Some original ideas on leveling up the polarity system from Ikaruga and combining it with the health system. Its probably the best Castlevania SotN-like game I have played.

Extremely well executed, with gorgeous pixel art but nothing very original. But anyway, its very very good.

Step up in world design compared to the previous entry, but overall its more of the same (only played IV and Strange Journey).

It really drags in some parts, specially the third world and the final dungeon.

There is no excuse for the traditional save system. It made the experience very frustating sometimes. I was saving for every basic action I took. A simple auto quick save system before Bosses, after fusions, enemy encounters, etc would be a huge improvement.

Well made, but generic and formulaic. It's unfortunate that Criterion had to shift it's racing game development efforts away from the Burnout series to this.

Also, there is something really weird with the AI during the last mile of every race, where they seem to slow down. I guess maybe to create a false sense of a close finish, but I'm not sure. Weirdly, I only had trouble in the time trials.

Creative and original idea, cleverly executed.
The game is short, but there is no filler in the puzzles design. Every room presents a fresh idea. Very very good.

More of the same, which is good. But, everything that is excellent has been done before in DMC3 and DMC4, most of what is new is not at the same level of the rest.

They tried to bring new ideas with V, but he is not nearly as fun to play compared to Nero and Dante. I liked the concept of the character, however, the execution left a lot to be desired.

DMC5 makes me worry that they will not be able to bring more new and good ideas to the series without breaking its conventions in future sequels. Itsuno proved multiple times that he is a master of the craft. Maybe Capcom should give him carte blanche to create new IPs in the hack-slash/character-action genre, whithout being shackled to DMC's conventions.

But anyway, the game is excellent. If they release the same game over and over with pretier graphics and new story I would still play it because the foundation of the series is too good.


Minor complaints:
I think the photorealistic style is not a good fit for DMC. Every face looks super weird. Virgil is the most bizarre of all.

The PS4 version has too many loading screens. There should not be a loading screen to access the upgrades store before levels. The transition should be more seamless.

The story is horrible, even for the series standards.

Pretty much excellent. Im glad to see a western AAA game being so unapologetic "gamey".

The things I didnt like: for a game so focused on its combat mechanics, the complex geometry of the scenarios got in the way of most encounters. I often got stuck on minor details throughout the whole game. Unfortunately, I believe there is a paradox between pretty graphics and the frantic, excellent gameplay. Developers should always focus on what meakes their game good, and in the case of Doom eternal it is the latter.

Lots of modern design trends in the upgrade system which are detrimental to the experience. What is the point in a upgrade that makes glory kills slightly faster? Just make them fast from the beginning. The upgrade system seems to exist just to create an artificial sense of progression. The progression I felt as a player by the end, was much more significant than the artificial progression of the character. Some games really dont need upgrade systems or RPG elements.

There is an abundance of collectibles and a lot of no turning back points in the maps, resulting in a frustating experience when exploring because you are not able to backtrack freely.

The first hour of the game is full of tutorials, and starts real slow. In these tutorials, the best solution on how to kill an enemy is always given to you, leaving almost nothing to be discovered by the player. These solutions should always be given more organically.

Dont think the Marauder is a good enemy. Secret encounter should be better thought out. Harder dificulties should mix the enemy encounters instead of simply making enemies do more damage (Bayonetta and Devil May Cry are good examples of this).

Doom Eternal is not perfect, and maybe it is worse than Doom 2016, but honestly, it is the best mainstream FPS out there, and Im glad Id Software is having a critical and commercial success with the series. Hopefully they continue with new ideas, and maybe even try to reboot Quake or even develop a new original IP. I will certainly check what these guys and gals do next.

This review contains spoilers

Like so many, i enjoyed my time with the original Stanley Parable, which underscores how truly disappointed I am with its sequel. Where the first game teemed with originality, The Stanley Parable 2 is dull, uninspired, and often insulting to its fan base. Rather than expand on what made the first game enjoyable, the sequel veers off into territory nobody asked for. An infinitely deep hole? Who cares? Where are new endings? What about enjoyable bits from The Stanley Parable 1, like Adventure Line? Instead, we get an uninspired sidequest collecting figurines. Even this diversion feels incomplete: collecting all the figurines gives you nothing! I must say though, I found the bucket to be quite comforting, a welcome reprieve from

Great idea with almost flawless execution, and a masterpiece in puzzle design.

Hard as fuck, though.

Stage 3 completely breaks the pacing in a game where you are going to play it multiple times with enemies that go underground and you just have to wait (these enemies are repeated in stage 5). Some enemies that fall from the sky felt a little bit unfair, where you basically dont have enough time to avoid.

Other than that, it is very good. Dont understand some of the complaints about the rogue like elements. I think they match well with what the game is doing.

Too slow with nothing interesting happening. Gave up before I finished the first Episode.

Excellent music, great style, good use of environmental storytelling, although it sometimes relies too much text on the walls which does not fell natural.

Unfortunately, it is also extremely flawed. On the technical aspects, for example, the resolution of most textures on the Switch is very low, and the movement is very awkward.

On a more fundamental level, the objectives are not very creative. I'm pretty sure the developers can come up with something better than "find the word XCF". They were very creative with the setting and environments, but the objectives don't rely too much on the exploration of these environments. The structure of the objectives is very similar to the first Tony Hawk games, perhaps more inspiration could be taken on the objective design of those games.

The bonus objectives of finding film canisters feels like trying to find needles in a haystack, and I have no idea how anyone find this fun.

There are a lot of rough edges here, but it is a fun game in the end. I honestly think that in sequel they can improve a lot on this base. I'll be looking forward to whatever these guys develop next.

Interesting combination of stealth and turn based strategy, but there a lot of complexity on the game systems. I just don't have the patience anymore and ended up abandoning.

Not the games fault, its just not my type of game.

When I played Super Mario 3D world, I enjoyed the captain toad levels, but not that much. Honestly though that a full game based on those mechanics did not have too much potential, and just kept delaying a play through of Treasure Tracker.

Gladly, I was completely wrong. The game is amazing. The creativity of this team, which also develop the 3D Marios is astonishing. Even though we have seen most of the platforms or hazards in previous 3D Marios, everything is adapted to the mechanics of captain toad, and it feels so fresh.

Unfortunately, the game is not flawless. The use of motion controls is not ideal, and when playing in handheld mode, you have to take one of your hands off the controller to touch the screen, which is also not ideal. The mining cart levels would be a great opportunity for the motion inputs, but bizarrely, they are not used.

The bonus objectives are for the most part not interesting enough to keep me engaged to complete them all. Some of the bonus levels are just bad. 3d world also had this problem with levels that are just a bunch of mini-levels that never end, and if you die you have to go back to the beginning.

Its more of the same. Not bad, but for anyone who played the Wii version, I dont recommend.

What made me abandon was the slowness of it. When you die, youre thrown into the overworld, instead of just going back to the level. So, you have a loading screen to get out of the level, then, another to go back. You spend almost the same time waiting than playing. It is just bizarre that none of the developers realized this.

And the music for this series is just bad unfortunately. Every song seems like a variation of the first stage with that annoying "bah-bah" vocal.

Worse than the first in every way