12 reviews liked by Agni


Star Wars da ubsoft.
Que jogo mid, únicas coisas sólidas são seus personagens carismáticos, trilha boa e uma bela direção de arte, de resto tudo que diz respeito ao gameplay é ruim ou mal feito, e tem um dos piores final boss que já vi em um jogo.

06/10

Yall on drugs if you think i'll be playing the Lucia missions after playing 18 Dante missions

Lol are you kidding me with this shit? DMC1 was one of my favorite games at the time and I was really hyped to play this. I didn't see hardly anything about it either. No trailers just a few screen shots in some mags. I didn't have the money to buy this day 1, so I did the next best thing. I camped right outside blockbuster the day it was released and rented it. I took it home and booted it up. In the first area of the game I messed around a bit trying out different things. Immediately I knew something was off. Dante feels really weird. He's really floaty in the air. Swords don't have any weight to them. Why does he keep doing this stupid kick thing in the air. Why does the stinger only go THIS far. This is an essential move. It's okay maybe you just need to level it. Wait why do swords do like hardly any damage and enemies barely react to it? Wait why does guns do so much damage? What's to stop you from spamming them? Where are the sick animations? Why is the UI so bad when DMC1 had such an awesome one? Where is the deep enemy lore? Unfortunately nothing solved any of this and within the first day of playing this I knew this game wasn't going to get any better and was complete shit.

I've put so much time in DMC1 and was ready to just put just as much time into this one. It's just so easy and mindless and guns are always the answer. The enemies are lifeless, the levels are huge and bland, the bosses suck and barely even move. What is going on here? The story is dumb. Dante looks stupid. Dante doesn't even act like Dante. What happened between 1 and 2? Why why why? When I beat the game that weekend I just returned it and went straight back to DMC1 and never looked back at it. It was only a few years ago it came out that the staff of DMC1 had nothing to do with this game and it wasn't even supposed to be a DMC game. When the last director was let go of the project and the new director came aboard to finish this turd which he only had less than half a year to turn into something. The DMC2 team only had designed Dante, one enemy and a couple of animations, namely the stinger move. Which remained in the final game. They had put an entire years worth of production and only had that to show for it. That stinger!? That piece of shit move? I can't fathom how Itsuno must of felt being thrown at this project with no hope in sight. It's a miracle the game functions at all and is even finished.

DMC2 is the most disappointing video game I have ever played.

The defining action game of it's era. Devil May Cry was something really special at the time. It pretty much created the modern third person character action genre. And for good reason too. I remember the first time seeing the game was at a gamestop the trailer was playing on the TV and on the TV next to it an employee was playing the demo. The game looked so awesome. The graphics and presentation was great. I loved the design of the character Dante. He was so cool. I loved his red outfit and white hair. He just really stood out from the gothic atmosphere. The way it and his care free attitude clash with the horrific monsters just makes him ooze with style. Then the demo showed off a boss battle with a gaint spider. The action and complexity of the boss was just next level to me coming off of the PS1. The fact that you could shoot with unlimited ammo and use your sword at the same time looked amazing. I think people forget what this game did for it's time. I was sold right then and there. The craving for a PS2 just exploded. I had to have this and MGS2, but this is the one I wanted first.

I was blown away how cool this game was. It has a mission structure but the game is essentially open world in it's design. The world had so many neat details. Being able to interact with the environment or reading the enemy bestiary painted a detailed picture of DMC's world. It was harrowing but you play as the cool devil hunter who fucks shit up for the devil. Dante's power was big and his ego bigger. It felt good to give the bump in the night it's own scare and then some. DMC1 is the most atmospheric game in the series and it's not even close. It was a big draw for the game. Even just selecting the menu and picking a weapon was a spectacle. Menu was detailed and had FMV motion added in. Nothing is as cool as selecting the shot gun watching the small FMV shotgun reloading with the gigantic boom audio file playing.

Enemies and bosses had a lot of time put into them and had varied movesets. They knew how to kick your ass just as much as you did theirs. Playing the game on the hardest mode Dante Must Die gives a really good proper challenge. Combat while not as complex as later titles still feels good. All the attacks have good weight and sound to accompany the hurt you dish out. Everything feels so meaty. From sword swinging to charging up a punch. You have enough at your disposal for to tackle any challenges. At the same time spamming a single move will not work here as enemies often have a counter. It's all about positioning and mixing things up. All while looking cool.

Playing this game today is still a good time. It just goes to show that a game with a good combat system and well made enemies with good level design never really go out of style.

Also DMC1 Dante is the best costume.

Platinum # 7 and 77

que casi todos los enemigos sean bulletsponges lentas es medio aburrido pero la verdad que con lo chotas que se sienten las armas en este juego lo agradezco, es como que estas en medio de un juego de accion donde se siente satisfactorio disparar y un juego de terror donde solo es recomendable disparar en momentos de urgencia para frenar a un enemigo.

me gusta que agarraron el 7 y le inyectaron esteroides, variedad de enemigos, mas zonas y el sistema de crafteo es un poco mas util por la abundancia de materiales, pero pasar del ethan aparato del RE7 al ethan este que tiene unas interacciones muy pelotudas es medio cringe.

es un juego divertido que dura unas 8 horitas, siendo generosos porque me puse a buscar los tesoros y boludeces que hay por el mapa. tiene un setting buenisimo y escenarios muuy detallados, ta bueno.
de la historia ni les digo nada porque bueno, es resident evil, desde siempre son las historias que escribiria un wachin en la secundaria para aprobar literatura.

I used to bring this game into my elementary school with me because one of the first lines is "Fuck!" and me and my friends thought it was hilarious.

Man, this game is really unlike any other FPS. I remember I used to play this game a lot as a kid because I was so obsessed with the idea of shooting up Area 51 and the aliens with it AND using mutant powers. It was like a power fetish come true. Almost two decades later and this game still satisfied that itch with the impeccable game design and world building.

Area 51 was probably one of the last few FPS games where they still kept that old school FPS vibe but with more modern shooter mechanics like unleashing your mutant side as a special ability and interacting with environments with your scanning device which amazingly does a good job at revealing some in-game lore. It felt like a Half-Life clone in the best way possible essentially.

The levels you progress through are so well fleshed out and cleverly designed. You'll have your shoot outs with mutants and alien soldiers and then you'll have some breather moments after battle just taking in some lore or do some small but quick battles before a more strenuous one comes. The game does a good job ramping up the difficulty as you progress through the game. It rarely feels like its plateauing.

Of course despite it feeling like a perfect game, it is in no way a perfect game as there are some flaws that distract me a little too much at times. The biggest suspect is the aiming/shooting of this game. Whilst I love the combat and the arsenal you have at your disposal, the aiming feels slippery even when you lower the sensitivity and when you get shot at the screen shakes too much that it becomes disorienting making it a bit of an eyesore to aim at enemies. Thankfully it wasn't game breaking for me, but it's definitely a sign of poorly aged game design. Besides, this was when console FPS games were still trying to advance the Halo formula, so I'm willing to forgive.

Another annoying flaw about this game is the voice acting, more specifically Marilyn Manson's voice acting. If you weren't aware, Area 51 has a star studded cast like David Duchovny and Powers Booth... and unfortunately Marilyn Manson. I think Midway casted Marilyn Manson just because he was hip, cool, and freaky at the time because his voice acting gave me second hand embarrassment. I know you could play the VA director for that, but honestly Manson doesn't really have an intimidatingly unique voice that others at the time thought he would have. He just sounds wimpy and pathetic in the game. David and Powers on the other hand did a very good job for some of their first time doing VA in a video game, especially David. His voice has a bit of existential dread and misery that even with campy writing still comes out great. Both David and Powers pretty much made up for Mansons slack thankfully.

I'll be real though, the story in this game is... not that great. It's not bad, but it starts to fall flat pretty quick. I'm not really sure who was the enemy or was the ally in the grand scheme of things. Like sure I'm killing aliens but I also got helped by one of the aliens??? The premise I think just got a little too much attention compared to the entirety of the game.

Even nearly 20 years later I'm VERY pleasantly surprised by how well the design for this game has aged, but then again I also acknowledge that modern FPS design has been very lethargic and simplified minus a few games here and there compared to the stuff that came out pretty much before the seventh gen of gaming. Still, with that being said I genuinely believe that if a game with the same design as Area 51 came out it would either do very well in sales or at the very minimum be a cult classic like Area 51 is. I still cannot get over the scanning device. Its such a clever innovative and immersive way to get some in-game lore without it being force fed to you. I highly encourage the viewers to scan everything you can in sight, even yourself. You'll never know what you'll discover.

I very VERY much recommend this game to the following:

-FPS fans. Trust me when I saw you will be charmed and seduced by the mechanics this game has. Let yourself adjust to the controls and eventually you'll have yourself a grand time.

-Doom and Half-Life fans. I know I just mentioned FPS fans, but playing this game as if it's like Doom where you're constantly moving around (assuming there are no snipers in the area) makes it really effective during intense combat. Half-Life because you will be forced to do some light puzzle solving and platforming which will require you to be creative with how you examine the map. Basically, you need to think in this FPS more than usual.

-Sci-Fi fans. Obviously Area 51 is a sci-fi game, but there's a lot of fun references to both grounded conspiracy theories as well as fantastical conspiracy theories mixed with the alien warfare and mutants you face.

Esta es una historia policiaca clásica de "misterio en cuarto cerrado" donde la duración de unas 18 horas da para desentrañar capas y capas de un misterio que relaciona a un elenco de personajes desconocidos entre sí.

Cumple muchos de los elementos del género, pero él no girar entorno a un crimen directo, lo cual sería lo esperable, hace que el tempo sosegado de investigación y resolución de puzzles justifiquen el tipo de Game Overs que presenta. Lo digo porque es algo desconcertante, e incluso frustrante al principio, perder la partida por algo tan estúpidamente banal; hasta me entró una pequeña risa nerviosa por la incertidumbre de cómo iba a manejarse el juego con estas bases. Pero lo cierto es que la exigencia cada vez mayor de que cuides tus pasos y deduzcas con cuidado consigue amasar una tensión palpable sobre todo hacia la recta final, donde un simple error te condena a repetir partida.

No es un drama, ni tampoco un sinsentido; los Game Overs son suficientemente funcionales para involucrarte en sus secciones más tensas, donde el suspense ya no es a largo plazo (además de ser curiosamente un sustantivo más a la hora de articular la posición emocional en la que se encuentra su protagonista, al que todo lo que pasa aquí no es un simple desvío en su camino). Estas secciones son, por lo general, las del final de cada capítulo, donde el sistema principal de interrogatorio presenta su faceta más agresiva en la que se lanzan acusaciones a los distintos personajes de la historia. Sigue pues, una estructura bastante fija de investigación, diálogos mediante la modalidad más tranquila del sistema de interrogación, puzzles mecánicos o algunos peculiares que usan las particularidades del hardware de la ds, gestión de objetos y los momentos frenéticos de acusación y revelaciones que avanzan el misterio y cargan el drama.

Está por lo general muy bien escrito, con una gran atención, propia de una novela visual, a la caracterización de los personajes y una trama muy enrevesada, pero que consigue cumplir el mayor reclamo de estas historias y objetivo esencial de este título: que tenga la suficiente congruencia como para ser constantemente objeto de deducción y reflexión. Con ello, su ritmo y el uso de música de jazz de estilo Lounge encajan muy bien temáticamente.

En relación con el diseño artístico y visual, la rotoscopia es usada con una acertada sensibilidad estética. La idea de posicionar la ds en horizontal para presentar a los personajes en planos medios pone la atención en sus gestos naturales y manerismos, con esa inercia real que la rotoscopia consigue, y sitúa a sus personajes en el foco casi absoluto de el grueso de la historia y sus misterios. Todo nace de ellos y por ello la decisión de infundarles tanta vida es perfectamente aprovechada. Además, el uso de acuarelas para los fondos y los modelos trazados con carboncillo tienen una curiosa e íntima relación con el fondo de la historia que le da cierto peso al conjunto.

En general, aún con su progreso mecánico algo lento, su planteamiento más o menos torpe y un guión a ratos caprichoso, es una experiencia que se lee muy bien y comprende las bases de sus mecánicas. Es un gran juego.

>Plays video game
>video game is good
Thank you video game

4 lists liked by Agni