12 Reviews liked by Seyd


SEKIRO: SHADOWS DIE TWICE
Wolf/Sekiro = ME
Kuro/The Divine Child = Stevie (My little brother) (I will protect him)
Lady Butterfly = Hard R
Owl = My dad (so true)
Isshin Ashina = Matty from Radio

Another 5 star game. I promise I don't normally give every game I review 5 stars, but this was just such a great and polished experience. Obviously the star of the show here was the combat, but things surrounding it such as the bossfights, platforming sections and stealth sections made this into a well-rounded game that was enjoyable from start to finish.

The platforming, environments, design and theme all matched perfectly with the gameplay, and the setting of Japan was beautiful, mystical and intriguing. Combining the Buddhist beliefs behind this game with Japanese folklore that inspired monsters created a perfect atmosphere.

To compare it to other Fromsoft games, this game felt very different but also much more alive. The use of so many human enemies, ESPECIALLY those that could talk, actually made this world feel like people lived in it. This was something that I didn't feel in other Fromsoft games such as Elden Ring, where there were only about 20 sane people living in an entire continent that we could speak to. On the other hand, this felt like a world that people live in - because it is!

Bonus points for having a Fromsoft game with lore I can understand!!! I felt so smart for actually understanding what was going on in Sekiro without having to look it up, the lore made sense.

Also, I appreciated that the game played like a Metroidvania in some ways - not entirely linear, and we also needed to backtrack to other areas once we found unique items that could help us progress.

The soundtrack was good, but I grew to dislike a lot of the combat themes and how sporadically they would play, interrupting the ambience. This is also clever design, though, subtly encouraging a stealthy playstyle.

Overall, a great game. Can't recommend it enough.

When I started playing this, I sat in front of my TV for 12 hours a day.

The gameplay of Ghost of Tsushima is fantastic. The katana feels real with all the different stances and attack combinations it gives you the freedom to decide on your own which kind of samurai you want to be. This supported with the bow and the ghost weapons makes the combat system nearly perfect.

The story of the game is great aswell. Following the main storyline you will encounter well placed plottwists and a brilliantly crafted emotional end. The side quests often are different but unfortunately some are repetitious. Nevertheless the tales of your allies were pretty great to follow.

Open world is well designed, you have countless things to do. Especially in the beginning you feel very excited to discover all the things you can do. Unfortunately there are a little bit too much of the same activities in the game. Like 49 fox dens which are 49 times the same thing. This has been done to extend the games playtime. But that's a general problem of modern videogames.

What this game does great is how you are led through the open world. You do not have a marker that shows you where to go like we are used to from Ubisoft's games. No, the wind shows you the way. This is an fantastic idea because it works perfect and does not overload your HUD. I loved it and hope that more games will implement something like this.

So let's turn to the definitely best aspect of this game: CINEMATOGRAPHY

Right from the beginning I was stunned of this game's graphics.The leaves blown by the wind, the grass, the water all looks just perfect. There is no way to top this quality! I think they finally reached the limit in terms of graphics. The whole story feels like a big budget movie because they have scenes where they mastered camera work. For example during dialogues, the cameras angle changes which creates breathtaking pictures. This masterclass work concludes in the finale where we get one of the most beatiful shots ever.

To summarize that, Ghost of Tsushima has a great story, brilliant gameplay and PERFECT cinematography. This makes the game to a MUST PLAY.

With its Unique Rhythm-Based Combat That's Easy to learn but hard to master combined with its amazing Visual and Audio Design That makes you feel every hit and beat. Capped off with it's great writing that had me bursting laughing one minute, and cheering on the cast the next, Hi-Fi Rush is a Must-Play for anyone who Loves Character Action games or Rhythm Games.

TFW you've got 5 Heat cops on you, and you run into an active race with 5 Heat cops on them. 👀

This is the most alive video game I've played in a while. Like, wow. Genuinely impressed by this whole thing.

The first time I played it was just a perfect platformer game for me.
Every level, every detail, controls, mechanics... They were really satisfying. And each time I failed, I wanted to try again immediately. It was just the perfect game.

A couple of years later, the second time I played this was a bit different. It was still a perfect platformer but in addition to that, I started to notice what the story of the game was telling. During my second run, I was struggling with a lot of stress and some other problems in my personal life. So, the characters and the whole story felt really different this time. Every little detail about the story touched me in a way. It was beautiful.

ermm 😳😳😳😳 i..... THINK i might have a... lets just say a little 🤌crush on the narrator.... 😳😳😳 stanley... im sorry 😳

As my suffering ended, it left me craving for more.
The architecture is brilliant, I've never appreciated a game's level design this much. It inspires me that how amazingly executed the areas are, in the first half.

My favorite bosses are
> Artorias
> Ornstein and Smough
> Kalameet

Basically all the ones which gave me difficulty.
10/10, would play again.

Now imma play DS3 or smth.

This review contains spoilers

Bleakest of all so far — and while it starts out saying it's the shortest, it's so far also the longest one, too. It even has credits and everything — I imagine that Higurashi initially ended here, now that it's playing all the mystery cards at once.

Ch 3 opens with an overwhelming sense of "mono no aware"; even as the slice of life days happen, Keiichi knows those days are numbered and will one day just disappear. He starts to act with increased urgency to preserve those days. He even recognises Oishi from the onset as a herald of those days ending.

It's almost like the stories are connected ...

This story from the onset is trying to shake up your assumptions from the previous chapters. Events coexist with other events; the chapters are interrelated; and other "continuities" bleed into each other here. Or do they?

Tatarigoroshi actually perfects the blend here from the previous chapters. The slice of life doesn't suddenly shatter into the mystery; it gradually gives way, erodes off. Keiichi seems so easily tilted that it seems more like he has inexplicable psychological bruises ... in this chapter I started to think that perhaps Keiichi isn't really real; perhaps he's someone else stuck in hell, since the pleasant daydreams of life always inexplicably go sour...

There's so many intensely memorable moments here. The longest day and the longest night feel long as you're trapped with Keiichi slowly planning out and executing a murder, and it's done perfectly. Having the cops appear from the shadows to find a corpse that isn't there, and then recede just as easily. Satoko being slow boiled, stuck outside a hospital in a towel, staring at you in disbelief, almost herself...

Claw

1997

My childhood game, I spent hours on this game on my old pc. Very cool 2D side-scrolling action game, unfortunately for the period of its release it had unsuccess. For me one little jewel.

MaeBea the real friends were the time we spent in the woods... trying to unfold the mystery...