9 reviews liked by bryoshe


kirby's dream land already had a strong aesthetic, but adventure is just on a whole other level. the game's wide variety of colour palettes are all striking; vivid sunsets, dreamlike castles in the clouds, highly stylised pastel spacescapes, they're not only impressive on a technical level befitting a game at the end of the NES' life cycle, but they also evoke a surprising amount of ambience, giving its myriad locales a lot of character

the game generally has a remarkable sense of place, i really like how the world map is not so much a menu like in a lot of its contemporaries but more of a mini-stage that uses the same mechanical language as the rest of the game, the backdrops of the level entrances have a sort of theatre set look to them that serves as an abstraction of what that level will feature, and where it exists in relation to the other levels which is an incredibly cool idea, i particularly like how butter building's hub world is entirely vertical, giving the impression of climbing one big tower that i don't think would quite come across otherwise

all this is to say nothing of the levels themselves, which are so eager to wow you with their amount of visual themes its astonishing, the first level of grape garden for instance starts in a sort of cloudy castle area, then goes to a purple-y starry sky, and then an icy aurora borealis area, all in like under two minutes. dream land 1 was great at this too but i find it even more impressive here considering how adventure goes even harder on the detail and variety, in a much longer game to boot

the level design is very simple, more focused on enemies and stage hazards than platforming and not very challenging, but it's just very comfy as a result and as i said before never sticking with one thing too long, the stages are all very short too and while a much fuller feeling game than its predessor, the game can be comfortably beaten in one sitting, it's a game that burns bright and fast and doesn't let its simple gameplay wear thin, and if you have any passing knowledge about this series at all then you probably don't even need me to tell you what a welcome addition copy abilities are in complimenting all of this

if i were to gripe about something it would probably be that the extra mode is a little disappointing compared to dream land's which increased the difficulty by changing enemy placements and behaviours to be far more dangerous, and also introducing new enemy types altogether which made the game feel very fresh and really enhanced the game for me. adventure merely lowers your max health and doesn't allow you to save, which is far less interesting and the latter of which was a non-factor considering that i was playing the game on my 3DS that i could just put into sleep mode

otherwise though kirby's adventure is a delight, beautiful art and animation, amazing music, fun and cozy gameplay, all jam-packed into a lovely little two-hour adventure. so fluff up your pillow, for tonight dream land will sleep well~

This review contains spoilers

i went into this expecting to at least have a reasonably fun time being a big sonic fan, but i was bored by the second zone. for me personally it's not enough for sonic to just stop remixing levels from older games, i want to see some genuinely cool and creative locations, stuff like the best of sonic mania gave me a glimpse of such as press garden or titanic monarch. everything in sonic superstars however is just so incredibly pedestrian, from the stage design, to the level gimmicks, to the aesthetics; seaside level, jungle level, kinda cloudy temple level, pinball casino level, desert level, ice level, grey factory level for the finale, and so on. all of it serviceable more or less, but I was left feeling quite hollow, i was kinda on autopilot for most of it which is why i don't really have much to say

even when the game gets a tiny bit more original such as a city made of gold (which reuses the pinball elements from an earlier level but yk) the backgrounds are so basic and scant on detail that they lack any sense of place. golden capital, the level in question's background had an obscenely exaggerated depth of field effect smeared over it that i got suspicious, and turning it off revealed a barren, frankly abhorrent vista of textureless mountains and grass that looks like a first draft of what the general landscape was going to look like, but it seems there was only time to just blur all that out and call it a day.

the game's art style is quite similar to classic sonic's levels in sonic generations, and let's just say that comparing those visuals, and especially the backgrounds to that twelve-year-old game wouldn't exactly be favourable. generations would also make better use of its camera, which would tilt or zoom to emphasise certain moments to great effect, but superstars' is almost entirely static, and generally feels a bit too zoomed-in and claustrophobic to give me a good grasp of my surroundings

the music similarly disappoints, being neither catchy and hummable nor atmospheric in my opinion. a couple of the songs are okay but it mostly sounded like generic background noise to me, and i wasn't thrilled to hear the sonic 4 styled instrumentation being present in like half of the entire soundtrack, the game's worst song being the boss theme, which is a bland yet simultaneously annoying ten second loop that you will spend minutes at a time listening to at very frequent intervals, because of the way the bosses work now

while i found most of the stages themselves quite bland, occasionally annoying, but ultimately inoffensive, the boss fights made sure to stamp out any sort of goodwill i had left for them. rather than being conducive to speedrunning like other classic sonic games are by allowing you to be proactive and do damage at all times, sonic superstars forces you to wait around and dodge attacks while the boss hangs out in the background or is inexplicably invincible until the game gives you an opportunity to hit them one time, and the cycle begins anew.

the player's skill dictates the pace of a fight to a much lesser degree now, there'll be some moments where you can sneak an extra hit by like bouncing one of their attacks back at them or something, but this is still extremely limiting. you're still mostly just dodging attacks, which is far less engaging than dodging AND going on the offensive, there's also a lot of cases where the boss just kinda stares at you for a bit and does nothing which always really got on my nerves like please just hurry the fuck up fang i hate you. sonic has had some iffy bosses like this in the past don't get me wrong, but here basically ALL of them are iffy, the only one i can think of that works more traditionally is that fight against that big piggy bank guy who sucks up your rings (which is an idea just lifted from sonic advance 3 but whatever)

these encounters are filled with so much dead air that they end up usually being longer than the actual levels they're a part of, just like four straight minutes of that stupid song that loops after ten seconds while you sit there twiddling your thumbs like a nob, and when you die to something stupid, like the various instant-kill attacks they start chucking in there as the game goes on it hurts more than ever because of the amount of nothing you have to sit through all over again. this is shit, and turns an otherwise perfectly mediocre game into a slog.

the game is lacking in polish in some quite significant ways too, when i got to that cyber level in trip's story, the effect where you're turned into a little minecraft guy was completely broken every time i jumped, displaying her regular jump animation but frozen in place wrapped around her minecraft body, which was quite disturbing. latching onto a wall in this new form would leave her stuck in place, unable to move, or do anything other than pause the game. i was softlocked twice before opting to just trying to do the level without using her signature ability that the level design was changed to accommodate

this corrected itself later in the level, expect now my double jump wasn't working, she'd do the animation for it but wouldn't gain any extra height or anything, which needless to say made the shitty boss fight of that levels a lot more difficult

the story also just felt unfinished, like i don't need a particularly gripping narrative or anything for this type of game but it was bizarre how much basic context was just left completely missing; everything about trip being being forced to work for eggman and then being able to turn into a dragon so she's like all strong now and can join the good guys and like what eggman's plan with her even was can all kinda be inferred i suppose from what we do get, but it's weird how it's paced like you play levels and then something important will just kinda happen without fanfare and you just sorta have to go along with it so it's hard to feel anything from it other than just 'okay'.

trip literally has a story dedicated to her but it's just almost entirely identical to the main campaign and you don't actually learn anything about her, and it does like the thing where an egg robo is the villain like when you play as knuckles in sonic 3, but then it suddenly becomes about fang and his giant robot at the last second and it's like 'okay'.

then you get a last story where a dragon comes out of the sea and goes rahhh and you gotta fight it i guess and it's this game's token super sonic boss battle except it's designed like all the other bosses in the game, where there's a load of waiting around and does a load of attacks, except you're super sonic so its attacks just don't do anything to you. the whole point of these is that you're invincible, but your rings are ticking down like a timer and you have to focus on getting rings and usually catching up to something, the attacks slow you down which is bad, but in this case you're not being slowed down at all, you're not catching up to anything bro's hanging out in the background what's the point of this you're just going left and right and getting rings, it only matters in the brief window where it does one particular attack that makes it vulnerable, and hey guess what the whole affair takes like ten agonising minutes when you know what to do, if say, you don't know what to do because the mechanics of the fight are so poorly conveyed and you die trying to figure out what to do, then be prepared to sit through the entire thing from the beginning all over again, it's actually a little insane how bad it is

this is the first time i've played a new sonic game since forces came out and ruined christmas for sixteen year old for me, i never stopped being a fan of the series or anything but i was no longer interested in obsessing over it and following all the hype cycles and new releases and went on to try so many new things as i got older instead of just playing the same six or seven sonic games over and over as i did as a teen. if this game is anything to go by, i'd say i made the right call; it still feels very much like the series i left

Gamer se contenta com muito pouco.

This review contains spoilers

Eu juro por Deus que não consigo entender como as pessoas gostam da história desse jogo. Eu diria que é uma ofensa a qualquer ser pensante que presta atenção na tela e tenta se imergir em uma narrativa séria, mas é um consenso tão absurdo entre todo mundo que eu devo ter entendido alguma coisa errada em algum momento.

Nós começamos o jogo depois de um assalto aleatório ter dado errado, matado uma galera da gangue, congelar todas as economias em um ponto inacessível e forçar todo mundo a se esconder nas montanhas passando fome e frio. Esse capítulo é muito importante pra definir duas coisas que acontecem o jogo todo:

1: Os personagens não são pessoas comuns em uma situação difícil, eles são heróis lendários mitológicos indestrutíveis que atacam um acampamento de pelo menos 100 pessoas sem nenhuma estratégia fora se jogar no meio do tiroteio e de alguma forma sair ileso.

2: Os personagens são pessoas horríveis completamente irredimíveis que sequestram um jovem azarado e submetem ele a dias de tortura em um tom de descontração e diversão, removendo qualquer empatia que você poderia ter por eles. (O que se confirma quando eles assaltam um trem, matam todos os seguranças sem esbanjar emoção e o Dutch deixa bem claro pro Arthur que tá tudo bem se ele matar todos os civis inocentes que estavam a bordo com ninguém da gangue achando errado.) A forma completamente natural que isso é demonstrado torna evidente que torturar pessoas e matar inocentes é algo recorrente a todo mundo envolvido na gangue.

A partir dessas regras o jogo segue pelos primeiros 4 capítulos, onde os personagens casualmente se envolvem nos maiores tiroteios já vistos em toda a história do velho oeste sem nunca elaborar qualquer plano ou medir as consequências morais do que estão fazendo. O jogo finge que tá avançando a narrativa trazendo personagens e áreas novas, mas na prática você tá só andando em círculos, indo de uma galeria de tiros pra outra mudando levemente o contexto.

Eu falava a um tempo atrás que esse é provavelmente o pior jogo que eu já joguei, não no sentido de ser o mais desprezível mas no sentido de ser o que pior usa a mídia pra transmitir qualquer emoção. Repensando nisso recentemente porque mesmo as piores e mais ofensivas partes de red dead ainda são totalmente dependentes da mídia dele. Se isso não fosse um jogo, as pessoas começariam a estranhar os personagens irem assaltar um banco sem nenhum plano em mente, ou matar metade dos guardas de uma família rica e depois ir trabalhar pra ela achando que não vai dar em nada, ou toda e qualquer ação que eles tenham em qualquer ponto da história acabar em 10 minutos de tiroteio frenético onde 60 inimigos morrem mas todo protagonista sai ileso. Sendo um jogo though, isso é só parte da ludonarrativa que a gente ignora pra ver o resto da história, e o jogo aproveita isso ao máximo pra se recusar a oferecer qualquer trabalho textual interessante e só estimular seu cérebro com umas explosões no lugar de um plano.

Durante essas missões filler que não progridem a narrativa, não oferecem um plano interessante de acompanhar ou desenvolvem qualquer personagem, alguns membros da gangue vão morrendo. Apesar do jogo tratar eles como deuses imortais que matam 150 pessoas por dia, a morte deles é sempre anti climática e humanizada, como se fosse por um erro bobo. É nesses momentos que eu digo que esse jogo é uma ofensa a inteligência de qualquer pessoa, você acabou de ver esses personagens matando um exército de policiais sem esboçar reação, esses personagens se mergulhando nesse tipo de tiroteio como plano principal ao invés de secundário. Matar eles dessa forma é uma tentativa tão artificial e ridícula de humanizar eles e criar tensão que fica risório. Sean morre em uma emboscada que realisticamente teria matado todo mundo envolvido, Lenny morre em um confronto que você canonicamente poderia evitar com suas habilidades se o jogo não bloqueasse.

É também bem difícil simpatizar com qualquer um desses personagens. Um elogio que eu ouço com frequência de todo mundo é em como os personagens parecem humanos de verdade e o quanto você se importa com eles durante o jogo, e eu do fundo do meu coração não consigo entender como. Fora o fato da maioria deles serem psicopatas cometendo crimes brutais de forma casual (e os que não estão diretamente envolvidos nisso são cúmplices de bom grado), todos são o ápice da imbecilidade. Dutch, do começo ao fim do jogo, fode todas as pessoas presentes naquele grupo um por um. Não tem nenhum plano dele com lógica, nenhum plano dele que dá certo e nenhum capítulo em que ele não coloca todo mundo em risco por bobeira, mas eles continuam fielmente seguindo ele mesmo assim. "lealdade" precisa vir de algum lugar, se o Dutch conseguiu lealdade o bastante pra não ser questionado nesse nível de circunstâncias, é obrigação do enredo mostrar pelo menos um traço admirável dele pra ser compreensível alguma lealdade ter surgido. Não mostrar esse traço nunca e forçar na garganta do jogador uma lealdade desumana mesmo assim é outro insulto. Seguir personagens que são tão psicopatas quanto imbecis cria camadas de separação dramáticas impenetráveis que em retrospectiva só me faz ficar feliz que a maioria morreu. O melhor argumento possível pra defender essa caracterização é considerar as histórias que eles contam na fogueira as vezes. São legais e divertidas, mas se isso é realmente tudo que as pessoas exigem de uma obra pra considerar os personagens incríveis, o padrão de qualidade tá realmente muito baixo.

Depois de se repetir 150 vezes o jogo resolve que quer avançar a narrativa de verdade e te manda pra Guarma em uma guerra aleatória. A maioria das pessoas acha esse capítulo o pior e embora seja horrível mesmo eu acho ele um pouco melhor que os outros, pelo menos a ação exagerada faz sentido e a narrativa progride em quase toda missão.

Capítulo 6 é quando finalmente alguns personagens começam a ser trabalhados, Arthur sofre de tuberculose e começa a questionar as decisões do Dutch, e o Dutch fica dolorosamente estúpido. A idéia do personagem é ele ficar instável, inconfiável, impulsivo e ter a moralidade denegrida, mas na prática mesmo ele só começa a ficar muito burro. Os planos dele que antes já não passavam de se meter em tiroteio rezando pra tudo dar certo agora não eram mais nada além de chamar atenção da polícia. Você literalmente, pelas palavras do próprio personagem, começa a fazer ataques terroristas aleatórios pelo mapa pra chamar a atenção do estado e passivamente aceita depois de se questionar um pouco se é ou não uma boa ideia (personagens humanos k). Um dos momentos feitos pra questionar a confiança nele é quando ele se recusa a salvar o John da prisão, o que é de muito longe a decisão mais inteligente e louvável que ele faz o jogo todo (visto que é fisicamente impossível salvar o John da prisão), mas é reprimida pela maioria do acampamento.

Sadie e Arthur vão salvar ele mesmo assim. Todas as missões do jogo são um lixo mas eu quero enfatizar essa:

Você rema em um barco até uma prisão de segurança máxima onde não tem nenhuma parede ou guarda vigiando a costa pra caso alguém tente invadir a barco. Mata dois guardas com um rifle atraindo atenção de todo mundo da prisão imediatamente ao invés de ir no stealth, usa um único soldado de refém contra um forte armado de mais de mil guardas pra conseguir um homem absurdamente procurado por todo o estado, imediatamente se livra do refém e começa a meter bala em todo mundo sem nenhum motivo, volta pro barco e rema de volta rezando pra ninguém atirar nele enquanto isso (e por intervenção divina não atiram)

O jogo começa a vender que as coisas estão cada vez piores pra gangue, mesmo que na prática esteja exatamente a mesma coisa de sempre, só com os personagens ficando bravos uns com os outros. O que acontece de forma bem estúpida inclusive, do nada pessoas aleatórias começam a se odiar por suspeitarem de um traidor (mesmo ele tendo acabado de se confessar e ter levado um tiro) e o Dutch começa a confiar fielmente no Micah sem nenhum motivo que o Arthur é problemático, mesmo ele sendo a fonte de 98% da renda de todo o acampamento.

Eventualmente você descobre que realmente tinha um segundo traidor e era o Micah, removendo qualquer peso do personagem dele (que já era pouco) e só transformando em um hate dump genérico. No caminho pra falar isso pra gangue o jogo começa o final catártico onde do nada vem um bando de policiais(?), a gangue se desfaz inteira, o seu cavalo morre em uma cutscene que o jogo trata como dramática (eu ri de tão artificial) e o Arthur se "sacrifica" pelo John (mata alguns policiais aleatórios que o John canonicamente poderia fazer sozinho se você escolhesse ir atrás do dinheiro)

Arthur morre espancado, se você terminou com honra positiva ele morre feliz assistindo o por do sol enquanto uma música heroica e trágica toca de fundo. O arco do Arthur é que depois de contrair tuberculose ele percebe que é uma pessoa ruim e tenta buscar redenção pelos seus pecados, e o que esse final implica é que no melhor dos casos ele conseguiu uma redenção completa por tudo que fez e no pior dos casos ele morreu tentando de forma honrada e respeitável. O meu problema com esse arco é que ele não existe. Literalmente, não tem nada que solidifique esse arco até o final do jogo. Arthur expulsa o Strauss, o que é o mínimo do mínimo pra não ser a pior pessoa que existe, e até a última missão do jogo ele continua matando policiais sem questionar. A atitude que o jogo trata como o ápice do personagem dele é ajudar o John, o que não é relevante pra história (John poderia fazer sozinho) nem um sinal de mudança (é algo que o Arthur faria da mesma forma no começo do jogo). Não existe arco de verdade pro Arthur, só a ideia de um que nunca é elaborado.

Epílogo é um pouco melhor que o resto mas é um lixo também, Dutch ter continuado a seguir o Micah esse tempo todo mas mudar de ideia do nada no confronto final é hilário. A gameplay é uma mistura de seguir a linha amarela/vermelha do mapa com o cavalo e um minigame de space invaders pra concluir as missões. Os gráficos são bonitos.

self-assured and effortless, nights is an absolute joy to play in its purity

this game has me caring more about high scores and leaderboards than any other just because memorising the level layouts and gliding ever so slightly more gracefully as you replay, maximising efficiency to just about cram one more lap in is just so exhilarating and addictive in itself; it's so simple to pick up and play but leaves you with such a high skill ceiling to work towards

its visuals and music are also just wonderful and nail the inviting yet ethereal atmosphere of being in a dream, further incentivising replays since nightopia is simply just such a nice place to exist in

nights is a short game, but burns bright for its entire duration, and it's one that i see myself returning to many more times and only growing more fond of, we really need more games like this i think

This review contains spoilers

with longer games, after a first playthrough, it tends to be harder to retain everything that happened even just immediately afterwards. there's a lot of games where i'll remember some big moments and then go 'oh yeahhhhh' when i come back to them later

so what really struck me about earthbound was how i could more or less list its entire sequence of events in chronological order, the pacing is quite relaxed but none of it feels like filler, there's a lot put into making ever segment something that stands out, the definitive game about some scrunklies going on an adventure

mother 3 retains this quality and then some, now with marked chapters that have names, and perspectives from different playable characters, particularly at the start of the game, chapter 1 makes such an impression juxtaposing lucas' introduction being a calm and typical day playing with his brother, with his father and the people of tazmily village dealing with a forest fire in the middle of the night, it's such a unique way to introduce the game's characters and the tragedy that befalls flint afterwards is so unexpected given the way game started out just an hour before. deftly balancing all sorts of light and dark tones has always been one of my favourite qualities of the series, and mother 3 might be the very best at it. there are instances where the game's humour crops up at inappropriate times, such as the funeral near the start having a load of puns on the headstones there, and i generally don't find it as funny as the first two games, but it also evokes some of the most euphoric joy and deep sadness in me out of all three games, and also most other games for that matter

there are so many parts of this game i know will be etched into my mind forever, chapter 3 starring salsa the monkey would be an amazing short story on its own, my favourite part of it is how in the combat, you're very weak on your own, and rely upon your abusive owner to get by in a situation that he's put you in, the way that dynamic comes across organically through gameplay is just really cool. i also love the part where you have to deliver the boxes, you have to find the recipients' houses yourself, and everyone other than them that you talk to sort of turn their nose up and want nothing to do with you, you're promised a reward of a 'luxury banana' if you can deliver them in under 20 minutes or something, and whether you achieve that or not, you're denied it once you return, and fassad proceeds to take one bite out of it and throw it away, it's great stuff and serves as a microcosm of the kind of place tazmily village is about to become

lucas never quite fit in, and still doesn't after the town he grew up in becomes a dystopian hellhole. (you have to pay for stuff) after losing his mother and brother, and growing distant from his father as a result, he's completely reliant upon himself (and his dog) and isn't led astray like the rest of tazmily, which ends up making him the hero, along with the rest of his band of misfits, a tomboyish false princess, and a handicapped thief

this theme of outsiders saving the world continues with the characters known as the magypsies, but they aren't nearly as successful at supporting it and are definitely my least favourite aspect of the game, with their designs and personalities all being based on stereotypes of crossdressers, and quite a few poor taste jokes made at their expense which can also come across as transphobic. as a trans woman myself i wasn't terribly offended personally but i was rolling my eyes at quite a few parts and it's probably the only caveat i'd mention when recommending the game

you experience firsthand the horrible mundanity the residents of tazmily now endure, with a day of backbreaking labour, pushing people molded from clay to go get electrocuted back to life after effectively dying from exhaustion, then being sent right back to work, and going to club titiboo at the end of the day which the workers seem to be addicted to, and then you go on to break into various facilities belonging to the pigmasks and discover the horrible experiments that are being conducted, the ones you see most often are animals being taken apart and combined with parts of other animals or machinery to make chimeras, under the juvenile premise that animals are boring and they're being made much more AWESOME now, and once you eventually you meet the man at the very top, you'll find that he views people in the same way

after you take a 'break' with a more traditional video game quest of finding the seven needles, returning to the now abandoned tazmily village, and then later being chauffeured to the nightmare that is new pork city becomes even more of a whiplash, and you discover that the source of all this is an old man, with the mind of a small, spoilt child, with all the time in the world and everything he could ever want, now acting only out of nihilistic boredom, the way this is all built up to and paid off is absolutely incredible, the final chapter of this game is simply just one of the best in a video game

i won't spoil any more of the ending than that, mostly because it's 1am and i'm very tired and feel like i'm rambling, but also because it'd probably be pointless anyway; the experience of playing it is far beyond the scope of any words i could write, mother 3 is every bit the game i was always told it was, and i'm very glad to have finally played it and count it amongst some of my absolute favourites

Classic soundtrack, classic characters, great story, nice mission variety, good amount of humor and surrealism sprinkled in - this was the icing on the cake. This was truly when Rockstar perfected their formula, this was literally the perfect game when it came out.

"I'm blind Carl, not stupid."

-Woozie 1992.

You guys remember when Classic Sonic showing up was a really big deal and everyone thought it was awesome? Yeah, me too. I miss those days.

Although Generations lacks some of the sauce of other 3D Sonic games such as Adventure 2 or Unleashed, it more than makes up for it by being insanely fun to speed through, and consistently so too.

Generations won't serve as my go-to when I need a Classic Sonic fix anytime soon, but that's not to say there isn't fun to be found in his gameplay anyway. Although he's much heavier than in the Genesis games, I feel the level design is, more often than not, designed around his physics pretty well. It's also mitigated by the insanely broken spindash, which when timed right with a jump (and a position where you won't dive headfirst into a bottomless pit), can send you FLYING across the stage, so much fun to pull off.

What really keeps me coming back for more, though, is Modern Sonic. Once you get used to how he controls, it becomes so much fun mastering each of his levels and optimizing them to the best of your ability. His heavier feel is also a fine fit for Generations' stages, although some sections in stages such as Sky Sanctuary and City Escape feel like a bit of a hassle to get through.

Sonic Generations is short, but it is very sweet and incredibly replayable, especially with the dedicated modding community behind it. It's nearly been 11 years since the game came out as I'm writing this and the only game released in that time that surpasses it wasn't even made by Sonic Team. Marvelous.

"Hey, Sonic! Enjoy your future; it's gonna be great!" - Sonic the Massive Fucking Liar