50 Reviews liked by IanFava


My first Donkey Kong Country game was Returns for the Wii. I got it for Christmas the year it came out (that or it was 2011 I forget) and I remember being so excited to play it. While nowadays, I'm not the biggest Returns fan personally, I can't deny it started my love for the DKC series. Once I got into Super Nintendo games with Super Mario World and Yoshi's Island, I decided I wanted to play the very first Donkey Kong Country game since at that point I still only played Returns. I bought it at my local flea market I believe and really enjoyed it. I mentioned how Yoshi's Island always reminds me of the weekend, since I would play that a lot during that time, and the same applies here too. While I think the sequel does everything this game does but better, I still think the original is a really fun time.

The general gameplay of Donkey Kong Country is you run, jump and roll. Those are basics of course, as each level has other aspects that change gameplay up like barrel cannons you can shoot out of or ropes you can jump on but the general gameplay is pretty simple. The controls are basically perfect, rolling feels super good to perform, and if you know the layout of the levels it's very easy to just speedrun through levels since both Donkey and Diddy are relatively fast. Speaking about the characters, Diddy Kong's first appearance was in this game, and he honestly upstages Donkey Kong. If you get a DK barrel, you can get the other Kong along and they basically act as a 2nd hit. You can switch freely and this is helpful since they each have different attributes to them. Donkey Kong is slower but heavier so he can kill certain enemies that Diddy can't. Diddy just feels better to play as he's faster than Donkey and also has a smaller hitbox. Both are valuable, but Donkey is more situational and is mostly just used for one enemy type (and even then, Diddy can defeat them by rolling into them) so Diddy Kong is my much-preferred Kong to use.

As for collectables in the levels, you have bananas of course. The main plot involves King K Rool stealing DK's banana hoard and he must go after him and his baddies to obtain them back. I think the reasoning behind there being so many littered throughout the levels is he just dropped them or something but either way, they act as coins and getting 100 earns you a life. You can collect letters that spell out KONG and they also give you a life. You can also collect these animal buddy tokens, and getting three of a specific buddy lets you collect these stars, and every 100 you collect ALSO gives you a life. Besides all this, you can also find secret bonus rooms. These all contain all the aformentioned items, or just lives straight up, but these can be a pain to find. I wouldn't have an issue normally since these are optional bonus rooms so it makes sense they'd be really hidden, but getting every single one is how you get 101% in the game, so if you're a completionist you must find them all. The real issue then is, a good chunk of them are just kinda bullshit. You'll have some that are very easy to spot and are self-explanatory. But then you have ones that are completely hidden and sometimes even require blind jumps into pits. I know they wanted you to buy a guide or a Nintendo Power back then to find these locations, but I don't find random pit bonuses or random breakable wall bonuses fun ever. I used a guide for like 80% of these cuz I only ever 100%ed this game once before, so I forgot most of these. The sequel can be like this too, but it generally handled bonus room locations a lot better. Alongside all the collectables and bonus rooms, you also have animal buddies. These are fun as they change up the gameplay slightly. Rambi can kill usually unkillable (unless you have a barrel) enemies by running into them. Expresso can jump a bit higher and float over large gaps. Enguarde swims faster in water and has an attack you can perform. Winky...well Winky just jumps really high, tho he can also jump on usually harmful enemies too and he's honestly underrated. These guys appear enough where they don't just feel like one-off gimmicks or anything.

The levels themselves are generally well designed. They're simpler than the sequels, and I feel like there's generally more bullshit due to enemies suddenly appearing on screen randomly, but there's a nice flow to the levels. Visually, I think it just looks alright. The characters themselves looks good, I just think some of the backgrounds don't look great compared to others, and definitely compared to 2's backgrounds. I think it also doesn't help that the level themes aren't too interesting in this game. You have jungles and mines and factories and Mayan temples and some of these are more unique than others, but they don't exactly lead to very vibrant colors. When it hits, it hits. The one jungle level with the sunset is really nice and I like the ice caves. The factories are kind of cool near the end too, but overall, I think the level settings can be a bit bland here. Not like Returns tho, since that is very formulaic with its level themes but compared to 2, 1 is not as good in that regard.

The bosses in this game are kind of a joke. All of them, besides King K Rool, are incredibly easy and just feel like a slightly tougher regular enemy. They could've easily had no bosses and it would've been fine so I guess it's not like they detract from the game too much, however 2 did bosses way better.

This may be my hottest take though. I don't love the OST. A big reason for that is most of the OST was in Returns, and so I had always felt there was an identity crisis with this game which is not the game's fault and is more a me thing because I played Returns first. Even outside of that, some of the songs I just never really got into...but objectively the OST is quite solid. There are still bangers like Aquatic Ambience and Gang-Plank Galleon of course. Also a shoutout to Fear Factory, that one's nice too. Even though I don't love the OST, it's still good overall, I just much prefer 2's tbh.

I've kind of been complaining about things here or there despite praising the gameplay. Something else I'll praise about this game tho is its Rare charm. Animations are very charming between characters. Donkey and Diddy both get terrified when you're at the edge of a cliff. They do a charming celebration whenever you defeat a boss or complete a bonus room. Diddy Kong throws his hat down and stomps on it when he loses a bonus room. The dialogue between the other characters like Cranky or Funky or Candy are very charming too. There's a fake-out Kremlin credits that happens when you get halfway into King K Rool's fight, and the actual credits have humorous cutscenes between characters. Not only is this game charming as hell, but it also created all these well-known characters too. We wouldn't have Diddy Kong or Cranky Kong or Funky Kong if it wasn't for this game. We wouldn't have my man K Rool either, he's such a memorable villain. The Kremlins themselves are very memorable and cartoony. I think besides the actual gameplay, the best thing DKC1 does is the worldbuilding and charm. Before this, we just had DK and DK Jr. It's all thanks to Rare, that we have as many memorable characters as we do now.

I may have some issues with this game, and I think 2 fixes them all pretty much, but this is still a classic for a reason and is staple Super Nintendo game. I was honestly thinking about dropping this to a 7, even up until writing most of this review, but it wasn't until the paragraph before this did, I really ponder and think about how many staple characters this game created and just how charming this game is in general. It's very important to entire DK series as a whole and is a very fun platformer at that! However, as I've said several times in this review, 2 is better in every way and I'm going to be replaying that soon so stay tuned for that review!

This was actually the last mainline DKC game I played. My first was returns, as I said in my DKC1 review. I played 1 and 3 shortly after that and I played Tropical Freeze the day it released. I didn't play 2 until years later in 2018 where an Instagram account I was following was selling a CIB copy for $35. That sounded like a good deal back then, and considering it's almost $90 now it's even better now, so I bought it off them. I really enjoyed my time with it, but it wasn't until replaying it in 2022, where I truly saw it as a masterpiece. Do I still think that now? Look at my score to find out (that means yes).

Let's start with the gameplay changes. The thing you'll notice when you first start the game is you don't play as Donkey Kong anymore. You still play as Diddy Kong but replacing Donkey is newcomer Dixie Kong. The main plot this time is King K Rool is back, he has kidnapped Donkey Kong and you must team-up as Diddy and Dixie to defeat him and save DK. Pretty simple but it works. Anyways, Diddy plays pretty much the same but Dixie is a bit different. Her main gameplay change is the fact that she can glide by using her hair. This is incredibly helpful with certain segments throughout the game and because of this plus being more fun to control, I definitely prefer this duo over the first game's. I still think Diddy feels better to play as since he's still faster here and has a better roll (Dixie's roll sucks if you're trying to roll jump off a cliff) so he was my go to Kong when I had both but Dixie is still very fun to play as here due to her glide. This game did add another new big mechanic that plays a part in a bunch of levels. By pressing the A button, if you have both Kongs, you can perform a Team Up. This basically lets you throw the kong upwards in whatever direction you want, and it lets you get up to high places you normally couldn't get to or collect items up high. It's nice and quick to pull off and just adds that much more depth to the levels.

The levels themselves are better than ever here. The level design is improved, with each level feeling pretty distinct from each other. One moment you'll be riding air balloons over a pit of lava and the next you'll be racing enemies in a haunted amusement park. Levels have gimmicks but they never feel intrusive or annoying to me. The level themes are also way more interesting this time. The mains setting here is pirates and that first world makes great use of it. You had levels where you run on top of a ship, levels where you are swimming inside the ship itself and then levels where you're climbing up the top of a pirate ship. That's all the first world, and even tho it's all pirate themed, they all feel distinct. Besides that, you have typical lava stages tho they're visually appealing in this game, you have these beehive stages where honey stops you dead in your tracks, you have bayou stages..just all the level themes in this game are so much more unique compared to the 1st game. Honestly, the backgrounds used in these levels are better than the 1st game's as well, they made them really clean looking this time around.

As for the collectables, you still collect bananas..and KONG letters. Animal Friend tokens are gone which is nice because they could kinda be annoying at times. Instead of finding a bunch of random bonus rooms to 100% the game, this time you must collect Kremkoins and DK coins. Kremkoins are all found in bonus barrels, or sometimes secret walls. These both lead to the bonus area, which instead of being all lax and random like in DKC1, you have to play a bonus game whether it's collecting all the stars or defeating every enemy or just getting to the coin itself. This is more unified than how it was in DKC1 and I prefer it this way. The DK coins are always only in levels once, and they're usually just in the stages and not in the bonus rooms. Anyways, collecting every Kremcoin and every DK coin, and completing every level, gets you 102% in this game. I much prefer this over the bonus rooms in DKC1. They are much easier to find without a guide, tho I still had to look up some but that's better than almost all of them like in DKC1, and it's better for it.

Animal buddies are back and you have some returning ones plus some new ones. Winky and Expresso are gone but Rambi, Enguarde and Squawks are back. Rambi and Enguarde are exactly the same except they have a charge move you can perform to go super fast and kill any enemies in your path or to open up secret bonus rooms. You can now ride with Squawks and shoot nuts out of his mouth at enemies, so he's changed drastically. There's a new animal buddy called Quawks who is only used in one level and is purple, cannot fly upwards (only glide down) and cannot shoot nuts. He's not worth getting into since it's just a downgrade of Squawks, but the other two animal buddies are. Rattly the rattlesnake, is basically Winky but better. He can jump high, jump on normally dangerous enemies like Winky but you can also charge him up to perform a super jump. The other new animal buddy, Squitter the Spider is awesome and is my favorite buddy in the series. You cannot jump on enemies as him but you can shoot projectile webs out of his mouth and if you press the A button, you can shoot a different type of web and if you press A again..you can create a web platform to jump on. They use this a good amount in some of the stages and this mechanic just makes him super fun and interesting to use. Along with all this, there are also these animal buddy barrels that let you transform into just the animal buddy.

The bosses in this game are also a big improvement from 1. Gone are very easy bosses that feel like a big version of a normal enemy. Every boss in this game feels distinct (besides the zinger fight tho his fight was pretty fun) and aren't piss easy and also aren't super quick. They feel like actual bosses, with the K Rool fight being a standout. Definitely my favorite fight in the trilogy. While not too difficult, he's still really fun.

If you had gotten 15 Kremcoins per world, you could pay them to this fella named Klubba. Once you do, you can access a level from the Lost World, a secret super hard bonus world. These are definitely some of the hardest levels in the game, tho I must brag and say it only took me two tries to beat Animal Antics this time around. Going back to the difficulty, yeah this game can be quite tough. It's not like bullshit hard, just the levels themselves can have some very tough portions and honestly, I welcome it. I still died a bunch in this game but I think the difficulty curve is very nice. It doesn't start off hard at all, it gradually start's getting pretty tough by world 4.

The OST is a big upgrade from the first game I think and is honestly amazing. Some of my favorites were Mining Melancholy, In A Snow-Bound Land, LockJaw's Saga,Hot Head Bop, and Forest Interlude. That is not even mentioning the absolute fucking goated song that is Stickerbush Symphony which is honestly a top 5 song for me from any video game ever. It's that amazing and I've loved it before I even played this game. This is a top tier OST I think and may be the best SNES soundtrack of all time.

If I had any little nitpick about this game, it's the fact you have to use banana coins to save and move to other worlds freely. I forgot to mention this in the collectables section, but you also collect bananas throughout the stages, they're plentiful, but after saving once or using Funky's Flights in a world, you must pay each Kong coins to do either action again. Because coins are super easy to get, this wasn't an issue for me but if you reset the game, you lose all your coins (and lives) so I can see where it would be an annoying mechanic to some people.

This is peak Donkey Kong Country imo. Everything from 1 was perfected in this game and then some, and it easily has the best soundtrack in the entire series, which does play a big part in me loving this game. I have more nostalgia for Super Mario World but I cannot deny the fact that this is the better platformer on the Super Nintendo. Because of this, I do think this is the best SNES game I've played period. It's just a masterpiece through and through. Do yourself a favor and play it!

I'm going to get back to the Kirby marathon now but I do plan on replaying DKC3 in the near future so stay tuned for that whenever I decide to play it!

Oh, how the mighty have fallen.

For the longest time, this was in my top 5 Kirby games. I got this on the Wii U virtual console back in the day, and remember enjoying it a lot. I also remember that I used save states on certain parts and was annoyed at other parts of the game but I generally loved the game's aesthetic and vibe, I guess those aspects overshadowed the bad parts in my mind. What do I think of the game now though? It's not bad at all, but it does have some really annoying issues that nowadays do hamper my experience.

Let's talk about the gameplay first and foremost. Compared to Superstar, it's a big downgrade. Kirby's running speed is very fast, but his walking speed is incredibly slow. This wouldn't usually be an issue however, a lot of them the camera won't pan at the start of a new area until you've gotten until the edge of the screen. Unless you're as careful as can be, if an enemy is there it will hit you. This never happened at all in Superstar. When Kirby floats and gets out of a float, he loses all momentum he's gained and will basically stop in place. Maybe this is so you don't spam the float but it ruins the flow of the gameplay a bit and is an annoyance since Superstar also never did this. It's also incredibly easy to get hit in this game, not only because or the whole screen having to catch up with Kirby, but because the invincibility frames last like a second or less so it's so easy to just get comboed if you're unlucky. This is something I noticed even back in the day, you get hit A LOT in this game and it's quite annoying. One last thing this game downgraded from Superstar, and this one isn't as bad as the other things I mentioned (at least for me) is Kirby's moveset. Kirby goes back to only having one basic move per copy ability. While this is naturally a downgrade compared to Superstar, the animal friends return from Dreamland 2 and do make up for this a bit I think.

Not only are Rick, Kine and Coo back from Dreamland 2, this game adds three new animal friends as well. Nago the cat, Pitch the bird and ChuChu the octopus are the new additions and they're all very solid. Nago is actually my favorite of the six, cuz he feels the best to control but also because he has a very helpful triple jump. Pitch doesn't really have any abilities but he is a cute little guy. ChuChu can only float a couple of times at once but she has the ability to hang from ceilings (it only really gets used once tho lol). Anyways, like Dreamland 2, Dreamland 3 gives each animal friend their own specific take on the copy abilities. With six animal friends now, and 8 copy abilities, that's 48 unique animal friend abilities. There are way less copy abilities in this game compared to Superstar, however with this many animal friend abilities, I feel like it never gets boring since you're more than likely always discovering new ones throughout the game which is fun.

Going into the level's themselves, they aren't great tbh. A good chunk of them are very simple with enemies littered throughout. The level design is way too basic and can get boring some of the time (mostly some of world 3 and 4). They try to combat this with the game's main collectable, the heart-stars, but this can also be a mixed bag. Early on they aren't bad. Each world has six stages, and each of the six stages use the same heart-star conventions. The first always deals with flowers. The second always has you bringing a specific copy ability or animal friend to some part of the stage and interacting with whatever. The third has you playing a minigame a way into the stage. The fourth has you collecting a single object in the stage and bringing it to the end. The fifth has you bringing a specific animal friend to the end of the stage so they can be with their girlfriend/boyfriend. And the 6th has you collecting several objects in the level and bringing them to the end character. Yeah, you get a heart-star from a character at the end of the stage..and they can be pretty fun to see. Mostly because this game cross overed with other Nintendo properties like ROB the Robot and Metroid. Anyways, heart-stars aren't usually too bad to get but the endgame has some really annoying ones. The last couple minigames are like annoying as balls to do without save stating, otherwise you have to redo the stage each time you lose, so I decided to just save state again like I did all the way back in the day. That plus others can just be plain cryptic, and yeah..the collectables aren't super fun to get some of the time.

I know I've spent most of this review complaining so far, and yeah, the gameplay probably is the weakest part of this game, but some of the other aspects are fantastic and make up for the gameplay a bit. The visuals for example are amazing in this game. I still think Yoshi's Island is the best-looking Super Nintendo game, however this is right next to that. This game is a coloring book come to life and it's so nice to look at. It fits Kirby perfectly too and I really wish the modern games tried to do something like this again. Besides the amazing art style, this game is just really charming in general. Whether it's all the animal friend's reactions to Kirby picking other friends instead of them, or the bosses of each world standing idle not fighting you after you purified them by getting every heart-star in the world. Gameplay be damned, it's clear the Kirby3 team were passionate about the actual world and characters. I also always loved the atmosphere in this game. Idk if it's because of the cutesy art style combined with Dark Matter as an antagonist, but this game always felt a bit off in a way I really liked. I don't know how to describe it, but Dreamland 3 fans will probably understand what I mean.

The bosses in general are solid. You have the usual Wispy Woods and some other cool ones. Besides the introduction of Ado (who is basically just Adeline before Adeline), Dark Matter and Zero are great final bosses to the Dreamland trilogy. Dark Matter is cool ofc but Zero is very creepy especially for a Kirby game. The fact it's a giant white sphere that bleeds as you attack it, and the fact its last final form is its eyeball ripped out of the sphere, all bloody and everything, it's so unlike Kirby and just gives the game this eerie feeling I love.

The music in this game is also super good and drives the atmosphere home even more. My favorite songs were probably Grass Land 1, Grass Land 4 and Ripple Field 1. The entire soundtrack is really solid though and like I said, really helps with game feeling atmospheric.

I'm sad this isn't in my top 5 Kirby's anymore. This game has a lot of charm and heart to it but on the gameplay side, it just has too many issues for me to rate it super high. My judgement was clouded back then by the art style and atmosphere, and while those are still great now, I can't deny this game isn't as good as I once thought. I still like it overall, but I will kneel to all the Superstar fans despite not loving that game's structure...that is the superior Kirby game. If they took the gameplay from Superstar and the art style, atmosphere and single campaign structure from this game...I may have gotten my perfect Kirby game. Ah well, a man can dream. I will say tho, I do like this more than Dreamland 2. There isn't a level as bullshit as that trial and error in 2 and this game visually just looks so much better of course. That and I have more nostalgia for it haha. Anyways, next is Donkey Kong Country 3 so look forward to that!

6.5/10

Volví a jugar el clásico y para muchos el mejor Assassin’s Creed: el segundo. Como resumen general, creo que es un juegazo excelente en prácticamente todos los aspectos excepto en los controles y movimiento del personaje. El resto, es espectacular. Sigue mucho texto siendo detallista e insoportable, como siempre.
La historia y personajes son de lo mejor del juego. De entrada te atrapa y te mete en la historia. Literalmente vemos a Ezio desde su nacimiento. El inicio del juego siempre se siente genial. La escena de los títulos con Ezio y su hermano es una belleza. Cada vez lo juegue me va a encantar ese momento. El desarrollo que hace Ezio a lo largo del juego, todo lo que pasa en el camino, los aliados y enemigos que hace, todo se siente parte de una historia coherente. Las interrupciones en las que volvemos al presente con Desmond son pocas y no molestan, porque lo queremos (y extrañamos) a Desmond.
El período histórico y ambientación es una belleza. Italia y Renacimiento, no se puede pedir más. Los sonidos/diálogos de fondo de los NPCs hacen que el mundo se sienta vivo. Además hay una buena densidad de NPCs en las ciudades. Recuerdo cuando lo jugué la primera vez y estaba viendo en la carrera que estudiaba, justamente, el Renacimiento y quedé fascinado viendo los edificios, obras de arte, personajes históricos, plasmados en un juego tan bueno.
La música es todo un logro aparte. Creo que tiene unas de las mejores bandas sonoras de los videojuegos que recuerde. Porque no es solo el famoso “Ezio’s family” (que es un temazo), sino todas las músicas de ambiente que complementan la experiencia. Realmente la música es uno sino el más alto punto de esta entrega.
Las mejoras de equipo y demás son muy simples y eso se valora. Tenés una sola moneda que la usás para municiones, medicina, mejora de equipo, compra de equipo nuevo, etc. En lugar de tenerte juntando recursos genéricos como se suele hacer en juegos más modernos, acá fueron por una sola moneda y mejoras simples, eso me gustó.
El juego tiene varias actividades extras y secundarias para hacer, pero mientras lo jugaba me gustó que no te obligaban directa ni indirectamente a hacerlas. Yo en este caso quería ir por la historia principal y nada más. Y me venía encantando poder hacer eso. Por eso mismo me pareció muy pero muy flojo que, para poder jugar la última secuencia, el juego te obligue a juntar todas las páginas del códice. Es cierto que está justificado dentro de la historia. Pero a mí me resultó muy anticlimático. Veníamos del final emocionante de la secuencia anterior, con el discurso de Ezio en su Firenze natal. Y de la nada me encuentro teniendo que ir viajando de nuevo a los distintos mapas para buscar qué páginas me quedaron pendientes. Me bajó mucho el envión con el que venía enganchadísimo para terminar el juego.
Ahora, sabemos que en todos los Assassin’s Creed hay algún que otro problema con el parkour, que queremos saltar para un lado y salta para otro, cosas así. Pero, la verdad, no recordaba que los controles fuesen tan toscos. Creo que esto y lo que comentaba de la secuencia final, fue lo único que me hacía dejar el juego por momentos. Son las dos únicas críticas concretas que realmente me estropearon un poco la experiencia.
El combate no es muy bueno, safa. Con pocos enemigos safa, mejor dicho. Me pasó de que sobre el final se me acumularon una banda de enemigos y se me hizo eterno hasta eliminarlos a todos. No porque sea difícil, sino porque la manera de eliminarlos casi siempre es esperar un ataque, esquivar o contraatacar y listo. Y tenía por ahí diez o más enemigos rodeándome y no atacaba ninguno. Podía atacar yo, pero no es lo más práctico por el modo que tiene de combate.
En definitiva, el juego es casi perfecto. Los defectos que digo son dentro de todo entendibles, aunque me hayan molestado. El parkour, se entiende que es recién el segundo juego de la saga y que es algo que fueron perfeccionando con el tiempo, son sus mejoras y defectos. Y el final de juntar todas las páginas, es entendible teniendo en cuenta que es Ubisoft y si hay algo que les gusta es estirar innecesariamente los juegos con actividades de relleno.

I’ve been playing videogames for about 20 years, but just a few years ago I played my first Zelda (Breath of the wild, of course). And I’ve been enjoying everything related to this series. I started playing Tears of the Kingdom, but I put it on hold, so I could play a few of the previous Zelda games, so I can appreciate more the details, references, and the overall story of this series. That being said, “The Minish Cap” is the second Zelda game that I play from start to finish. And I really enjoyed it. I think it is a very good game, and fun to play. I don’t know if it is a memorable game for the fandom. And I don’t know if it will be for me, because I finished playing it literally minutes ago.
Artistically, the game is beautiful. The pixel art style of the GBA looks so good here. And I think they make really good use of the resources of the console for that time. The designs of the characters and enviroments look very good also. The music is nice, there are some of the classic melodies of the series. Altough, for moments it can be a bit too much, because it never stops playing on the background.
Gameplay wise, I really enjoyed it more on the first half of the game. On later parts, I got a bit tired for moments, but not bored.
I have little no to experience on Zelda dungeons. So, I don’t know if this game has “good” dungeons comparing it to the other games on the series. I think that on this game some dungeons were really fun to play, with good map designs and mechanics. Other dungeons were a bit to caothic for me. The bosses were good, some a bit more challeging than others. The weapons and objects offer good variety on combat, even considering the simplicity of the controls.
The story was simple, even though I didn’t play a lot of Zelda games, I know it has the same overall structure of the rest of the games.
I sadly am not a very pacient person, so for time o time it was a bit frustrating having to go from one to the other side of the map and then back again. Or having to pass repetitive dialogue boxes. Of course, this is not exactly a negative thing about the game itself, it’s more on me. Altough I do think that the game could have been a bit shorther. Maybe I feel like it took me a lot of time because I’ve been playing it for a few months, playing a lot of very short gaming sessions.
Anyways, I think it is a good fun game, maybe not a fan-favourite, but a simple good game to play on a handheld console.

Bueno, al fin jugué y terminé el famoso Ocarina of Time. Lo habré empezado y abandonado tres o cuatro veces. Terminé jugando la versión de Nintendo 3Ds. Como siempre, me gusta escribir mucho algo que nadie va a leer, pero la versión corta es que me parece un juego precioso en muchísimos aspectos, con un enorme impacto cultural en el mundo de los videojuegos y en la saga de Zelda puntualmente; pero como videojuego en sí, a mí me lo condicionó -y arruinó por momentos- lo tosco y problemático que es el gameplay -más puntualmente, la cámra-. Antes que nada, entiendo que es un juego de 1998 y por más adelantado que haya sido a su época, uno no le puede exigir cuestiones que claramente se fueron desarrollando más adelante en la industria. Pero en definitiva, vamos primero con lo malo del juego y después con todo lo bueno.
Lo malo
Lo que decía, el manejo de la cámara para mí lo convierte en verdaderamente injugable por momentos. Es cierto que la N64 solo tenía un stick analógico y que el manejo libre de la cámara se fue incorporando más adelante en los videojuegos. Pero yendo a la práctica, tal vez la ambición de hacer uso del espacio 3D “libremente” en ese momento, fue más de lo que podían. La mecánica de resetear la cámara con un botón me pareció muy poco práctica y podría “ceder” en eso si funcionara bien; pero la realidad es que encima es muy defectuosa. En áreas abiertas, dentro de todo safa. Pero en los dungeons y áreas cerradas en general -que son la mayor parte del juego-, se convierte en un verdadero problema. Ni hablar en las secciones de puzzles o de tiempo limitado en las que tenés que hacer maniobras específicas. Por ahí esto es problema específico mío, pero había momentos que me terminaba doliendo la vista y mareando un poco la cámara tan errática. Más allá de la habilidad de cada jugador, creo que la cámara es un lastre enorme en este juego y, por lejos, lo que más condicionó mi experiencia jugándolo. Y la verdad me da lástima, porque tenía muchas ganas de disfrutar este juego del que tanto había escuchado y que tantos tienen como de los mejores de la historia, pero terminé completándolo por amor a la saga de Zelda más que por diversión en sí con el juego. Aunque dicho esto, eso también habla bien del juego: a lo que voy es a que a pesar de lo frustrado que estaba con la cámara, renegando a cada rato, no quise abandonarlo porque el ambiente general y sensaciones que transmite este juego son geniales. Después habrá otras cosas que no me gustaron, pero son las menos. Capaz algunas mecánicas lentas o poco prácticas de aplicar (y eso que tengo entendido que la versión de 3Ds mejoró bocha de cosas respecto la de N64). A veces se me hacía un plomo la completa falta de guía en cuanto a por dónde seguir, aunque eso es moneda corriente en la saga; y parte de su atractivo también.
Lo bueno
Dicho todo lo demás, el juego es hermoso. No se cómo explicarlo puntualmente, pero te transmite en todo momento una sensación de nostalgia (y no por haberlo jugado antes) por ese mundo de Hyrule, sus personajes, sus vínculos. A nivel gráfico, la versión de 3Ds hace un trabajo genial como remasterizado de la versión original: las texturas mejoran muchísimo respecto a la de N64 (que estaba bien para su época). La historia es muy clásica de la saga: el ida y vuelta entre presente y pasado está bueno, Link y Zelda separados y unidos a su vez a través del tiempo, los vínculo que Link va a haciendo a lo largo del viaje con los Sabios, todo eso me encantó y fue lo que realmente hizo que no abandonara el juego. La música es una maravilla. Sin palabras lo genial que es. Aparte el uso que hacen de la música incorporándola al gameplay usando la Ocarina, le da un toque extra. El tema de “Gerudo Valley” es de los mejores que he escuchado en videojuegos, icónico. El gameplay no lo puedo juzgar como bueno o malo ya que como decía antes a mí me resultó horrible pero por la cámara, no por el gameplay en sí. Tal vez si hubiese tenido cámara libre bien hecha o directamente cámara fija, era otra la experiencia. Está bueno la cantidad de accesorios que vas consiguiendo durante el viaje y cómo cada uno te permite sus cosas específicas. Aunque incluso teniendo los atajos en esta versión, a veces es un garrón estar a cada rato cambiando desde el menú.
En fin, me queda una sensación muy mezclada con este juego. Para mí es más el impacto cultural que tuvo -merecido en muchos aspectos- que un buen juego en sí. Incluso habiéndome gustado muchas cosas, si un juego no te da una buena experiencia en la parte de juego en sí -en criollo, manejar al personaje- a mí me resta muchísimo eso. Pero bueno, entiendo lo que significó en su época en muchos aspectos en los que innovó y a su vez en lo icónico que es dentro de la saga de Zelda. Tengo entendido que el remaster de Majora’s Mask para la 3Ds sí mejoró el tema de la cámara, así que veremos si sigo por ese.

- Great atmosphere, world and plot.
- Has one of the most tense sections in all games making it truly special.
- OST is great and can actually be enjoyed outside of the horror elements and industrial sounds of it.
- Combat is not the strongest part of the game, i don't know if its an actual flaw but i am unbothered by it.
- Camera can be a little obnoxious.

"En mis sueños mas inquietos... Aun veo esa ciudad. Silent Hill"

Con esa frase, comienza uno de los juegos que mas me impactaron en mi vida.
Silent Hill 2 te hace sentir cosas que nunca pensé que un videojuego te podía hacer sentir. Cuando empecé la travesía de jugar esta saga, sabia que este juego venia con un bagaje muy grande, con un hype (pensé en aquel momento) demasiado grande quizá y que después de lo increíble que me pareció la primera entrega, difícil de superar.
Pero obviamente supero todo con creces, este juego cuya palabra clave es "psicológico" te pone la piel de gallina en cada momento, en cada cuarto (excepto el del perro) en cada situación en la que James se ve envuelto. Su gameplay aunque igual que el anterior demuestra una mejoría muy grande en su llamado "tank controls", también la cámara se controla muchísimo mejor, con puzzles realmente buenos y un combate quizá un poco oxidado. Aunque el trabajo de voces es a veces flojo, destaca muchísimo aquellas partes cerca del final (no quiero spoilear) que realmente son capaces de sacarte una lagrima y ponerte los pelos de punta. Finales realmente difíciles de planear, quiero decir, sin una guía conseguir un final especifico es muy difícil. Con objetos y situaciones que uno haga, se puede obtener un final o otro, y esto no solo le da una re jugabilidad divertida, sino que uno también moldea a su manera el destino de James, no deja de ser abstracto pero se siente realmente bien conseguir algo que vos hiciste con tus decisiones.
Amigo lector, te recomiendo que te pongas en el lugar de James, que tus peores pesadillas sean encarnadas en monstruos vivientes, que te atacan cada vez que estas aunque sea en su área, que tus peores traumas y miedos sean la pintura en un lienzo blanco, personificado en una ciudad llena de neblina. No importa cual es tu impulso, imagínate cualquier cosa que te haga atravesar esta bien llamada pesadilla. Es realmente aterrador, no se lo desearía ni a mi peor enemigo.
Recordemos que este juego salió en 2001, salió en 2001!!, es increíble pensar como se sintieron los jugadores al probar esto en su recién comprada PS2, LOS JAPONESES QUE FUERON LOS TESTERS DE ESTO. Si hubiera sido yo, no podría haber dormido por semanas.
Aunque ahora, en esta época y año, Silent Hill 2 como obra no da quizá el miedo que dio, da miedo eso, ponerse en el lugar de James, pensar detenidamente cada detalle y perturbarse con el significado de cada cuarto, personaje y monstruo. Pero mas que nada no es una obra que no te va a dejar dormir porque podes pensar que Pyramid Head puede entrar en tu cuarto (por lo menos no yo), es una obra que tras su final, te va a dejar angustiado, pensando en cada cosa, buscando información y video essays de dos horas explicando porque este fue uno de los mejores juegos de la década, y quizá lejos uno de los mejores juegos de terror.
Si uno piensa el guion es increíble, la dirección de arte, la música, los sonidos, lo psicológico de toda la obra. Silent Hill 2 te va a sorprender con cada final, con cada rejugada, con cualquier manera de interpretarse esta obra tan metafórica y al mismo tiempo tan humana. He aquí uno de los mejores juego jamás creados.

Hands down I think I might have 1000 hours in this game. Covid-19 was just a minecraft blur.

I liked the mini-game where you had to get a visa to travel to any foreign country of your choosing. But then Wario steals all of your identification. What a sneaky little guy.

"Some say that it loops forever, this road that I lose you on every time..."

I sat at my desk again, like any day, like any time.
But this time something was different, at the end of one of the games, of the many I have played recently, something in my chest was waiting for some kind of answer, to whom was the question I do not know, I think I didn't even hear it, but that feeling scratched in me so hard that I sat there for a while, watching the blades of the desk fan I have in front of the keyboard, spinning and spinning.

I was at a kind of crossroads, the feeling told me to open Word again and start expelling words, I hadn't done it for a few months, I had abandoned hope for a while, many doubts were going around my head, could I write again as I used to, could I overcome those insecurities that attacked me a few months ago, was I able to write more than a paragraph?

I quickly thought of a way to escape this cycle, this stupid cycle in which I always find myself, I told myself that I had to start with something simple, something more banal to be able to return to the point where I was before. Suddenly another doubt whips my soul like never before, could I go back to something that maybe never existed, I think that this kind of doubts are the ones that put me in the place where I am, then as a defense mechanism I ignore it, I ignore it and I continue to expel this kind of bile that comes out of my fingers and spreads in a Word document.

Then I thought about the game I had finished the day before, a game that held hostage my whole life, late arrivals to work, few hours of sleep, forgetting meals, and so on.

Very few times it happened to me that something caught me so much, it happened before, when I was younger and perhaps careless, but now hovering around adulthood that something took me, possessed me was really strange.
It turns out that Alan Wake II is not just a game that took hostage my time, but my everything.

Continuous thoughts of my own life would pop up as I played the incredible story like the flashes we see of Alex Casey in the dark place. There was a time when I would indulge myself by saying I was a "writer", as if that were real, is someone who plays a key on a piano and gets a note out considered a pianist? I really don't know and I don't want to get into that rhetoric that seems to have no way out looking at it from afar. If I really was a writer, I didn't look like one, because I never stopped doubting myself even for a second, maybe that's what every writer does? I think I hear it does, but then again, I don't know.

I was ashamed of my writing, so much so that I never showed it until I found this site and started writing some sort of reviews and posting them.
Then Alan Wake 2 (and also the first one why not) appears in my life, where the main character was a writer struggling with his writings, where in some of the videos that we can find of him trapped in that room with two windows, he also doubts about himself, about his writing, let's just say that they really got to me.

So much that it managed to get me out of this stillness, of this continuous loop that was not being able to write something, opening a blank Word and closing it, so many times that I no longer remember the exact amount.
Alan Wake II is a formidable game, it caught me as few works of fiction have done and showed me a story that although it's difficult to understand made me reflect on my own situation and life, I sometimes feel like Alan trapped in that room, he spends all his time writing, while I ironically do not, but I'm still as locked as he is in my own dark place.

I can't talk about gameplay, mechanics and the like because the truth is that my playthrough was as much a trance as the story it wants to tell. I simply say that I recommend it, more to those who have doubts and want to write, this game will at least start some inspiration, some flash of something better, whether fictional creation or something in our personal life. And since I give it five stars, I liked everything about it so there's no need to worry about those things, I know it's a videogame, but sometimes getting caught and letting yourself go is as considerable and admirable as a fantastic gameplay.
It can change your perspective and break your loop, your spiral.
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“Some say that it loops forever, this road that I lose you on every time…”

Me sentaba de nuevo en mi escritorio, como cualquier día, como cualquier hora.
Pero esta vez algo era diferente, al terminar uno de los juegos, de los muchos que he jugado algo en mi pecho quedo esperando una especie de respuesta, a quien fue la pregunta no lo sé, creo que ni la escuche, pero ese sentimiento rascó en mi tan fuerte que me quede sentado un rato, mirando las aspas del ventilador de escritorio que tengo en frente del teclado, girar y girar.

Me encontraba en una especie de encrucijada, el sentimiento me decía que abra otra vez el Word y empiece a expulsar palabras, hace unos meses que no lo hacía, hace un tiempo que había perdido la esperanza, muchas dudas rondaban mi cabeza, ¿podría volver a escribir como hacia antes?, ¿podría superar aquellas inseguridades que me atacaron hace unos meses?, ¿acaso era capaz de escribir más de un párrafo?

Rápidamente pensé una manera de escapar este ciclo, este estúpido ciclo en el que me encuentro siempre, me dije que tenía que empezar con algo simple, algo mas banal para poder volver al punto donde me encontraba antes. De pronto otra duda azota mi alma como nunca antes ¿podría volver a algo que quizá nunca existió?, pienso que este tipo de dudas son las que me pusieron en el lugar donde me encuentro, entonces como un mecanismo de defensa la ignoro, la ignoro y sigo expulsando esta especie de bilis que sale por mis dedos y se explaya en un documento de Word.
Entonces pensé en el juego que había terminado el día anterior, un juego que tomo de rehén toda mi vida, llegadas tarde al trabajo, pocas horas de sueño, olvidando comidas, etcétera.

Muy pocas veces me ocurría que algo me atrapase tanto, pasaba antes, cuando era más joven y quizá descuidado, pero ahora rondando la adultez que algo me tomase, me poseyera era realmente extraño.
Resulta que Alan Wake II no es solo un juego que tomo de rehén mi tiempo, sino mi todo.

Pensamientos continuos de mi propia vida aparecían mientras jugaba la increíble historia como los flashes que vemos de Alex Casey en el lugar oscuro. Hubo una época donde me complacía a mi mismo diciendo que era un “escritor”, como si eso fuera real. ¿Acaso alguien que toca una tecla en un piano y saca una nota es considerado un pianista?, la verdad no lo se y no quiero entrar en esa retorica que parece no tener salida mirándola de lejos. Si realmente era un escritor no lo parecía, porque nunca deje de dudar de mí mismo ni un solo segundo, ¿quizá eso lo hace todo escritor? Creo escuchar que sí, pero de nuevo no lo se.
Me avergonzaban mis escritos, tanto que nunca los mostré hasta que encontré esta página y empecé a escribir unas especie de reseñas y publicándolas.

Entonces Alan Wake 2 (y también el uno por que no) aparece en mi vida, donde el protagonista era un escritor batallando con sus escritos, donde en algunos de los videos que podemos encontrar de el mismo atrapado en aquel cuarto de dos ventanas, también duda de si mismo, de su escritura, vamos a decir solo que calaron mucho en mí.
Tanto que logro sacarme de esta quietud, de este loop continuo que era no poder escribir algo, abrir el Word en blanco y cerrarlo, tantas veces que ya no recuerdo la cantidad exacta.

Alan Wake II es un juego formidable, me atrapo como pocas obras de ficción lo han hecho y me mostro una historia que por más que es difícil de entender me hizo reflexionar sobre mi propia situación y vida, me siento a veces como Alan atrapado en ese cuarto, el esta todo el tiempo escribiendo, en cambio yo irónicamente no haciéndolo, pero igual estoy tan encerrado como el en mi propio lugar oscuro.

No puedo hablar de gameplay, mecánicas y cosas del estilo porque la verdad mi “playthrough” fue tanto un trance como la historia que se quiere contar. Simplemente decir que lo recomiendo, mas a aquellos que tienen dudas y quieren escribir, este juego como mínimo va a iniciar alguna inspiración, algún destello de algo mejor, sea creación ficticia o algo en nuestra vida personal. Y como le doy cinco estrellas todo en si me gusto asi que no hay que preocuparse por esas cosas, se que es un videojuego, pero a veces que te atrape y que logre que te dejes llevar es tan considerable y admirable como un gameplay fantástico
Puede llegar a cambiar tu perspectiva y romper tu loop, tu espiral.


1."Serve the public trust"
2."Protect the innocent"
3."Uphold the law"


Robocop is something I fell in love with recently.

I had already seen the first movie when I was a kid, I remember not paying much attention and having my mind on something else, maybe some game, probably Pokémon.

But this year, due to destiny, it occurred to me to watch the whole saga and I'm thankful I did.
The first Robocop is a perfect movie, an action movie, with drama, science fiction and black humor. A movie whose main villain physically looks like a high school chemistry teacher, but is more evil than others I've seen with better designs, this design is more real, more believable.
It's perfect, a "reinterpretation" of Mary Shelley's Frankenstein made in the future, with shootings and crime, where we will question if our protagonist is still human and if it was worth his creation from the beginning. The following ones are not bad but they don't reach the heels of the first in the saga.
But talking about the movie is more for letterboxd not for this page so let's get down to business.
I haven't written reviews for a long time, no real reviews, I didn't stop playing and I didn't stop writing from time to time, but I couldn't find games that started that spark in me to write about them, expand on the work, think about them even after having already finished it, but suddenly Alan Wake II and Robocop Rogue City came into my life together as a kind of a strange bundle, these games unintentionally expelled from me those demons that didn't let me write about something I like.

It's that this game developed by Teyon is (here comes the most burnt phrase used by all the unoriginal and stupid people who review something, that's basically me) a love letter to Robocop as a work of fiction and after having seen the movies, something filled my heart, a kind of nostalgia for something I didn't live, and I concluded that I had to write about it.
The story of Rogue City takes place between the second and third movies, Robocop already more established as Alex Murphy is still working in the Metro West compound still partially controlled by OCP who makes him too many checkups and ask him too many questions. His humanity as usual in the movies interrupts with flashbacks and glitches at the time of being on Detroit's beat.

It's a semi-open game, usually we have marked a main mission, but if we explore the scenarios, in addition to collectibles we will find side missions, which are more than fun, they expand the mythos of Robocop, they give us choices of how we want Murphy to present himself to the world, as a human trapped inside a metal body, or a metal body that consequently has a human brain inside. Although they seem very banal these decisions are going to show more than anything at the ending as a kind of evaluation, of how the story developed, in other words they have a kind of impact, although in reality it doesn't really matter much, because the ending doesn't change substantially.

It is full of references and tidbits from the movies, previous villains are mentioned and appear in the game, the mythical drug Nuke is a main resource in the plot and we can explore scenarios based on different scenes.

For example, the Metro West building, i.e. the police station where Robocop resides, is fully explorable, in detail. That alone is incredible to think that it is available. Also the Steel Mill from the first one makes an appearance.
The game is full of these details that show affection to the original material, as the HUD that makes us see from the eyes of Robocop, where we can scan and aim to mark targets as we saw in some scenes of the movie.
The gameplay being a first-person shooter is fun, as we can use the Auto 9, the famous franchise weapon, and being almost a tank with legs we feel unstoppable at times with that semi-automatic weapon that can also be improved during the campaign.

But it has its little things, like sponge enemies and very fake shots that the AI gives you. But that's what every shooter has I guess, so I overlooked it.
The story itself is fun, engaging with its convoluted maps where we can complement it with small missions, but the game pretends to end a few times and that can make it feel tedious or long.
Another very strange thing is the animations, mostly of the NPCs, the Robocop model and his movements are very well done, as if most of the budget went to that side, but
the non-playable characters are repeated and do not touch the uncanny valley, they practically live inside, plus the animations seem out of a PS3 game.

Even so, this game stands out because you can tell that the people who made it love the franchise as much as we fans do. The script of Rogue City seems objectively better than that of Robocop 3 as a continuation of what was the story of Murphy, which saddens me to know for obvious reasons that all the progress of the protagonist and the characters we saw in this game, at the time of the third film in the chronology will be completely forgotten and will have no relevance.
Rogue City is a great game if we are fans of Robocop and we want more of the movies, as FPS is decent, but if one enters without any knowledge of Robocop is a very mid game, it is mostly pure fan-service but a welcome one for a saga that in the world of video games did not have many successes.

Go ahead and do it. Dead or alive, you’re coming with me.” — Murphy

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1."Serve the public trust"
2."Protect the innocent"
3."Uphold the law"


Robocop es algo que me enamoro hace poco.

Ya había visto la primera película de chico, recuerdo no prestar mucha atención y tener la mente en otra cosa, quizá algún juego, probablemente en Pokémon.

Pero este año, por afán del destino se me ocurrió ver la saga entera y agradezco que lo hice.
La primer Robocop es una película perfecta, una película de acción, con drama, ciencia ficción y humor negro. Una película cuyo villano principal físicamente parece un profesor de química de secundario, pero es mas malvado que otros que he visto con mejores diseños, este diseño es mas real, mas creíble.
Es perfecta, una “reinterpretación” del Frankenstein de Mary Shelley hecha en el futuro, con tiros y crimen, donde nos va a poner en duda de si nuestro protagonista sigue siendo humano de si valió la pena su creación desde un principio. Las siguientes no están mal pero no les llegan a los talones a lo que fue la primera en la saga.
Pero hablar de la película es mas de letterboxd no de esta pagina así que vamos a lo que compete.

Hace mucho que no escribo reseñas, ninguna real digamos, no deje de jugar y no deje tampoco de escribir de vez en cuando, pero no encontraba juegos que arrancaran esa chispa en mi de querer escribir sobre ellos, expandir en la obra, pensar en ella aun después de haberla terminado, pero de pronto llegan a mi vida juntos como una especie de bundle extraño, Alan Wake II y el Robocop Rogue City, estos juegos sin quererlo expulsaron de mi esos demonios que no me dejaban escribir sobre algo que me gusta. Es que este juego que desarrollo Teyon es (aquí viene la frase mas quemada y utilizada por todas las personas poco originales y estúpidas que hacen una reseña de algo, es decir yo) una carta de amor a Robocop como obra de ficción y después de haber visto las películas, algo me lleno el corazón, una especie de nostalgia por algo que no viví, y concluí que tenia que escribir sobre ello
La historia de Rogue City transcurre entre la segunda y tercera película, Robocop ya más establecido como Alex Murphy sigue trabajando en el recinto de Metro West aun parcialmente controlado por OCP que le hace demasiados chequeos y demasiadas preguntas. Su humanidad como es habitual en las películas interrumpe con recuerdos y glitchs a la hora de estar en el beat de Detroit.

Es un juego semiabierto, usualmente tenemos marcada una misión principal, pero si exploramos los escenarios, además de coleccionables vamos a encontrar misiones secundarias, que son más que divertidas, expanden el mythos de Robocop, nos dan elecciones de cómo queremos que Murphy se presente al mundo, como un humano atrapado dentro de un cuerpo de metal, o un cuerpo de metal que consecuente tiene un cerebro humano dentro. Aunque parecen muy banales estas decisiones van a demostrar mas que nada al final como una especie de evaluación y de cómo se desarrolló la historia, es decir tienen una especie de impacto, aunque la verdad mucho no importa, porque el final no cambia demasiado.

Está lleno de referencias y cositas de las películas, se nombran y aparecen villanos anteriores, la mítica droga Nuke es un recurso principal en la trama y podemos explorar escenarios basados en diferentes escenas.
Por ejemplo, el edificio de Metro West es decir la comisaria donde reside Robocop es completamente explorable, al detalle. Eso solo es increíble de pensar que está disponible. También el Steel Mill de la primera hace su aparición.
El juego esta repleto de estos detalles que demuestran cariño al material original, como el HUD que nos hace ver desde los ojos de Robocop, donde podemos escanear y al apuntar marcar objetivos como vimos en algunas escenas de la peli.

El gameplay al ser un shooter en primera persona es divertido, ya que podemos usar la Auto 9, la famosa arma de Robo, y al ser casi un tanque con piernas nos sentimos imparable a veces con aquella arma semiautomática que además se puede mejorar durante la campaña.
Pero tiene sus cositas, como enemigos esponja y tiros muy falsos que te da la IA. Pero eso lo suele tener todo shooter asi que lo pase por alto.
En si la historia es divertida, atrapante con sus enrevesados mapas donde podemos complementar con pequeñas misiones, pero el juego amaga que va a terminar unas cuantas veces y eso puede hacerlo sentir tedioso o largo.
Otra cosa muy extraña son las animaciones, mas que nada de los NPC, en si el modelo de Robocop y sus movimientos están muy bien hechos, como que la mayor parte del presupuesto fue para ese lado.
Ahora los personajes no jugables se repiten y no rozan el uncanny valley, viven dentro prácticamente, además que las animaciones parecen sacadas de un juego de PS3.

Aun asi destaca este juego porque se nota que las personas que lo hicieron quieren a la saga tanto como nosotros los fans. El guion de Rogue City me parece objetivamente mejor que el de Robocop 3 como continuación de lo que era la historia de Murphy, lo cual me apena saber por obvias razones que todo el avance del protagonista y los personajes que vimos a la hora de la tercera película en la cronología se van a olvidar por completo y no va tener relevancia.

En si Rogue City es un juego buenisimo si somos fanáticos de Robocop y nos quedamos con ganas más de las películas, como FPS es decente, pero si uno entra sin nada de conocimiento de Robocop es un juego muy mid, es más que nada fan-service puro, pero uno bienvenido para una saga que en el mundo de los videojuegos no tuvo muchos aciertos.

Go ahead and do it. Dead or alive, you’re coming with me.” — Murphy

Back in 2022, I played Dr Robotniks Mean Bean Machine. I knew it was Puyo Puyo with Sonic characters, but I wanted to give it a try since I was playing a lot of Sonic games around that time. Turns out I sucked at it! Only got to like stage 6 before I gave up, and even then I'm surprised I got that far lol.

Kirby's Avalanche is Puyo Puyo again, only Kirby themed. This time around I only got to stage 3 before I quit(if were not counting the starter stages which I did complete). Idk man, my brain just melts sometimes whenever I'm playing. I'm way more of a Tetris guy than a Puyo Puyo guy, but those early stages were somewhat fun I'd say.

Besides me liking Kirby more than Sonic, something I definitely thought put this over Mean Bean Machije was the dialogue before each stage. Goddamn, Kirby is savage in this one. Maybe feels a little out of character, especially for how he is nowadays but it was very entertaining. Had to look up all the scenes cuz I knew I didn't want to miss them. If anything, its worth it to see them alone cuz they're hilarious.

Considering how short this game is too, the length of the OST is super short as well but the couple stage themes being remixes of Kirby's Adventure songs was nice.

Yeah, as you can see, I don't have much to say about this one. It's Puyo Puyo but Kirby themed like I said and I got filtered by Puyo Puyo yet again 😢. Guess that series just isn't for me haha. Kinda stinks this is another Kirby game I ended up not beating but it will probably be the last (unless one of the future spinoffs filter me as well). Either way, next Kirby game is Dreamland 2 so I'm happy to finally get to another mainline again.

The Best Game Bill Clinton Gave Us

Best DLC of BL1. It is short but absolutely fun. Killing Claptraps was nice and the quests are rather enjoyable other than Tannis' quests. And finishing this DLC marks the end my BL1 journey. It was fun while it lasted but I don't think I will ever visit this game again, because I have BL2 ffs...