42 reviews liked by PrototypeC


The essay did not have much interesting to say and i broke the game. W for saying Shadow of the Colossus is the best game though

Me gustaba mucho y tenía muchas cosas farmeadas... ...Hasta que un mal día no me abría la aplicación y vi que la habían borrado de la tienda sin avisar :') F.

I played this game day and night during some rough months in 2016. It was so good and addictive that I failed Calculus II. Very fun game, I got Huanglongmon and was invencible

Bebiendo de clásicos modernos como Limbo e Inside, A Tale of Paper nos propone experimentar una aventura eminentemente narrativa en la que no veremos más palabras que las necesarias para indicarnos los controles. Sin llegar a brillar, consigue variedad en su movilidad gracias a las pocas transformaciones del personaje, apuesta por un estilo artístico correcto y funcional y nos cuenta una historia sobre sueños heredados que nos sacará una sonrisa cómplice.

I like the gameloop, the vibes are unreal, and even some of the story moments are pretty great, but man whenever I think back on the writing stumbles, I keep thinking about how HARD it stumbles.

Even disregarding the transphobia (that I am unsure if the expanded rerelease even bothers to try and fix), the pacing and some segments within the story just feel rather odd and drag it down, particularly in the midway point where it doesn't exactly justify as to why you go on for another few hours.

I wish the rest of the game was as good as the peaks...

Remember when these games used to have subtlety? I'll give this one thing and one thing only over Resident Evil 6, and it's that this honest to God really does feel like it's trying to adapt to the CoD-hooked seventh gaming generation while also trying to stay somewhat true to its original roots as a survival horror game. Does the combat suck? Oh God yes. Is the level design dumbed down? Absolutely. Do all the endings flop? Of course, hard. Do the (almost 100%) in-game-rendered cutscenes look like shit? You bet your ass they do. But there's still some sort of an eerie thrust in here - there are some solid scares and tons of pretty-yet-freakish art design that don't feel totally out of place. But resorting the Otherworld to busted, shitty chase sequences (with a truly incompetent MLG filter applied over all of them) was a ruinous move, and the thing barely fucking runs even after a supposed performance patch. On the plus side plenty of smaller details and sections like the Centennial Building feel productively morbid, and Silent Hill as an open world actually feels pretty good here as well - not too Ubisoft-ified but also not Borderlands-levels of cramped. But the story and every single enemy (except for the dolls) are uninspired. As with a lot of games from this time, I think it both succeeds and fails because of how weird and experimental this is.

Unfocused, in more ways than one.
The story bloats itself to tackle all the big themes: war politics, homeless problems, euthanasia and even the suffering of Native American people. It comes across as patronising and usually offensive. These huge narrative leaps are ridiculous and I can only imagine the non-chronological structure was made to help to coax over the problematic pacing of the whole (as it does little else for the narrative).
More frustrating, however, is the gameplay: similar interactive elements to Heavy Rain but the concise button commands are often replaced by either vague dots that tell us nothing or just guessing Jodie's direction of movement - I found myself misreading her actions as a block or a dodge and the error margin is annoyingly unforgiving.
I enjoyed the game most when it veered into an almost supernatural horror angle and kept itself grounded, as opposed the pandering, over-the-top sci-fi opera it ends up being.
For the most part, it's a messy failure, but an ambitious one nevertheless.

This is a really beautiful game that pushes the 3DS' hardware to its limits and bring some welcome changes like getting rid of minor annoyances such as the double confirmation required to learn any new move. I also really like the new Pokémon designs, like Rockruff, Mudsdale and the introduction of Region Forms. It is great that HMs are finally gone, too. Gone are the times where you need to catch an HM slave so that you can progress in the game.

Nonetheless, the graphical and QoL improvements are not enough to make a good game, unfortunately. The trial systems, while harboring good intentions, are not as iconic as the gym battles, and they don't actually serve as good pacing tools like gyms do. This game's story drags and drags a LOT, and most of the time I felt that it wasn't even about the MC: you're just watching the story of Lillie and her family while battling some dudes and Pokémon here and there. The environments lack variety, mostly relying on grassy plains, cave variations and rocky/sandy beaches. The new gimmick, Z Moves, is a fun new addition with new, amazing animation sequences... that is, if you can handle seeing unskippable cutscenes every time you use them (trust me, they get boring after a couple times).

It is also clear that Game Freak was getting used to a new way of making the level design of Pokémon, different from the top down-ish pattern of the 2D games and XY, which despite being 3D games also followed it. The world is now fully designed with full 3D movement in mind, removing the "blocky" movement from the previous 8-direction limited generation. Movement is great in Ultra Sun, but the level design doesn't follow it quite yet, as the developers did not figure how to translate the route-to-route progress quite that well yet to this new dynamic.

TL;DR - Beautiful game that drags and really shouldn't be telling the kind of story it tells; many long requested QoL improvements accompanied by poor map/level design, frame drops, and interesting but problematic inclusions such as Z Moves and the Trial system.

This review contains spoilers

Don't you just hate it when a game railroads you into doing a certain thing to progress on it and then proceeds to try to make you feel bad as if you ever had any say on the matter? It's basically what Totono does in its attempt at deconstructing romance VNs, and it didn't click with me at all. Maybe it's aimed at people who self-insert into the protagonists of the VNs they play or something, but as someone who sees himself as merely an observer through the protagonist's point of view, I didn't feel bad for "cheating" on Miyuki with Aoi after promising I'll be faithful to her, because as far as I was concerned, the one who promised to be faithful to her was that route's version of Shinichi, and the one who went with Aoi never made any promises to Miyuki.

Even if I were to examine my actions as the player, all I did was just follow the path the game was setting up for me and then experimenting with the choices in the second playthrough. Should I feel guilty about that? And most importantly, should I feel sympathetic towards fucking Miyuki? Sure, I may have "cheated" on her, but she literally murders Shinichi, Aoi and even the cat who had nothing to do with any of this without any sort of remorse. She also attemps to gaslight me throughout the rest of the game, she manipulates and negatively affects the lives of everyone else for her own benefit, she's plainly a selfish cunt. I assumed Miyuki was the villain of the game much like Monika was in DDLC, but unlike Monika, Miyuki never takes responsibility for her actions, all she does is blame other people for the shit she pulls off and feels like the writers actually agree with that reasoning, even the ending was unsatisfying as hell because Aoi who hasn't really done anything wrong suffers the biggest consequence by disappearing from the game and everyone's memories, while it's heavily implied that Miyuki and Shinichi will get a happy ending together eventually.

What made me curious to check Totono out was the fact that VN weebs kept talking about how it's the "good version" of DDLC, some even accusing DDLC of ripping this off and shit. Obviously that made me create high expectations, since I liked the concept of DDLC but felt it could have been more fleshed out, but I felt especially let down in this case because DDLC arguably does the whole meta twist thing better than Totono by being more immersive with the files, the random glitches and that kind of stuff, it also has a better antagonist character that the game actually treats as such. Totono was probably the most disappointing VN I've played in a while, and while I wouldn't say it's necessarily bad, it has a handful of interesting moments and ideas, but they're misused for the most part.

The HD textures and lighting changes are debatable, I'd have to go back and compare, but overall this was a very good port, especially compared to the tasteless remake. The framerate fixes are also greatly appreciated.