with another one of those shrill NES scores that’s artistically good yet a technical disaster (no disrespect to Nobuo Uematsu, who would go on to compose several masterpieces, but he simply did not have the proper tech to work with here).
However, despite all this, I genuinely admired the game. Square really went out of their way to craft a unique experience that, as noted earlier, went on to influence an entire genre of the industry. The turn-based schematics, the way music alternates between interior/exterior locations, the specialization of spellcaster and warrior archetypes, heck even the random encounters ended up becoming video game staples.
The story is also a lot more intricate than would appear. Yes, it’s your typical good guy versus bad guy routine (most video games indulge in this schematic for a reason); however, the variety astounded me -- in the small time played I ran into a crazy witch in the forest, rescued a princess, and encountered a boatful of pirates, and I’m sure Square only built on that foundation for the remainder of the title. This level of creativity is extended to the monster designs, whose art assets resemble sickly warped beasts from our world.
It’s a shame then that these positives are so dang stifled by the monotonous fight -> retreat & heal -> fight -> retreat & heal routine that makes-up the vast majority of the gameplay. Yes, I know plenty of other titles engage in a similar formula, but FF makes it worse by having the entire overworld be a hostile zone ripe for random attacks.
There’s an interesting mythology here, but unless you’re willing to play with mods/patches, the original Final Fantasy is best left on your shelf.
-Unfortunately, a lot of the attacks aren’t particularly memorable from a visual standpoint (their accompanying SFX included); however, I understand the developers only had so much to work with.
-Hated how, if a party member was slain, they would not get ANY experience from a fight they contributed to. On that note, having to go to a separate healer to revive a downed ally instead of just a single one seemed pointlessly extraneous.
-Moving between menus causes a zany rainbow screen shift. I wonder if this was intentional or a coding error, though it either way looks cool.

Perfection, made me smile so much. Pure joy

thank you for being my childhood