Don't care much about Halo's stories, and even though they tried something different, it still didn't grab me.

The mechanics are the same from Halo 3, which is okay at first (not every game need to revolutionize the formula), but in terms of game design it kinda repeats most of the ideas from Halo 3, but a little worse.

There is a weird paradox in trying to be a relaxing game and a puzzle game, and after a few levels it does not work as either.

It is not relaxing, because it gets difficult, and it does not work as puzzle, because there is a lack of clarity in its mechanics as to how the plants will grow with precision, so you end up getting frustrated not by your fault.

Fixes most of the issues from the previous 2 and creates a solid, varied campaign with an excellent pace. In the end it does not bring any new ideas or innovations to the formula, but serves as a very well rounded experience.


It expands the mechanics and the campaign is more varied, but at the same time it removes the big open areas (that don't rely on vehicles) of the first game, which I though were its biggest highlights. It still retains the copy and paste repetitious level design of the first in its more closed areas. For every step forward, there is a step backwards.

Very solid shooting mechanics and impressive AI that aged really well. I think that around the mid point of the game the campaign starts to drag a lot and the missions map design and enemy encounters become repetitions of themselves. On top of that the interiors are not very varied and you get the feeling that you are running around the same stuff over and over again.

I dont have any emotional attachment with the original, but it is very clear that 343 took some weird liberties with the art style, lightning and graphics in this remaster that become very obvious specially with the option to switch original vs remake with a press of a button (which I think is a very weird option, maybe they weren't very confindent with the changes?).

Don't really care about the story, I think its serviceable for the power fantasy action hero sci fi FPS. Don't enjoy much the traditional cinematic narrative. And the soundtrack is excelent.

Wish it had more traditional objectives like time trials on the campaign. The way in which it is structured, I ended up being very cautious during runs just to survive, instead of trying to go super fast for better times.

So much effort on everything except the most important part, the drawing mechanics.

It adds verticality and platforming to the Call of Duty style FPS combined with a very varied campaign that does not overstay its welcome. The problem I have is that still feels to similar to Call of Duty in its gameplay where everything feels too automatic. With Aim Down Sights the shooting parts are just L2->R2 with minimal effort for the player, and it takes away any sense of accomplishment. It's a design philosophy that  tries to take away any annoyance the player might feel, but at the same time takes away any sense of overcoming a challenge.

I think every major addition was amazing, and improve on the foundation of BotW. The depths, the sky, the caves, the new abilities. Everything is just excellent and well worth the effort I imagine the development team had to go through to achieve it all with basically zero technical issues for the players.

Unfortunately, every criticism I had with BotW remain here.

-The dungeons are worse or just as bad as the divine beasts. (The bosses are an improvement)
-The environmental hazards were interesting in BotW, but eventually just became annoyances when the solution is simply open the menu and change clothes. I think some rewards could be permanent (e.g. when you finish the sky dungeon you get an item that permanently makes you immune to cold weather)
-The side quests are just a bunch of nothing. Why bother tracking it? Just make it open. If someone has a problem that needs solving, their dialog is more than sufficient motivation.
-The story feels like it is written in autopilot to be as close as possible to OoT. Majoras Mask remains the highest point of the series, and it is not even close. Zelda writers are at their best when they get weird.
-Like BotW, 80% of the shrines solve themselves, and now there are 152 of them. It's just too much. More of mediocre stuff is not good.

I think the sense of freedom and discovery remains here in TotK, but since it's a very direct sequel to BotW, it has been diminished. This is not even a criticism, but for obvious reasons it is not as innovative or groundbreaking as its predecessor.

The highs are so high that make its flaws insignificant. It evokes that feeling of discovering something that seems obtuse so many times and so well, that it's impossible not to overlook the moments of frustration I had.

Never played the original, thought it was very good and an impressive work from fans.

Just think it drags for too long on some chapters, specially at the end. Maybe with a few cuts the experience would be better. Some minor complaints would be the akward plataforming and the AI of a few enemies that frustrated me a little.

Its very good, but it never changed my mind that it is a completely unecessary remake. After finishing multiple times on hardcore and professional, I ended up feeling that most changes made the game worse.

Just point a few that were the most significant:
- the change from laser sights to traditional crosshairs, although more realistic, exchange the 100% precise gunplay of the original with a luck factor due to the guns spread.
- the randomness of staggers during combat. Its very inconsistent and impossible to know when a headshot will stagger or not. It made melee combat less reliable.
- there is a lack of warning for enemy grabs, specially from behind. The "de tras de ti imbecile" line is much less frequent here
- a minor complaint, but not reloading guns automatically when empty is very annoying (and does not make sense, since Leon is much more experienced now)
- soundtrack became generic blockbuster orchestra.

Sam Barlow has been inovating in interactive narratives in amazing ways for a long time does not get enough credit. I think since Silent Hill Shattered Memories (which is masterpiece in storytelling) he has been introducing amazing ideas in new ways on how to tell a story.

Most of the end of the year awards always have a "narrative" category, but they always seem to award the experiences that try their hardest to be as close as possible to the cinematic language. Which is unfortunate, because video games can much more than that, exemplified by Immortality.

The game is excellent and I highly recommend it for anyone interested in interactive storytelling.

I still have some minor complaints that do not impact much the experience:
- there is bunch of scenes that are too long and dont add much
- the random aspect on how the interactive elements unlock new scenes makes for a lot of repetition (maybe the algorithm should prioritize new scenes)

2018

Its hard to say this when its inspirations are such important and influential games, but honestly, I think Dusk is one of those rare cases where it improves and surpasses some of its FPS inspirations.

Aside from minor issues such as pitfalls in one or two stages (I think its very unfair in FPS' when you're supposed to look around and move in directions you're not looking directly, to put a hole in the ground where you're obviously not looking), navigation in dark environments without the flashlight and a disapointing grenade laucher/mortar weapon, I dont think I had many issues that impact significantly the experience.

The Switch version is very good. I know the game was designed with mouse and keyboards in mind, but the analog controls with gyro (and I think a little bit of aim assist) are very enjoyable. I only had issues with the first part of the final boss in terms of controls.

The most underrated game developed by Nintendo. One of the best metroidvanias of all time, super original, combining some of the foundations of the genre with clever with puzzle platforming instead of action/combat as is the norm for most metroidvanias.

I'm very glad they considered this as one of the first games released on the Switch online. Hopefully it gets more recognition, as it surely deserves.