20 reviews liked by SkeleZx


ENDING 102:
i shit my pants and came

Behind its simplistic presentation, it lays the ground for trying out dumb stuff that go outside your typical fantasy adventure in a humorous way. The witty and clever lines from the different endings makes up most of the fun to be had with this wannabe "hero" for a good while. There are a couple of not quite polished sections, but the experience is good overall.

Maybe my perspective is skewed because I'm playing this after Death's Door, but honestly, it's amazing that the team that made such an amazing game as Death's Door started with... This.

The aesthetic is unique, soundtrack is good, but as a game it's just boring or outright annoying. Shadow of the Colossus largely follows the same formula (the game even pays homage to it), but SotC does some things that Titan Souls doesn't:
1- Eye candy. As unique of an aesthetic as Titan Souls have it, you're just less likely to stop and admire the scenery. There's very little here to incentivize you to stop and wonder.
2- Bosses aren't as complex. In fact, some of them have achievements tied like "kill in 5 seconds". Imagine riding Agro for all that time only to reach a Colossus and finish the fight within the minute...

Titan Souls is disproportionate. It's a game that, for every 10 seconds you spend walking, you get 1 of actual, engaging gameplay. And when the entire thing offers around 3 hours of content, this means that you have 2 and a half hours of nothing and 30 minutes of gameplay. It's even worse if you go for a completionist run because this game is downright unfair at times. The dodge isn't as responsive as you'd expect it to be, and the attacks patterns sometimes feel like they're meant for a higher move speed that the one you're given.

All in all, this game doesn't offer much. Has an somewhat interesting idea while it fumbles on everything else. If you're not the type of person with a speedrunner's mindset to run the same things over and over again until you perfect it, then I can't really recommend this game.

Muito divertido ficar andando 3 horas até achar um chefe, para quando achar, você morrer em 3 segundos e depois ter que repetir esse processo umas 15 vezes até descobrir como mata ele, e depois ter que repetir mais umas 10 vezes até matar ele

"You have paid a high toll indeed
For the abomination in your quiver"

Fairly short boss rush game with a fun gimmick: you die in one hit, but so do the bosses. You can only hit a boss in their weak point, so every fight becomes a puzzle of finding out which attacks leave windows of opportunity, or in some cases, of how to expose the weak point in the first place. I had a lot of fun figuring each boss out, and they all held my interest long enough to ever give me a chance of getting bored or frustrated before the fight was over. This game can be quite challenging, but every death is fair.

There isn't much of anything to explore in the overworld other than a couple puzzles here and there, meaning the world is pretty empty aside from the bosses themselves, but that's not something I personally had an issue with at all. There's also some sparse but neat lore to learn throughout the game in certain areas, stuff like murals on walls. I'd recommend checking out a video on it if you're interested but didn't understand too much. The game looks quite nice visually too, and David Fenn does a great job of giving each area and boss a unique identity with his work on the soundtrack. The area themes create a somber tone to accompany the downtime that comes with exploring the overworld, and some of these boss tracks really kick ass.

I've heard a lot of criticism from people about how the game has respawn checkpoints based on the area you're in instead of right outside the boss door, leading to extensive runback downtime that can sometimes be longer than each attempt at the boss itself. But this criticism has always confused me, as I never experienced this problem myself; the longest runback I personally experienced was... maybe 30 seconds tops, I'd guess? And very few of my attempts were super short. Maybe I ended up being too good at the game to properly understand where they're coming from.

The only real criticism I can give this game is that I found a few bosses to be disappointingly easy or uninteresting. Although that criticism can be given to pretty much any game, it ends up being a larger detriment than it would be otherwise since this game specifically focuses on nothing but the bosses.

All in all, Titan Souls is a short but fun and interesting experience, and I can confidently recommend it to anyone who enjoys a good challenge. As a bonus, if you're ever unsure, it goes pretty cheap on sales.

FAVORITE CHARACTER: Knight Elhanan
FAVORITE BOSS: The true final boss
FAVORITE SONG: Forest Songs

This review contains spoilers

I picked this game up because I was playing through Death's Door when I learned that Death's Door is a sequel to Titan Souls. When I played Titan Souls, I was surprised to see little connection between the two (the connection is only apparent on the post game of Death's Door).

This short game provides some unique challenges in the context in which it released. Everything, you and the bosses you fight, dies in one hit. Bosses end up being a short dexterity puzzle to shoot their weak point after sometimes needing to reveal it. The fragility of everything makes the game a quick sprint to take out your foes before they even so much as touch you.

The game could be improved by making the death and reload cycle faster. The screen takes a second or two to fade to black, then you respawn at a central point in the area only to run a short ways back to the boss. Given there are no other enemies, it would be better to just respawn at the entrance to the boss arena, especially since frequent deaths after short attempts are common.

Nevertheless, I enjoyed the boss variety. Some of the bosses clearly take inspiration from Zelda. All of the bosses are unique enough from the others that it was fun figuring out the way to kill each of them. The last boss brought a twist, being the only creature to require 3 hits rather than one, which brought a nice final challenge.

The game had little dialog, which surprised me. I thought there would be more meditation or explanation for why you kill these creatures. There is only a few lines mentioning that your character searches for truth. I think the haunted/sacred atmosphere of the game provides a de facto story telling though that is welcome. In many ways, the game is reminiscent of the Shadow of the Colossus, the haunted/sacred environs included.

Um action/adventure 2D claramente muito inspirado em Shadow of the Colossus. O objetivo é explorar um mundo vasto, porém vazio, em busca dos "Titãs" que precisam ser derrotados para prosseguir no jogo. A história é bem abstrata e não é muito claro o real objetivo do seu personagem, mas a pixel art e a trilha sonora são bem agradáveis. O principal ponto da mecânica de Titan Souls é que tanto o seu personagem quanto (a maioria) dos chefes morrem com um único golpe/tiro, e sua única arma é um arco com uma única flecha que precisa ser chamada de volta a cada tiro. Então as batalhas se resumem a sobreviver tempo suficiente para entender o momento exato de atirar sua flecha no ponto fraco do Titã. Isso pode ocorrer em segundos, e entender como um chefe funciona traz uma sensação boa. Um dos combates finais em específico pode ser especialmente frustrante, pareceu algo mais aleatório do que os outros chefes de melhor design. Mas num geral acho que é um jogo recompensador para quem quiser superar sua dificuldade.

Titan Souls tem uma premissa massa. 1 hit, 1 kill, somente chefes, como em Shadow of the Colossus.

Essa premissa é interessantíssima e os primeiros chefes tem uma dinâmica boa e manejável.

O problema começa a surgir quando você vai avançando. Os chefes vão ganhando formas de se proteger de um hit fácil, com movimento, contra-ataque, defesa e múltiplos ataques de diferentes direções.

Isso não é necessariamente ruim quando você tem um checkpoint bem colocado com um reload rápido na ocorrência da falha que será bastante comum.

Jogos como VVVVVV fazem algo nessa linha, mas se tem algo que pode arruinar a experiência nessa proposta é justamente o que Titan Souls entrega: o excessivo tempo fora do gameplay.

Loading, deslocamento do save point até o chefe, loading do covil do chefe ao entrar, animação de introdução do chefe...tudo desperdiça tempo útil do jogador que poderia estar tentando novamente passar do chefe, mas se vê constantemente perdendo mais tempo aguardando e antecipando o combate do que efetivamente travando-o.

O nível é tão absurdo que eu resolvi contar. Cerca de 10s pra dar load, 10s pra chegar no covil do chefe, 10s carregando a sala dele. 10s após entrar e ativar o combate se locomovendo, atirando a flecha dele e esperando ele se preparar pra começar a luta. 5-10s de luta, morte. A proporção é de 4:1, ou, em piores condições, 8:1.

É ridículo o tanto de downtime que se tem nesse jogo. A maior parte dele se passa fora do prato principal, de forma tediosa e irritante. Simplesmente sem condições de continuar, mesmo após derrotar cerca de 6 chefes, o nível de irritação supera e muito o que o jogo tem de bacana, que é seu combate mortal e desafiador, mas gratificante e justo.

Limbo

2010

Limbo es un videojuego plataformero de rompecabezas del 2010. Desarrollado por Playdead, y publicado por ellos mismos junto a Xbox Game Studios.
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El juego fue nominado al premio de Spike Video Game Award como el mejor juego independiente (premio inmerecido).
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Criticar Limbo es como tirarse de cabeza por un puente, sabiendo que abajo el río esta infestado de pirañas carnívoras. Da igual cuantos argumentos de sobre el juego, siempre habrá alguien que se sentirá atacado por mis opiniones poco convencionales.
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Lo diré sin ningún tipo de tapujo: Limbo es un juego malo, en todo el sentido de la palabra. Si te sientes ofendido por mi anterior afirmación, te invito a cerrar esta reseña y leer otra cosa, no pienso contenerme con este juego invalido a las críticas sólo por culpa de los Nostalfucks. Dicho esto, comenzamos con la reseña de Limbo.
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Desde el primer momento notamos que Limbo viene de la misma tutela que otros juegos anteriores a el, como lo fueron Braid del año 2008 (otro juego pretencioso) o Machinarium del 2009.
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Es complicado hablar mal de Limbo, es un juego que avivó el mercado Indie, y logró que muchas personas se interesaran en varios juegos que pasaban desapercibidos por aquel entonces. Lamentablemente eso no cambia los hechos, y a la hora de hacer una reseña se debe dejar de lado tu valoración personal de las cosas. Este es el gran problema con Limbo, el juego fue sobrevalorado y lo es aún hoy en día, tras casi más de once años de su estreno.

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Empecemos hablando sobre el tono que maneja la obra. Limbo va sobre un pequeño niño que debe buscar a su hermana dentro de un bosque repleto de peligros. La obra presenta una iluminación apagada y un silencio ambiental que funciona bien con lo que intenta trasmitir, es un juego que exige paciencia y en más de una ocasión, la tensión estará bien construida. Mi problema con el tono radica en que por momentos llega a ser demasiado trasgresor sin ningún propósito aparente. Entiendo el punto, quieres mostrarme la crudeza de la situación, pero esto se hace con el fin de ser manipulador hacía la audiencia. No sé nada de ese niño, sin embargo es obvio que más de uno caerá en la trampa de sentir pena por el contraste de la situación de un niño teniendo que sobrellevar esos obstáculos que gritan "muerte" por cada segunda que pasa. La tensión que se arma de esto será bien lograda, pero a la larga es artificial y manipuladora con su forma de trasmitir.
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Percepciones afuera respecto al tono, el escenario también tiene sus pequeños problemas. Lo mejor que ofrece este apartado es que es bastante bello a la vista. Todos los arboles, cables cortados o la propia superficie poseen pequeños detalles que hacen más amena a la inmersión. Entonces ¿cuál es el problema? Pues el fallo no es el escenario a nivel de ilustración, su verdadero error radica en que no hay un contexto con lo mostrado. Se supone que estamos en el limbo, lugar en donde las almas no bautizadas (que no están libres de pecados) van a parar según la teología cristiana. Dejemos en claro algo, la obra no tiene ninguna simbología que justifique su título, mucho menos el escenario. Supongo que durante la primera mitad del título todo representa el miedo de un niño; adultos, arañas y la gran oscuridad. Esta bien en papel eso, el problema comienza cuando de la nada empieza a meter objetos industrializados que no concuerdan con lo anterior presentado. ¿Qué se supone que me esta comentando el escenario? A mí parecer el escenario es vacío y absurdo. Sacrifica todas sus posibilidades de explorar o tocar algún tema a favor de presentar algo bonito que no aspira a nada. Será bello, y de seguro alguien podrá sacarle comentarios si lo sobrepiensa, pero fuera de eso, no tiene valor alguno que pueda trasmitir.
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Mecánicamente hablando, Limbo es bastante simple pero funcional. Tenemos controles básicos de movimiento (salto, agacho, adelante y atrás) y una habilidad de poder desplazar objetos. Teniendo en cuenta la naturaleza del juego, puedo decir que estas mecánicas son adecuadas y encajan perfectamente con lo que se intenta lograr, aunque esto carga sus problemas que comentare más tarde. Algo que debo alagar del juego son sus físicas y la presentación minimalista del protagonista al lado del mundo. Realmente se sintió la sensación frente a un ambiente que te supera, bastante bien logrado en ese sentido.
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Un punto que puedo destacar como negativo es que el juego no aprovecha su escenario a nivel mecánico. Tenemos estos cables eléctricos y la luz que nos guiarán por donde tenemos que ir, pero fuera de eso, nuestra interacción con el escenario es casi inexistente. En Inside se podía interactuar con más cosas del escenario ayudando a que este cobre más vida. En Limbo todo de una u otra forma te quiere matar, y lo entiendo, el juego quiere hacerte entender el peligro por el que estas pasando, pero se hubiera beneficiado si dejaba algunos momentos contemplativos en donde se deja en segundo plano esa dificultad artificial.
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El mayor problema que tiene Limbo es su dificultad artificial. El juego presenta una escala de dificultad errática, mayormente por culpa de su tiempo. Es bien sabido que muchas veces, un juego de larga duración se puede dar el lujo de presentar una escala de dificultad mucho más cuidada y progresiva, en donde el jugador aprende poco a poco para llegar a una conclusión en donde se le exigirá emplear todo lo aprendido. Esto para mala suerte de los juegos cortos, es complicado de lograr, pero no es algo imposible de hacer. Limbo no tiene una progresión adecuada y esto se nota cuando vemos que el juego no esta bien planteado a nivel estratégico. Muchos dirán que la obra exige que uses la cabeza para emplear estrategias y solucionar los conflictos de una forma eficaz, pero el juego peca de ser un prueba y error. En más de una ocasión, habrá momentos en donde la ejecución de la dificultad es engañarte por la simple razón maliciosa de frustrar al jugador con un planteamiento tramposo, ¿cómo se supone que sabría esto de antemano? Es literalmente imposible y el juego se mofa de eso.
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Una buena dificultad es aquella que te deja en claro desde el principio, sus puntos fuertes y débiles para ser afrontada de forma correcta. Limbo es inconsistente con su presentación y deja todo a su suerte para que la media de jugadores promedios caigan en sus "baits" porque no encuentra otra forma de presentar un desafío. Todo esto acarreando de por si otros grandes fallos como que por ejemplo, la poca interacción que ofrece el mapa se limita a exclusivamente a ser desplazamiento de cajas, los momentos en donde estamos siendo manipulados mentalmente son horribles de jugar (ya sé que ese es el chiste, pero pudieron haber planteado una mejor estrategia) o esos injustos momento en donde el agua puede ahogarte con el simple contacto profundo de ella y el jugador (no como en Inside, en donde se podía nadar por una pequeña fracción de tiempo antes de caer desvanecido).
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Narrativamente el juego no me ofrece nada para sentir interés por el. Se supone que toda esta odisea es para reencontrarte con tu hermana, quién al parecer se quito la vida. Sin embargo jamás se nos explica quién eres o por qué estas en ese lugar en primer lugar. La obra deja muchas interrogantes al aire de las cuáles jamás forma un punto. La exploración temática es casi nula, y encontrarle un mensaje a la obra se vuelve más un juegito mental por intentar hacer que la teoría más disparatada cuaje con las incoherentes escenas que presenta el título. ¿Por qué debería importarme todo el viaje si ni siquiera se nos presenta quién es tu hermana en primer lugar? Esto termino por matar el objetivo a la larga, haciendo que el juego carezca de una sucesión correcta respecto a los eventos narrativos.
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No estoy en contra de que existan historias con una exploración críptica con sus temas, pero es que es Limbo no tiene, ni explora nada. Incluso algo tan estúpido como unas notas esparcidas por aquí y allá que me explique un poco del Worldbuilding hubiera aportado algo al mundo que presenta la obra, pero no es el caso, nada de lo que sucede en Limbo tiene una razón de ser, por lo que se siente como mierda forzada para que los más sensibles se sientan afligidos por una situación manipuladora a conveniencia. En ningún momento se nos clarifica porque durante la aventura nos encontramos con gente peligrosa deambulando por esa suerte de infierno, y esto contradice un poco la teoría de que la aventura es una alegoría del niño a sus miedos más profundos (al menos que el niño tenga miedo de las personas, lo cuál de más esta decir que es forzado pensar eso). Joder, es que incluso el juego se siente como potencial desperdiciado cuando vemos la cantidad de temas que se pudo haber explorado teniendo como contexto una base más teológica del asunto.
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El final es una pretenciosidad al nivel de Lynch. Les diré cuál es mi interpretación de la obra. Limbo es un juego que va sobre dos niños que se accidentaron en una casa de árbol, la niña acepta su muerte y trasciende, mientras que toda la aventura consiste en que el niño debe alcanzar las trascendencia que logró su hermana para reencontrase con ella. Esto es sólo una interpretación mía, ya que el juego jamás te deja en claro nada y es pura divagación y paja. Este juego es ideal para aquellos que gustan de extrapolar las cosas y jugar al conspirador de las teorías locas. Existen varias obras que exploran las trascendencia de mejor manera que Limbo, como por ejemplo el Topo de Jodorowsky, en donde se explaya el mundo y se nos presentan personajes mejor establecidos que los que tiene el juego.
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「Conclusión」

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Limbo es una pena en todos los sentidos. En verdad quería que me pareciera una buena obra, pero en lo que a mí respecta, es un juego pretencioso que poco o nada me aportó. Tiene sus puntos fuertes como la representación minimalista del escenario y sus controles, además de los tonos manejados, pero todo esto se ve mermado por una notable incompetencia narrativa tanto a nivel de guión, como de mecánicas.
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Agradezco que Playdead no se quedará en una sobrevaloración efímera con este juego, y nos entregaran Inside. Una obra que supera a su antecesor espiritual en casi todos los apartados. Personalmente no recomiendo jugar Limbo, pero si estoy dispuesto a recomendar Inside. Un juego que sabe respetar sus silencios y ambiente de mejor manera que Limbo, además de tener una narrativa mejor trabajada.
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Nota: 4/10


Limbo

2010

LIMBO starts with you playing as a small child wandering through a forest, braving the many horrors within in pursuit of a mysterious something. After playing the dev’s later effort, INSIDE, going through this game was… interesting, mostly in terms of what seems similar and what the dev team seemed to learn in the years succeeding. For a horror platformer, I wouldn’t really say there’s much of an atmosphere: as opposed to less tangible things sound or music design, most of what you encounter here is rather concrete, from the simple yet evocative enemy designs and the rather brutal death animations that manage to shine even if the monochrome, silhouetted artstyle does a bit more harm than good. Most interesting is how the game seems to draw a bit from masocore performers. You’re expected to die a lot, and generally not for fair reasons. From random traps in the ground, puzzles and mechanics you can only intuit in the heat of the moment, to points where you don’t know what exactly is going to happen, one thing is made clear: this world is cruel, and it’s mostly cruel for cruelty’s sake. It’s certainly… bleak — and there’s never any point of relative respite in the middle of it — but it does provide a… relatively unique thematic throughline, one that characterizes the game even in lack of a more abstract atmosphere. I wouldn’t necessarily say that I liked this as much as INSIDE, but as one of the first post-Braid-artsy-indie-puzzle-platformers, it’s fairly solid, and an interesting look at what the landscape of the early indie game boom was li- wait what do you mean there’s still two thirds of the game left to go?





LIMBO is a game that outstays its welcome. Before I played it, most of what I’d seen of it — most of the gameplay footage in YouTube videos mentioning the game, however brief — was content that was mostly in the first hour. I was under the impression that it mostly took place in the forest, that the giant spider you ran from was a threat that followed you throughout the game, and that finally managing to turn the tables on it represented the climax, the end of the game soon to follow. In one way, I was right: the game as I knew it did end, and the remaining two hours felt like something else entirely.

The ‘horror’ aspect of the game disappears almost completely — perhaps a consequence of how it was only held up by the more concrete aspects mentioned above: when those are gone, there’s nothing really there to keep the mood up, or really make the game feel like anything. While there’s the occasional bit of grotesque design, or a slightly gnarly death animation, it feels like the game drops a lot of whatever thematic material it had to become a more generic puzzle platformer where you push boxes onto switches to open the door forward. New mechanics are introduced, but it feels like none of them really interact with each other or the general setting: you just suddenly come across machines that change the direction gravity operates and oops that’s the core game mechanic now. The masocore elements still exist within the platforming and some of the puzzles — this is a game where you’re expected to die a lot — but it never feels particularly charming or meaningful. While other 'impossible' platformers of the time, such as I Wanna Be The Guy or Cat Mario, were often defined by having a sense of humour in how they chose to pull the rug under the player, intending to bait a reaction or at least let the player laugh with the game, LIMBO doesn't particularly treat your deaths with any gravitas: you fail, you wait through the wayyy long death animation, then you reload at the checkpoint. No real surprise, no real reaction other than 'okay, well, I'm dead now.' I guess ‘things are dark and bleak and also fuck you you die’ is at least a loose theme, but on its own, it doesn’t feel like enough. And without anything to really back it up beyond the direct game elements, it doesn’t feel like it coalesces into anything, just a loosely unpleasant undertone that forgot to leave with everything else the game had going for it.

Which is not to the game’s benefit, because rather than just becoming a rather standard puzzle platformer, it instead becomes a rather standard puzzle platformer which is really, really frustrating to play. This mostly comes down to what feels like a disconnect between these two separate things, where progress is determined by you figuring out all the moving pieces and solving the puzzle to find a way forward, while the masocore elements try to make that as obtuse and annoying as possible. It’s like having a jigsaw in front of you except your cat or your baby brother keeps taking pieces from you and hiding them around the house: you’re often missing something that’s the key to actually making progress, and the game makes a point at actively hiding that element from you. Say, a puzzle where it turns out you need a second box, when that second box is in a completely different area, past an enemy, in a place that does not seem like there’s anything there and in a game where you’ve never before this point had to go left instead of right.

Not to mention how tight and uncompromising a lot of the timings and solutions are. There’s a puzzle where you have to use a minecart to get onto a rail track, which you have to run across before the minecart presses a button that electrifies the ground below you. There is no wiggle room: you have to find the exact place on the slope to jump onto the minecart, both high enough on the slope so that you have enough time to run across the rail, but low enough that it doesn’t pick up speed and hit the button prematurely. The track is long enough that anything other than the exact sweet-spot means you don’t get there in time and you die. There’s no rubric to really tell where the exact place to put it is, whether a failure was because you put it too high or too low, you just have to brute force the puzzle, dying over and over again, until you somehow intuit or guess what you actually have to do. And after four or five puzzles beforehand that are exactly like that, it’s hard not to get sick of it.

Which, like, maybe that’s what the game intends. Maybe it’s meant to feel bleak and empty in a rather charmless way. Which, like, okay, sure, but that doesn’t then make it all that fun or interesting to interface with. Nor does it make what’s there… feel particularly deep or meaningful. Which is a shame, because the first hour still holds up. Even if it didn’t quite compare to INSIDE, it was a decently effective little platformer that worked well to blend horror with masocore elements to create something rather evocative. What follows feels much less interesting, much less purposeful, and something that I frankly got tired of playing long before I reached the end. 4/10.