Bio
Player and writer. Mostly in Spanish. Read me at laeradelvideojuego.wordpress.com

Jugador y escritor. Mayoritariamente en español. Léeme en laeradelvideojuego.wordpress.com

He/him
Personal Ratings
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Gone Gold

Received 5+ likes on a review while featured on the front page

Famous

Gained 100+ followers

Donor

Liked 50+ reviews / lists

GOTY '23

Participated in the 2023 Game of the Year Event

Epic Gamer

Played 1000+ games

Adored

Gained 300+ total review likes

GOTY '22

Participated in the 2022 Game of the Year Event

On Schedule

Journaled games once a day for a week straight

Trend Setter

Gained 50+ followers

Shreked

Found the secret ogre page

Well Written

Gained 10+ likes on a single review

Loved

Gained 100+ total review likes

Best Friends

Become mutual friends with at least 3 others

Busy Day

Journaled 5+ games in a single day

3 Years of Service

Being part of the Backloggd community for 3 years

Liked

Gained 10+ total review likes

Popular

Gained 15+ followers

Elite Gamer

Played 500+ games

Noticed

Gained 3+ followers

Gamer

Played 250+ games

N00b

Played 100+ games

Favorite Games

Seiklus
Seiklus
Yume Nikki
Yume Nikki
Nights Into Dreams...
Nights Into Dreams...
Diaries of a Spaceport Janitor
Diaries of a Spaceport Janitor
Ecco the Dolphin
Ecco the Dolphin

1107

Total Games Played

011

Played in 2024

001

Games Backloggd


Recently Played See More

Below
Below

Mar 16

NaissanceE
NaissanceE

Mar 12

Detroit: Become Human
Detroit: Become Human

Mar 07

AaaaaAAaaaAAAaaAAAAaAAAAA!!!: A Reckless Disregard for Gravity
AaaaaAAaaaAAAaaAAAAaAAAAA!!!: A Reckless Disregard for Gravity

Mar 02

Water Womb World
Water Womb World

Feb 17

Recently Reviewed See More

Juegos como Below nos invitan a plantearnos qué tipo de vacío tuvo que revelar Dark Souls en el corazón de les jugadores para que se lanzara toda una escuela de roguelikes inspirada en su modelo. Below cumple, a nivel superficial, con todas las expectativas: exploración de tierras desconocidas y abandonadas, cercanía siempre amenazante de la muerte, y un mundo hostil e indiferente al que no nos ata nada que no sea el deseo de controlarlo y (spoilers para el final) acabar con él.

Below cumple con todas las marcas prototípicas del Soulslike, pero añade un par de elementos que lo diferencian radicalmente. El primero es que los controles y el combate son mucho más sencillos, mucho más cerca de un Zelda que de otra cosa. Con ese esquema, la sensación de peligro se ve menos acrecentada por los enemigos y más por las trampas del mundo, que se sienten verdaderamente crueles y malintencionadas de un modo que la premeditada y controlada indiferencia de los Souls nunca evoca. El segundo es que, cuando morimos, uno de nuestros compañeres/descendientes ocupa nuestro lugar de inmediato. En los niveles más complicados y severos, esto da a Below una capa de gestión cruel sobre mandar a tu gente a morir mientras recoges los fragmentos almacenas las armas más potentes. Ni siquiera Darkest Dungeon te invitaba a ver a tus avatares de una forma tan inhumana.

En resumen, diría que este juego es muy logrado, pero frustrante de un modo que no termina de conectar conmigo. Irónicamente, el elemento que más me desconectó fue la necesidad de grindear para la última sección de la mazmorra.

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Games like Below invite us to ask what kind of void did Dark Souls reveal to players so that many roguelikes would try to fill it in later years. It superficially meets all the expectations of the genre: exploration of unknown, desolated lands, the looming closeness of death, and a hostile and indifferent world that means nothing to us except how can we control it (spoilers for the end) finish it.

Below checks every proverbial Soulslike checkmark, but has a couple of elements radically set it apart. The first is that the controls and combat are much simpler, closer to Zelda than anything else really. With those mechanics the sense of danger is incentivized less by enemies and more by the traps, which feel truly cruel and malicious in a way that the Souls titles never attempt to evoke. The second is that when we die one of our companions/descendants will take our place. In the more difficult areas, this gives Below a layer of cruel management vibe about sending people to their death while you collect the shards and stash the better weapons. Not even Darkest Dungeon invited you to view your avatars so inhumanly.

To sum up, I would say that this game accomplished everything it set out to do, but frustrating in a way that didn't connect with me. Ironically, the element that turned me off the most was the need to grind for the last section of the dungeon.

Un juego absorbente y amenazador, adelantado a su tiempo y al mismo tiempo extremadamente deudor de su época. Firme heredero de los juego-puzzles hechos durante la eclosión indie como AntiChamber (en sí, descendientes de Portal), NaissanceE aporta ofuscación y completo minimalismo para dejarte sólo con las sensaciones. El resultado es excelente, y realmente no tendría nada más que añadir salvo, quizá, un final un poco menos abrupto.

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An absorbing and enticing game, ahead of its time and at the same time extremely of its time. As an offshoot of the puzzle games boom made during the indie era ala AntiChamber (which came directly from Portal), NaissanceE brings obfuscation and minimalism so that you may just bask in sensation. The results are excellent, and the only thing I'd say is that this needed a slightly less abrupt ending.

A estas alturas no le descubro a nadie nada si le digo que Detroit: Become Human es, como cualquier otra obra de Quantic Dream, una idea profundamente fallida que se desploma por su propio peso, y que cualquier virtud que puedas hallar a las horas echadas para diseñar este monstruo (el impresionante árbol de decisiones, la calidad singular de algunas escenas e incluso, por difícil que cueste creer, la fuerza de algunas partes del guion) se va a ver menoscabada por multitud de pequeños detalles molestos que dejan del trabajo de Quantic Dream una impresión antipática. Pero lo que no he visto comentar mucho es que, detrás de todas sus ínfulas de "película interactiva", lo que los trabajos del estudio francés me recuerdan sobre todo es al boom de la aventura gráfica europea de los 2000. Detroit: Become Human no merece ser burlado por no lograr, pese a todo el dinero invertido, acercarse a Blade Runner o a Yo, Robot; merece ser burlado por no acercarse a la calidad de Post Mortem y Still Life.

Sinceramente, me da más lástima que otra cosa a estas alturas.

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At this point I'm not telling anything new if I say Detroit: Become Human is, like any previous Quantic Dream work, a deeply flawed idea work collapses under its own weight, or that any virtue that you may find within, like the choice tree, the quality of some maps and even, as hard as it is to believe, the strength of some aspects of the script, will be undermined by many annoying little details that leave a heavily unpleasant experience. But what I haven't seen being talked about that much is that, behind all its "interactive movie" pretensions, this French studio's work sits closely to the European graphic adventures of the 2000s than anything else. Detroit: Become Human doesn't deserve to be mocked for failing to look like Blade Runner or I, Robot. It deserves to be mocked for reaching the quality of Post Mortem and Still Life.

Honestly, I pity these games more than anything else by now.