Manhunt has simply became one of my favorite games of all time.

The brutal violence, gritty world and the atmosphere of anarchy, blood and chaos is one of a kind, this is the only other game that I had that feeling of 'disgust' (?) I don't know if that is the right word, but this game has that "B-Movie"/Something you should not be watching or playing type of stuff, in which I love. And the only other game that I have ever played that gave me this feel, was Kane and Lynch 2.

Manhunt tells the tale of Cash, a man that was 'killed' and now, must participate in a sick game of mouse and cat, or how I liked to call it, a game of mouse and mouse.

In Carcer City, a little town forgotten by the US, crime is routine and with that, comes opportunity. Cash is hunted and the entire gameplay has this unique type of adrenaline, where you MUST NOT, screw up, otherwise you are dead. You must think fast, act like an animal, hide against the large groups and strike when you can, make the Hunters be your prey, hunting them down with anything that you have, be it plastic bags, hammers, sickles, crowbars, glass shards, anything.
Huge kudos goes for the voice acting team aswell, this game's chases would never hit the same without hearing a entire pack of 6 psychos screaming at the top of their lungs while trying to stab you.

The game has a very awesome gameplay loop too, while making us question whether or not we are enjoying the executions, or if we simply are trying to get the highest score or the biggest excuse "we are fighting for survival".
It doesn't matter after all, everything it's just a movie that others will pay to watch, just like the player paid for the game to enjoy the "show". Manhunt has a discussion of violence that is (in my opinion) right up there with Hotline Miami 1/2 and No More Heroes, although Manhunt is quite underlooked... Alongside it's influence in stealth games, MGS and Splinter Cell always had this thing of you using stealth in a way to get to your objective in a subtle yet 'clean' way... The old MGS games for instance, rewards the player for going non lethal in many of it's installments and if you try to "fight back" against the enemies you simply waste your time.... In Manhunt however, you need to kill, stealth isn't just a way to get around large groups, but a weapon in itself.

This is a product of it's time, something we are never going to see again, so please, if you have the opportunity, play this game.

Played the Wii version with a patch that removes the censorship.

Compared to the first one that by the time of this review im still playing, Manhunt 2 is for me one of the best games on the Wii, the motion controls are something that add alot to the gameplay, and the atmosphere is something that is only close to other products of it's time... A game like Manhunt 2 and a console like the Wii are two things that I personally think we are never gonna see again.

I will replay the Adults Only version on PC and make a review about the characters and plot soon.

"621, I got a job for you"


That is a line that will stay with me for a while... Armored Core 6 is the first title of the franchise that I had the pleasure to play, it is simply one of the mos unique experiences I had with a game. The whole atmosphere, dialogue and art direction in this game is top notch, one of the endings actually made me sob, it is very funny seeing how you can feel and develop these sort of, 'parasocial relationship' with people that you actually never see in person through the whole game, but I guess that is the magic of it.

621 is more than a hound or a merc, but a person of it's own, and through all the ending they sacrifice something or someone, 621 may not officially be a Raven, but they wear the title just like a real one would. Armored Core 6 is a story of finding freedom and meaningful relationships in a world filled with war, segregation and coldness.

From Software really is going all out with these games huh?

Although it has a simple gameplay, Unpacking is a very straightfoward experience with beautiful art work and at the top, a story that is told by unexpected means, this game is the ultimate proof that characters speaking, don't always mean good story...

As gameplay and a videogame, I will not lie, and I will say that I was starting to get stressed/bored by the last two levels, but the little song at the end calmed me down, this is a very nice game for a very specific type of people, I recommend.

8/10


Probably the ultimate zombie survival game...

(Will make a proper review when the NPCs update comes, as it will add proper storylines)

Faith, started as a small game on the big sea of itch.io indie projects back in 2017, developed by Airdorf Games, the small game had a cult fanbase that grew when chapter 2 was released in 2019... Some time passed, and Faith was then officially distributed on digital stores, by no other than New Blood Interactive themselves, this was when Faith started to get bigger, and it also was when it received it's final, third chapter, that is way longer and has a overrall way better quality than the other two.

The entire game has an unique aesthetic of a 8-bit, atari game, that really works with the survival horror aspect. The story follows John Ward, a priest that has problems with his past, and his own faith. John then has his life taking a turn, when trials that really tests his faith begins to appear.


This game is amazing, it has an amazing atmosphere, reminding me alot of Signalis/Space Funeral/Hello Charlotte.

There is just, something about low poly horror games that really clicks with me and I love it.

Faith is a must play for any fan of this type of genre that I call "Nu-Survival Horror", an era that is really starting to kick off.


Really excited for Faith 2.

Well... It was... Something...

Created by the Fading Club studio, Psychopomp is a game that can be viewed as a very interesting piece of alternative art project, since it's a free, short and marvelous experience that will stuck with you.

It is an dungeon crawler with psychological horror elements, an unique art style and a very vibey soundtrack (The after credits menu song is a fucking banger).

As for the plot, it is very confusing, but I say that in a good way, this is game is not meant to be understood, it is meant to be felt, so, if you have some spare time, give it a shot! I also recommend other games by the dev such as Dashbored and DREAMWILD if you want more of Fading Club's unique games.

How can I start this... (Im sobbing as im writing this)

Library of Ruina is a game developed by the indie studio Project Moon, that started with a little cult classic called Lobotomy Corporation. Lob Corp, was frustrating game, but delivered an amazing story with amazing characters, it had a nice gameplay loop and was overall a pretty good first project.

Library of Ruina is all of the above, but better.

Not going into spoiler territory, but to put short, Library of Ruina was one of the best games that I ever had the pleasure to play, and it also was one of the most beautiful pieces of art that moved and messed with my life.

The deckbuilding part is pretty good, you have an entire arsenal at your disposal, so there is always room for experimentation, keeping the combat always fresh, specially with the E.G.O cards, and the Abnormalities Skills.

The difficulty spike was vertical, but what really kept me going were the characters. The writing and the designs are exceptionally good and they are memorable, not only the main characters, but the reception guests that you fight, aswell.

And speaking of main characters, Angela and Roland are complex, yet simple, they are characters that you can relate in a way or another, both of them are chained, and they learn to live on without being caged by their past.

Roland is a very special character for me, as I can relate to him in a very specific kind of way. I've also lost someone that was very special to me, my love and my world, so whenever the topic of Roland's past was brought up, I always teared up.

When something like that happens to you, you break down, you try to run away the most that you can, you lose your will to live and everyday you try to escape, either by drinking or smoking, asking why are you still here.
And when you stop crying, you get up and you feel furious, you feel anger against the world, against it's people, against God and against yourself. Why should life be unfair? Why I couldn't stay with the one that I love? The one that was the light of my world? Because, life in all of it's means, is unfair. And in this moment, when you look back, you see that you hurted others, that you also made others feel sorrow, and the only thing that you can say is "This is this, that is that".

Roland, for me, is a personification of grief. A character that has a caring side, and a lovable personality, but in reality, is sorrowful and distant. Grief for many people takes years, or even decades to finally get over it, it is something that stays with you and brings you down, and it also mutes your soul and emotions and this was shown perfectly with Roland...

Grief feels like you are desolated in a world pitch black, like an open desert, without light, you lash and attack but you can't escape it, and if you look up, you only see a void in the sky, there aren't no clouds and the angels are gone, there are no stars to show you that is day, there is only the cold Black Silence.


Thanks Roland and thanks everyone at Project Moon, for showing me that even if im wearing a mask that blocks my vision, even if im wearing gloves that don't make me feel the touch of things and people, and even if I have a sorrow that has pierced my dark heart, wandering around in a black silence world, you can always strive to help someone else find their own light and own identity.

Im also writing a novel, that I normally write to cope with my grief, as many of the ideas and concepts that I use for that novel were initially made by my former fiance, I will try to finish it in her memory. And seeing that in the end, Roland and Angela finishes their story writing a book together brought me to my knees.

Thanks alot for this masterpiece, Project Moon. Lobotomy Corporation was a pretty good game, Limbus Company is also very good, but I really wish for something that is on the caliber of Ruina or somehow above it. This is yours magnum opus.

This game has a very special place in my heart.

All of Antonio games, have this kind of thing of where, each one has something unique that shines and gets stuck with you, and 'It Comes In Waves' is no different, and is probably my favorite of them all.

It's been years since I've lost the love of my life, and personally, I don't think it's getting any better, but this game touched my soul, it represented in a artistic way, what grief is, in a way that can only be done through a video game.

And the game is completely accurate. After I lost her, my world became dull, tasteless, like I had lost half of me, the entire world feels like one huge desert ever since. Unwanted, guilty, I feel like an outcast, wandering through an empty land on automatic mode, eating and drinking water just to survive. Where the only thing keeping me company are strangers and the sound of nature.

Other people don't get it, they think that it's easy or that I should live for myself but, I can't. I can't forget, I can't hide what she meant to me, I can lie and smile and make jokes and tell that everything is alright, when deep down, I feel desolated. The only person that truly loved me, the only person that understood how I am as a person, is now gone.

And even in the end of the world, I would still walk, I would still celebrate what she did to me and I would still, grow a flower in her memory, it is the least that, I, a person still alive, can do.


Thanks Antonio Freyre, for creating this game. I will never forget it.

The peak of ww2 multiplayer shooters, hell let loose wish it was 1% of Rising Storm.


A GAME ABOUT ESCAPISM

Firewatch, one of the most beautiful games ever made, and one that was in my backlog ever since 2016. Now, 8 years after the release, I was finally able to play it, and that was good, it was good because im sure that the "me" of 2016 would have hated or just disliked this game, but now with a more mature mind, I can see what the Campo Santo team was aiming for, and that message hitted me like a brick.

About the story, it shows us the brief tale of a man named Henry, that lives a normal life. The beginning of the game gives us some options of how Henry met Julia, his wife. In the end, Julia is diagnosed with dementia, and starts to live with her parents in another country. Henry then finds a job vacancy for forest lookout in Shoshone National Forest, Wyoming. There he meets another employee, a woman called Delilah, that has years of experience in that occupation.

The gameplay is slow paced, everything is meant to be an experience, you are isolated in that wilderness alongside Delilah, the narrative and the way the characters are written keeps the player engaged and interested in what will happen next. In the first days you do basic forest watch stuff, until by the end of the game, stuff gets out of hand and both you and Henry starts to question whether is all everything real or not... And just like real life, most of the problems are simply we having an overreaction for a problem that is simple to solve.

The games makes sure to show that Henry is there to escape from his problems and the ending is a remind of that, there is a big red herring being shown in the entire game with an awesome build up, that just show to us how reality is. Firewatch is a game about two individuals with problems and troubled pasts, and what happens to individuals that don't take responsabilities of their choices. In this game you can confiscate illegal objects and clean the forest, but that doesn't change anything, the player does that because that's the main character work. Henry in the end strives that he need to move on which is a huge contrast to Delilah, that thinks that she can always escape when a problem is on her face.

The end is open to total interpretation, the question whether Delilah or Henry story ends there is pointless. Both of them continue to live their lives as usual. The question though, is asked to the player, do you live your life thinking that you are a victim and flee from everything that once made you happy just to avoid a fate that feels unfair? Are you someone that fully identify yourself with your suffering and nurture until it closes you forever, like a shell? Or are you capable of decide that being here, making the choices we can, and getting to continue taking part and connecting in human life, is reason enough to take responsibility for protecting fragile things and fixing broken ones. We can decide that it’s not about fault, being a hero, winning, or getting rewarded. It’s just about the truth. We’re the ones who are here now when help is needed, and if we don’t help, no one else will. Are you like Henry, or like Delilah?

Firewatch in itself is about how we deal with what we can’t escape, and what we owe to ourselves to uphold our commitments, a game real as it gets, about humans and humans lifes.

5/5 - I will probably think about this game for a very long time.

The idea of having a Half Life game starring the brother of Shepard from Opposing Force and showing us the 7 Hour War alongside what the survivors of the invasion did is a very nice idea and concept. The urban environment making the player go through sewers, alleyways and parking lots is also very nice.

But even with the actual MESA build, which reworks most of the levels and overrall gameplay, Hunt Down The Freeman still lacks alot in the field of voice acting and writing.

Play it if you are a Half Life fan (I think it's canon)

3/10

kino masterpiece the game of century

Um clássico refeito, provavelmente o melhor remake de um jogo já feito.

Todas as coisas que eram ruins no original foram melhoradas completamente e todas as coisas que eram boas, foram melhoradas a perfeição, não tem outra maneira de jogar um dos jogos mais importantes da indústria e um dos mais influentes de todos os tempos.

O jogo inteiro foi refeito por uma equipe de fãs, pessoas que jogam e amam jogos, principalmente o original, todas as coisas que foram alteradas, adicionam ou refinam algo, nada em Black Mesa foi feito "por fazer" ou feito "para dizer que é diferente", é um jogo que ainda retém o estilo de arte e filosofia de level e game design do original, agora, apresentado de maneira mais moderna e com muito mais recursos ao seu favor.

Xen foi a melhor surpresa do remake, foi simplesmente fenomenal o que fizeram com essa área, a fauna e flora, a atmosfera que me remete muito a Metroid Prime e principalmente a trilha sonora, a trilha sonora de Black Mesa é simplesmente maravilhosa, com riffs de guitarra misturados com sintetizadores em conjunto com baterias e baixos, ainda passando a vibe de um jogo dos anos 2000, a trilha sonora de Xen no entanto, se parece com algo feito pelo Hans Zimmer, algo mágico e misterioso, um literal mundo novo, desconhecido pela humanidade.

A Crowbar Collective arriscou e chegou a perfeição refazendo um jogo clássico e amado por todos. E acertaram em tudo.

10/10 - Hypado para o remake de Opposing Force e Blue Shift.

The first game of the franchise alongside RE1, that takes place in a residence with evil residents.


She bio'd my hazard till I 7th all over her

9.5/10