Almost interesting. Soul of Darkness is maybe one of the best games ever made for java phones, which doesn't exactly mean it's a great game, but it surely is technically impressive, from astonishing visuals, to interesting mechanics (but with mediocre combat) such as transforming into monsters, and using elemental magics.
I'd say the only aspect that is straight out bad, is sound design (or noise design, if you prefer), which I'd say it's probably a problem with the platform itself, because I'm sure that if Gameloft could, they'd definetely make something better, just like every other aspect of the game.
For some reason people compare this to Castlevania, which I don't really know why since it's just a linear beat'em up with vampires, and you don't even use a whip. Oh, and unlike Castlevania, this game has an actual insteresting plot.

This game would be so perfect if it wasn't for some small dumb details. First things first, is there no pause button? I literally couldn't find it, and why do characters remain dead even if I'm playing on casual? And WHY does the game restart the entire level once I close it, instead of keeping my checkpoint?
Aside from that, this is probably one of the best classicvanias ever made, difficulty is perfectly balanced, all characters are interesting and useful, soundtrack and pixel art are superb, and Ithe story is goofier than ever.
God bless Igarashi

I'd be lying if I said I didn't enjoy this game. As a newcomer to the Castlevania franchise, I should probably play Order of Ecclesia, or Lords of Shadow, but I decided to play Order of Shadow, their renegated child (I really hate my java mobile games obsession).
Don't get me wrong, this game is not great, but it actually does nothing wrong, and it has a surprising amount of depth to an early java game. It blew my mind that they actually made a metroidvania system, with many many weapons to equip, really interesting.
The movement is really what most people despise, but I had no problem with it, once I got used to the controls, I even played with touch screen; I really wish this game was longer.

Fancy Pants is widely recognized as the face of flash games (even tho he doesn't have one), seeing him getting a full fledged game in Steam is nothing short of breathtaking. This is probably the best game in the series, improving everything from worlds 1-3, while keeping the classic feeling of amateurism the franchise always carried (this is a compliment), and adding some great new mechanics, especially the pen surfing.
I wasn't really interested in the challenge rooms in world 3, and I'm glad they were simplified to simple platform challenges here (would be even gladder if I didn't lose lifes on them), and I had even less interest in the story of that game, so I'm happy it is basically inexistent now. Now IT IS a grotesque mistake to remove the classic enemies from 4/5 of the game, inklings are cool, but the fact I can't stomp on their heads really pisses me off, it wouldn't be such a big deal if weapon combat was better than in world 3, but it isn't, even with the ice cream upgrades.

Lembra de quando remakes tinham qualidade, e ofereciam produtos realmente novos, e experiências elevadas ao título original? Eu também não, eu nem era vivo quando Super Castlevania IV saiu, mas ele é exatamente isso, uma reimaginação da primeira aventura da saga, que excede Castlevania 1 em todos os aspectos, seja história (beirei o orgasmo na fase que recria o primeiro estágio do primeiro jogo), gameplay, level design, qualidade dos sprites, ou trilha sonora.
Sem duvidas um dos melhores classicvanias por aí, rivalizando com Rondo of Blood. O porquê da mecânica nova do chicote não ter prevalecido nos títulos posteriores é um mistério que nem Koji Igarachi saberia me responder, absolutamente perfeita.

Remember that corridor before the Death boss fight in Castlevania 1, usually regarded as the hardest segment in the game? Yeah you do, enemies all around, hard to telegraph their movement, you had to be resourceful, every step was important, literally no room for mistakes or improvisation; it was challenging in the first game, but it felt good to beat it once you learned how it worked, at least it was just one room, right?
Now imagine that corridor, but it is now an entire game, this is Castlevania III. Yeah, technically speaking it is better than its predecessors, I mean, wow, 4 playable characters, that's awesome, and soundtrack fucking slaps! But that's where it ends, at least for me, this game isn't nowhere near as fun as Casltevania 1, I swear I tried, but it's just frustrating, facing the same reused bosses, falling in the same stairs, taking damage from the same fucking bats, even with save states this shit is annoying.
It just wasn't fun.

This thing would be so cringe if it wasn't so self-aware and well-written, like, for fuck's sake why are these dialogues so good, clever and engaging? I wonder if it was written by a woman, so fucking edgy, but in the best way possible.
I just wish we could have more dialogue choices through the game, even if doesn't change the ending, just to keep it more dynamic, like my screen even blacked out because I spent too much time without touching my mouse.

Call of Juarez: Gunslinger; ou, Call of Juarez DA Maconha: In The End Apenas Restos, para os íntimos, é o terceiro jogo na franquia, e pasmem, Juarez mal é mencionada na história, não só isso, mas também, os personagens com os quais estávamos acostumados a jogar e acompanhar nos dois jogos anteriores, aqui aparecem somente como meras curiosidades citadas nos itens colecionáveis, esqueça Ray e Thomas, agora controlamos Silas Graves, caçador de recompensas aposentado e charlatão, que nos conta suas histórias dos tempos dourados por meio de flashbacks, que te deixam com uma pulga atrás da orelha quanto à veracidade de tais contos.
Com uma campanha que apesar de ser bem mais curta, mantém o ótimo padrão de qualidade da franquia no quesito roteiro, o jogo também oferece o modo desafio e modo duelo, nenhum dos dois muito interessantes (até porque conseguiram PIORAR a mecânica de duelo do Bound in Blood, francamente viu); a história se abstém de cutscenes, e adota um visual de HQ bastante estilizado, apesar de inusitado, até com direito a um leve cell-shading nos gráficos, que funciona e se mescla bem às texturas realistas, mas umas custscenes mais cinematográficas fazem falta.
As mecânicas seguem simples, mas eficazes, o já estabelecido design por subtração da franquia; apenas 3 armas, e a dinamite, cura instantânea, e sistema de cover, agora trazendo também um "dead eye" e "bullet dodge", que se integram bem na gameplay (apesar de eu os ter achado meio inúteis), além de um sistema de habilidades, que é uma mão na roda nos reloads. Curti terem criado pequenas gimmicks pros bosses, que não só os tornam mais marcantes, mas também mantém a gameplay renovada.
O jogo segue sendo o Red Dead Júnior, se você gostou das entradas anteriores da franquia, não vejo o porquê de não gostar dessa, tão boa quanto o Bound in Blood.

Quite dissapointing to be honest, Aria of Sorrow is usually regarded as one of the best Castlevanias out there, and since I had only played classicvania part of the franchise so far, I was excited... But this game reminds me of Chasm.
I think the metroidvania genre has gotten so popular, and evolved so much through the indie industry these recent years, that this game feels almost outdated; movement is sooo clunky (and I don't care if this is how the franchise works by default), map layout is forgettable (with an incredibly generic UI), and even ambiences all look the same, there are just too many enemies, and none of them feel like they belong in their respectives areas; story is... the best they could do for the GBA I guess, characters are as charismatic as a door, and Soma is almost edgy (he got the drip tho).
I think that's it, I still wanna try SotN and CotM, but if this is the pattern, I might as well stick with classicvanias.

...
Vindo do mesmo desenvolvedor de "Você é um Defunto Mecânico", Vírgula Leal, "Jogo Satanista para Praticar o Mal", onde ironicamente você não precisa ser leal às virgulas, é uma visual novel curtíssima de terror, que aposta no clássico design por subtração, uma experiência crua, e bruta, que da medo real, mais pela atmosfera, mas até te da uns sustinhos.
Fiquei fascinado pela vibe 2005 do jogo, um começo de internet, uma vida pacata, interagindo com esquisitos em um fórum obscuro e esquecido. Mas e aí, o que você desejou?
A mecânica de escrita é interessante, inovadora talvez, mas as frases mais pro final são longas demais, não ironicamente.

2019

I'd rather go to hell than playing Doom II again, so here I am, playing Sigil, a new chapter for the first game, created by John Romero, and since it got a standalone release, I decided to log it and give it a review.
Romero's levels for Doom 1 are the best ones, in my opinion, a perfect balance between exploration and challenge. This game design is pretty clear in Sigil, well, at least for 2/3 of the game, unfortunately there are 3 levels that really suck, being confusing and labyrinthic, which is a shame, but there are still 6 other great levels.
There aren't really any other additions, such as new enemies or weapons, which would be excellent, but an understandable abscence.
Soundtrack fucking slaps, truly, play it with headphones, it's better than the original tracks.

The main campaign is world 3, and you can unlock world 1 and 2 by obtaining stars, so I'll use this to review all 3 first Fancy Pants games as a whole (Super Fancy Pants is "world 4", in case you're wondering).
Fancy Pants is one of the faces (ironically) of the flash games, with smooth movement, and minimalistic designs, it was easy for it to stand out among the thousands of other games available, so it wasn't a surprise when the sort but sweet World 1, got 2 sequels, which expanded in controls, scenarios, enemies, and mechanics; if you play chronologically, the evolution is clear.
World 1 is extremelly nostalgic for me, I remember I was so dumb I couldn't even beat it; I was never really fond of World 2 and its expanded non-linear level design; and World 3 is like the pinacle of the series (I haven't played Super yet), with a ton of new levels, creative mechanics, a decent plotline, secrets, challenges, etc, etc... However, I think there could be more bosses, and levels could be shorter, it gets really repetitive by the end.
After all, I'm not really sure if it's worth playing this for any reason other than nostalgia, I know most people played it as a kid, but I can't really tell if a newcomer would find it interesting.


FOOOOOOOOOOOODAAAAAAAAAAAAAASEEEEE

Sakuna: Of Rice and Ruin, is a game that tries really hard to mix... rice and ruin, in a gameplay in which you'll find yourself both fighting/exploring, and growing your little field of rice.
The first thing that catch your eyes in the game is its visuals; a very charming and "genshin impactish" cell shading effect, that makes you feel like you're playing a Ghibli movie, making everything look SO cute (I myself just bought it because I saw a clip of Sakuna holding 2 DOGS AT ONCE), and pleasant to look at.
The elephant in the room is this obvious and obscene contrast between a (fucking deep) farming game, and a side-scrolling action adventurer, and let me tell you at once, they don't merge quite well, at least for me, they always felt like their both separate universes, and obviously the action sections are much more fun, while the farming ones are frankly boring (slightly relaxing), and if you don't wanna fuck up your stats, you better not let an NPC handle it.
But despite all that, Sakuna is a game that OVERFLOWS with love and passion from its creators (damn, I even cried at the end), characters are all so adorable and well developed (except Yui), and they all really grow into a family with you, your little Mountain Pass is a character on itself, I felt SO HAPPY during the festival, that really touches my weakspot damn.
However, I think the game could be slightly shorter, I'd be pretty happy if it ended just before the volcano eruption (not in a plot sense, but a time sense [if it makes any sense]). My main complains revolve around some very small combat details, such as days being too short, the very shallow weapon type/weakness mechanic, and the grappling mechanic can be really stressfull at times, but none of it really matters when my screen is filled with awesome shiny numbers showing how much of a badass I am.

When Valve used Half Life (1998) to prove that stories can be essential in a gaming experience (and not just something you expect to be there, like in a porn movie), John Carmack must have felt personally attacked, because Doom 3 is HEAVILY focused on story, using a structure that basically copies half life's, both in storytelling itself, and plot.
If Doom 64 was infamous for its heavy focus on horror and creepy ambience, Doom 3 takes it to extreme, being basically an horror game. What manages to impress me, is that it's one of the few games that manages to be scary, without taking the power away from the player, after all, this is Doom, so feeling badass is an essencial part of the experience; your weapons are as powerful as always, but the grotesque enemy designs (which are very... different from the original Doom trilogy designs, but are very welcome, since this is basically a reboot), and absolutely terrifying scenarios always keep you on your toes, but you know, that after all, the only thing they fear is you (at least when you're not using your flashlight)
Most people criticize the fact that you only spend 1 chapter in hell, but c'mon guys, being stuck in a hell infested greyish space station, dozens of millions of killometers away from home, is much more scary.
Absolutely unnaceptable that there is no subtitle, even for BFG Edition.