47 reviews liked by FREI
Mass Effect
2007
The Witcher
2007
I will probably never finish this game. Even ten years ago when I started The Witcher for the first time, it had already aged like soggy bread. A story that seems interesting but is bogged down by extremely awkward performances and visuals with the single worst combat system I’ve ever had the misfortune of enduring.
Mass Effect
2007
Hollow Knight
2017
This review contains spoilers
Me lo pasé en 2022 al 63%, fue medio meh. Me lo acabo de pasar al 107% derrotando a Radiance. Jugarlo por segunda vez me hizo apreciarlo y valorarlo más, me divertí, sufrí, me frustré y lloré, pero el sentimiento que más sentí fue el de confusión. El juego no te explica mucho del lore, y pensé que entendería más si lo rejugaba, pues no. De todas formas, el juego se disfruta sabiendo o no el lore.
The Outer Worlds
2019
Not my style of game. Make a million decisions up front with no context about your character, go out and chat with people to gather quests, do the quests, gain generic loot which is identical to what you have, fight enemies in what is for the genre pretty excellent shooter combat, but compared to any actual shooter is ultra boring.
It is all fine. I see why people like it. To me, these types of games lack any sort of puzzling / strategy AND lack any sort of skill based gameplay. If I am going to play an RPG, I would much rather play something like Diablo with much much more interesting skill trees and loot. If I am going to play a shooter, I would much rather play an actual shooter with non-stop combat and interesting weapons or interesting tactics or interesting enemies.
It is all fine. I see why people like it. To me, these types of games lack any sort of puzzling / strategy AND lack any sort of skill based gameplay. If I am going to play an RPG, I would much rather play something like Diablo with much much more interesting skill trees and loot. If I am going to play a shooter, I would much rather play an actual shooter with non-stop combat and interesting weapons or interesting tactics or interesting enemies.
while many anime games these days settle for a 3D arena fighter, ubisoft threw caution to the wind and shit out an open world (sort of) naruto game with a focus on replicating the movement of the series - and the actual movement feels pretty good! great sense of speed, stops on a dime, mostly co-operative camera.
its just everything else that doesn't. calling the core fighting game-style combat anemic is an understatement, and the missions that aren't story related are extremely dry and often involve a long stretch of backtracking for about 30 seconds of new content. its trying.
additionally, while the game features clips from the show, it also features different voice actors for most of the minor cast, including iruka, jiraiya, sarutobi, and ebisu - and they are all extremely canadian and cannot pronounce ramen to save their life. everyone in this game says "ray-men" and it drives me up a wall.
this feels like a tech demo. fingers crossed the sequel irons the kinks out - and hires the voice actors.
its just everything else that doesn't. calling the core fighting game-style combat anemic is an understatement, and the missions that aren't story related are extremely dry and often involve a long stretch of backtracking for about 30 seconds of new content. its trying.
additionally, while the game features clips from the show, it also features different voice actors for most of the minor cast, including iruka, jiraiya, sarutobi, and ebisu - and they are all extremely canadian and cannot pronounce ramen to save their life. everyone in this game says "ray-men" and it drives me up a wall.
this feels like a tech demo. fingers crossed the sequel irons the kinks out - and hires the voice actors.
Puyo Pop Fever
2003
Gunstar Heroes
1993
Splatoon
2015
Celeste
2018
Un juego de plataformas aceptable que te induce, de forma maligna, a un estilo de juego determinista y rígido, en el que la solución a cualquier desafío consiste en encontrar la combinación de inputs exacta que la persona detrás del nivel pensó en el momento. Junto a este estilo de progresión que, todo sea dicho, escala de una forma muy suave, se nos narra una historia de superación que se vale de su creciente dificultad y se aúpa con diálogos, escenas y personajes que recuerdan a un capítulo mediano de Steven Universe.
Personalmente no veo claro que el juego dedique tanto texto y momentos específicos cuando la premisa misma del plataformas kaizo al que esta obra se integra ya se basa en transmitir deseos de superación mediante sus retos. Pero más allá de eso, mi problema principal con este juego es más mecánico que otra cosa, y mi sospecha de que el juego se estaba quedando sin fuelle terminó de confirmarse con el capítulo 8 y las Caras B. Al final, todos los plataformas vuelven a Mario, sobre todo cuando no son capaces de desarrollar una identidad fuerte.
Como punto de comparación, recomendaría algo como Downwell, un juego también muy difícil pero que se asienta en la idea de dejarte desarrollar tu propia estrategia, o Super Hexagon, un juego extremadamente rígido pero extremadamente corto también. Ambos tienen lecciones que enseñar a este género que creo que Celeste haría bien en aprender.
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A decent platformer that wickedly guides you into a rigid, deterministic style of gameplay where the solution to every challenge winds down to figuring out the exact input combination that whoever who designed the level thought at the time. Along with this style of progression, which, it must be said, scales very smoothly, we have a story of overcoming that makes use of its increasing difficulty and is peppered with dialogues, scenes and characters reminiscent of a mid Steven Universe episode.
Personally, I don't see why the game devotes so much text and space to its story when the very premise of the kaizo platformer is based on overcoming ever-increasing challenges. But beyond that, my main problem with this game is more mechanical than anything else. My suspicion that the game was running out of steam was confirmed with chapter 8 and the B Faces. In the end, all platformers revert back to Mario, especially if they're are unable to develop a strong identity.
As a point of comparison, I would recommend something like Downwell, a game that's very difficult but relies on letting you develop your strategy, or Super Hexagon, a game that is extremely rigid but extremely short as well. Both have lessons to teach to this genre that I think Celeste could learn.
Personalmente no veo claro que el juego dedique tanto texto y momentos específicos cuando la premisa misma del plataformas kaizo al que esta obra se integra ya se basa en transmitir deseos de superación mediante sus retos. Pero más allá de eso, mi problema principal con este juego es más mecánico que otra cosa, y mi sospecha de que el juego se estaba quedando sin fuelle terminó de confirmarse con el capítulo 8 y las Caras B. Al final, todos los plataformas vuelven a Mario, sobre todo cuando no son capaces de desarrollar una identidad fuerte.
Como punto de comparación, recomendaría algo como Downwell, un juego también muy difícil pero que se asienta en la idea de dejarte desarrollar tu propia estrategia, o Super Hexagon, un juego extremadamente rígido pero extremadamente corto también. Ambos tienen lecciones que enseñar a este género que creo que Celeste haría bien en aprender.
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A decent platformer that wickedly guides you into a rigid, deterministic style of gameplay where the solution to every challenge winds down to figuring out the exact input combination that whoever who designed the level thought at the time. Along with this style of progression, which, it must be said, scales very smoothly, we have a story of overcoming that makes use of its increasing difficulty and is peppered with dialogues, scenes and characters reminiscent of a mid Steven Universe episode.
Personally, I don't see why the game devotes so much text and space to its story when the very premise of the kaizo platformer is based on overcoming ever-increasing challenges. But beyond that, my main problem with this game is more mechanical than anything else. My suspicion that the game was running out of steam was confirmed with chapter 8 and the B Faces. In the end, all platformers revert back to Mario, especially if they're are unable to develop a strong identity.
As a point of comparison, I would recommend something like Downwell, a game that's very difficult but relies on letting you develop your strategy, or Super Hexagon, a game that is extremely rigid but extremely short as well. Both have lessons to teach to this genre that I think Celeste could learn.