This is the best game on the PS4 and the greatest game of this generation. It's not better than the first Dark Souls, but it takes the best out of it, shapes it into a lovecraftian-horror-lore heavy behemoth of a game and thrives on it. Everything feels smooth. The graphics, the combat system, the lore, the environments, the bosses and everything in its design. Bloodborne is the pinnacle of video game design. Play this game.

Wo Long is a very entertaining game with a clumsy execution. It's funny because it works flawlessly at times, but when it doesn't, it's awkward and heavily frustrating.

Wo Long's story is extremely forgettable and its presentation is... uh... bad, to put it simple. Also, I played it on Series S and by god that console struggled to deal with the most simples things. Nevertheless, the game is ugly and its environments are sort of repetitive. Without interesting characters and an engaging tale to keep you hooked, fun factor was foun in other things.

While the environments are dull, the level design can be pretty clever sometimes, with some main missions and sidquests being very well structured. I'm a sucker for shortcuts and hidden places and Wo Long is filled with them. It all comes to a full circle by the end of a level, as long as you don't miss out on anything.

Characters are very bland, but the way they help you during combat and their design is just really nice. Hero or villain, they look cool as shit. Hell, even the armors and weapons you get look super slick. The Divine Beasts are impressive as well but, unfortunately, not all of them are very useful. Monsters and bosses look nice too, but variety is UTTERLY low, killing the element of surprise.

But where Wo Long shines (and sometimes falters) the most is in its combat. I'm going to make the obvious comparison because there's no other way around it: this game tried to be Sekiro. Sometimes it nailed it, but sometimes it failed.

Fighting styles are sharp, every weapon is useful and has its own perks and strenghts, your character is highly customizable, learning damage partterns from enemies and bosses can be extremely fun, most spells are pretty sick and I loved the different kinds of martial arts you learn. This is where more than half of the fun in Wo Long lies and, like I said, when it works, it's amazing.

The problem is, it lacks a certain level of polishment, I think. From enemy placement to boss fights. In fact, ESPECIALLY in boss fights! This game really knocked it out of the park with bosses like the final one, Lu Bu, Dong Zhuo and Zhang Liang. Then completely dropped the ball with others like Aoye, Zhang Rang, Liu Bei and that weird demonic dragon. It is fun, yes, but also absolutely inconsistent.

I also feel like Koei keeps repeating the same mistakes since the first Nioh. An unnecessary amount of repetitive loot, too many systems and mechanics that could totally be cut from the game, the morale system can be quite inconvenient and the game feels bloated. The side quests aren't that good and rewarding as they can be very repetitive sometimes. So why keep it going for so long?

It may seem like Wo Long is a bad game from everything I wrote, but it's not. It's just... complicated. It is also a game that made me appreciate Sekiro even more, for inspiring more fun parry based combat systems like this, but also for how well it executed its original intricate formula.

If you're a fan of games like that, then do give it a go. Just do not expect anything near perfection.

It's hard to admit, but Alien Hominid Invasion was a letdown for me. The PS2 Alien Hominid is my favorite run and gun game of all time, and while I didn't mind the shift in style, I just couldn't fully enjoy it.

AH Invasion still carries the charm of the original. That's probably its best aspect. It looks pretty, albeit not bloody anymore. Cutscenes are great, funny, inviting and sarcastic, at least. Not to mention the many nods to the original, which were pretty nice.

The whole game has changed. It's a roguelite now, with RPG elements, like stats and equipment. And it works fine, I guess. For the most part, shooting feels solid. Especially when you get the hang of it, which can take a while. It's challenging as well. Not always the best kinnd of challenge, but makes you think more than just run, dodge and shoot. Also, playing it co-op, just like its predecessor, is still the best way to go.

However, from the moment I was deployed into the first mission, it just felt like a confusing mess. Even after "getting it" (which took more time than I'd like to admit), that impression never left. The screen is always totally cluttered with things, objectives are always the same, most items, guns and rewards are useless, enemies are repetitive little bullet sponges, bosses form the first half of the game are annoying as hell, and technically, there are only three different levels, which look identical.

Finishing this game co-op was probaly the best thing I did, otherwise, AH Invasion just wouldn't be fun. It's a shame, because the first one is nearly perfect, so the potential for an improved sequel was huge, but... just didn't happen.

There might be something here and there to save this for you but, honestly, it's tough to say it, but Behemoth dropped the ball. I'm a fan of their work, the original Alien Hominid, run and gun games and roguelites, but still, I would just stay away from it.

I have just finished Nocturne and now I'm looking at the TV, thinking... why the fuck did I love this game?

It's like the game was developed to make you suffer and feel miserable... yet... I just loved it!

But still, the question lingers. Why did I love SMT3? There are so many bad things in its design! It's just filled with little to major flaws that prevents me from loving it even more.

For starters, the environments may seem pretty at first, but the repetition will get to you and it will feel dull. It's as if they made it on purpose. Claustrophobia is a thing in the Vortex World. Negotiating with demons is a pain the ass and the game doesn't even explain it to you. In fact, Nocturne wastes no time in explaining anything. The only reason I got through the game's mechanics without looking for a guide is because this is not my first SMT game.

And what about the dungeon maps? They're terrible! Again, was it bad design or is the humdrum on purpose? Why not include a mini-map? Why is the encounter rate so goddamn high? Did the Labyrinth of Amala need to be THAT gigantic and confusing? Was it a necessity to make the final dungeon in the game so frustating and clueless? The puzzles are good, but did EVERY dungeon need one?

And don't even get me started on the difficulty! Look, I get it, it's part of the experience and it's in the series' DNA. But SMT3's difficulty is just absurd. Even normal enemies are ruthless! Was it part of its design to make it extremely unbalanced and inaccessible? I see no necessity for it. And yes, there's that newly added Merciful difficult, but that just turns it into a joke. It makes Pokémon Let's Go Evee look difficult!

But even after pointing out a few of SMT3's many flaws, why do I still love it so much? Why did I have so much fun with it?

Maybe it was the character's design. Every single character, from demon to manikin, they're just VERY well done. Or maybe it's the press turn battle system that just refuses to be boring. Was it Nocturne's thought-provoking intricate writing and social/religious themes that kept me hooked? The minimalistic nature of the game's story and gameplay just hides away a mountain of depth, right?

It was probably the addictive mechanic of collecting and fusing demons. Maybe the oppressive and lonely atmosphere just talked to me, you know? I mean, the story is immersive and every single ending seems solid enough. Or was it the boss fights that kept me pumped? And I didn't even mention how PERFECT the soundtrack is. I could spend days listening to SMT3's ost and I wouldn't get tired of it.

In the end, I do not know why this game is so lovely. It is unnecessarily painful, but I just keep coming back to it.

I wouldn't recommend it, though. Unless you really wanna do it...

I've been saying that Final Fantasy XV is the best FF to come out since FFX. FFXVI is here to challenge this thought.

I absolutely loved my 68 hours spent with FFXVI. I was skeptical at first because, honestly, it looked nothing like I hoped a new mainline Final Fantasy would be. But I'm glad Square proved me wrong.

The first thing that gripped me into the world of FFXVI was the story and its presentation. I loved the blend and tone between this dark medieval war story and the fantastical mythos of the franchise. The world building and overall conflict took a while to connect, but the strong emphasis on a character-driven plot kept me going. Mostly, from beginning to end, the story is fantastic. It is as epic as a FF game should be, it's bleak (at times a bit too bleak), joyful, well written, deep and gets crazy by the end.

But what really drives the story forward are the characters and their dialogues. FFXVI has some of the best written characters and exchanges in the franchise. Clive is a great protagonist, Jill has an impressive backstory, Gav is one of the coolest characters, Dion is complex enough and even Torgal, the dog, gets to shine. Not to mention Cid - the greatest character in the game. Probably the best Cid in the whole franchise. Voice acting, charisma and vivid well-written conversations were key to all this.

As for gameplay, it may not be as deep as FFVII or innovative as FFX, but it gets the job done better than the likes of FFXV or FFXII. You see, the action mechanics are pretty simple, but they're very accessible, excelling in substance, intensity AND style. It's quite addictive, actually. Especially when it comes to boss fights. Whether you're fighting as an Eikon or going against a tough enemy, this is where the spectacle lies.

This game looks absolutely beautiful. Probably one of the best looking games out there, currently. It is quite impressive and it keeps throwing new shockingly beautiful things at the screen until the very last scene. And it all comes together with what must be the best Final Fantasy soundtrack since FFXIII. Simply remarkable!

But for a game that gets so much right, when something goes wrong, it becomes crystal clear.

It may have an incredible story, but its pacing is all over the place. At one moment you're fighting a god, the other you're collecting flowers. And, yes, this is usually how RPGs goes, but it feels glaring on a game so focused in its own plot. As a result, the writing and rhythm kinda goes a bit off by the final act.

The ending, for example, it's not bad, but with a tale as depressing as this one, it'd be better for a more direct and sunny finale option. Being bittersweet and ambiguous can work, sure, but not always.

The amount of sidequests were a low point as well. They're usually very interesting, with some even gifting you with cool scenes, world building and interactions between characters. In fact, some sidequests at the ending are A MUST, for example. The problem is, if you want to experience them, you have to go through the same repetitive objectives and places over and over again. And there are A LOT of them, coming up at the worst times possible during the main quest. There's simply no verticality. You can see this on enemy variety, which is a joke. Even the hunts get stale.

And last, but not least, FFXVI's biggest flaw is not deciding whether it wants to be an action game or an RPG.

I miss customization, statuses, skill variety, secret dungeons. It is mostly there, but it's just... not enough. It's different. A party system could've fixed part of that. You have very charming characters helping Clive on his quest, but they're barely there during gameplay and are barely useful. You can't even mess around with Torgal's skills and he's always present.

Still, in my opinion, Final Fantasy XVI is an amazing game back to back. Its flaws are clear and I get that it looks and plays different enough to avert a few fans. But it is definitely a great entry in the mainline series and might be the best one since FFX.

Only time will tell. Play it and find out for yourself.

This is my 2nd favorite Final Fantasy and this was the 3rd time I've finished it. It's still a classic. Everything about this game is amazing. The story, the battle system, characters and the witty writing. Hard to point out nay flaws. The ost is one of the best in the series and the open world is just amazing. Even the side-quests are very good, albeit too long. I also like the fact that you can beat the game without grinding, as long as you're well equipped and with the right abilities. This game is just perfect and probably one of the best starting points, in case you want to get into the series. Also, the Switch version is alright. Not better than the PS1 version, but it's just fine. There are no bad ways to experiencing this incredible epic.

Didn't think I'd be writing that, but Silent Hill 4 is my favorite SH since the 2nd one.

What won me over is how unique and lightly experimental it is compared to the previous ones. The concept of Henry locked in an ever-changing apartment fascinates me. It messes with your sense of safety, because if the protagonist isn't safe in his own house, anything else can happen. This makes SH4 one of the most disturbing and intriguing out of the 4, even if it's not the scariest.

I also prefer the focus on melee combat instead of puzzle solving. It does take away the dreadful sense of exploration that the others have, but it makes up for being its own consistent thing. And with it, comes a touch up in the combat sytem. I mean, it's still not perfect and, quite frankly, dated, but it's the best one. Even the camera works a little better. Pack that up with great visuals and some disgusting enemy designs and you have a very creepy challenge ahead of you.

The story is also great!

Definitely not better than 2 and might not be as horrifying as 1, but I love how the mystery slowly unfolds. The pacing feels just right, characters are memorable, there's an eerie sound to the voice acting, the main villain is good and the pay off felt satisfying, in most of the 4 endings you can get. The tone set by your interactions inside the room and the frightening things happening outside of it helps a lot in building up tension and curiosity.

The only thing I did not enjoy so much was Henry, but you get used to him.

And I won't even take too much time talking about how The Room handles sound. I've said it before in past reviews and I'll just say it again: Akira Yamaoka is a god! If it wasn't for him, I don't think Silent Hill would've been as memorable as it is and this is not different in this game. Again, the best one since 2.

I do have to point out a few things that I definitely agree in relation to this game's negative criticism. And that's the 2nd half of it.

I was not happy when I figured out that a lot of things changed when Eileen comes into play. As I played, I figured out that it isn't horrible to deal with her, but depending on the type of player you are, she can ruin your journey, because she is an unquestionable nuisance. Protecting her can be challenging even on easy, especially when you enter rooms filled with ghosts. I don't understand why the devs turned the game into a giant escort mission.

The 2nd half aso brings hauntings into Henry's room. And while I did find the concept very engaging, it got old soon and some of them can be very frustating if you do not correctly manage your items.

There's also the fact that the inventory just sucks. It is unapologetically bad. Some items are useless, the way it handles ammo and guns makes no sense, you can't discard items and it encourages mindless backtracking, which can totally break immersion. And the level design just doesn't help, since it's mostly linear, with some rooms FILLED with enemies. And this is coming from someone who actually prefers linear games.

I really don't understand why the devs made such weird decisions about how the final half of the game would roll. But while it could have ruined the experience for me, it just didn't. I could not dislike Silent Hill 4. In fact, it became my 2nd favorite out of the ones that I played.

If you have a chance, play Silent Hill 4. Especially if you're a horror fan. This is a very unique game, with a wicked mystery and some very off-putting imagery that, while definitely not perfect, shines in its strange design.

Xenoblade Chronicles is JRPG at its best! This is a remastered version of a 13 old game that did its own thing back then but remains in top shape to this day.

I'll start by stating the obvious. The thing that defines this game: Xenoblade Chronicles is an epic gargantuan JRPG!

The world is massive! Not only in scope, scale and in-game content, but also in its presentation. Just the ideia of a story taking place atop two endlessly clashing giants makes it as epic as it gets. And besides the well-told lore, you'll also come across many other imaginative surprises. XC is filled with well-written twists, incredible characters, great villains, good story development, nice pacing and a fantastic ending. XC's tale is, quite honestly, the best thing in this whole package.

But it doesn't end there. Complementing this colossal journey, Xenoblade packs a VERY addictive combat system. It may look weird, since it doesn't work like most action JRPGs, but it functions well. I thought I wasn't going to like it at first, but it clicked faster than I thought. In fact, one of the reasons why I spent around 100 hours playing XC is probably because the combat is just so smooth. It reminded of old PS2 gems like Rogue Galaxy, Radiata Stories and (somehow) even Kingdom Hearts.

All that happening on beautiful environments, urging for you to explore and take on enemies and objectives. This game already looked good back on the Wii, but this re-release made it untouchable. From character design to the most gorgeous landscapes and weirdest bosses. Add that to a pretty good soundtrack, as well.

Now, this game could be perfect, but to me, the thing that made this game incredible was also its greatest enemy. Xenoblade Chronicles more than overstays its welcome.

I can't fathom how obnoxious the sidequests were. They brought almost nothing new or interesting to the main quest, they were very repetitive, mostly unrewarding and just uninspiring. AND THERE ARE JUST TOO MANY OF THEM! It felt endless. The worst thing is that, although optional, without them, you'd end up underleveled, underequipped and missing quite a lot of places, bosses and etc. It's really a shame.

And the more you spend time with it (and you will), the more you'll notice a few cracks. The UI could use some work, enemy variety is lacking, you can easily get mobbed by monsters out of nowhere, the affinity system sucks, having to change time to find NPCs is a chore, you can miss out on a lot, Mechonis is bland and unbalanced as hell and Shulk is a VERY slow kid.

Also, the Future Connected expansion is alright, but it felt a little unnecessary. It's a solid new short story with a cool focus on Melia, but nothing to write home about. I'll just blame the writing and the Nene/Kino duo.

If I could trim a lot of this game, it'd easily transform into one of the best RPGs I've ever played. But the flaws are there and they're noticeable.

However, Xenoblade Chronicles gave me a feeling that few RPGs do and held me tight from beginning to end. I won't forget it so soon. It is intimidating, for sure, but it is worth it. Wether you play it for the story, characters or gameplay, you need to try this game someday at least once.

It took some time, but Tales of Arise did click with me! This is the second game in the franchise that I actually finish and although I expected a little bit more from it, I'm amazed with how it slowly became a game that I just couldn't put down.

This is a gorgeous game! The environments, enemies, character design and combat effects are great. It's a stunning experience featuring soothing scenarios and bleak dungeons.

While I initially didn't like the main cast, I ended up loving them towards the end. Character development is strong, well-constructed and pays off in the conclusion. By the end of the game I was almost part of the group and I think the more mature approach in the writting is the reason.

The story is also beautiful! It is a very long game, but throughly well-paced (except for the second half) and genuinely well told. There are so many nuances to each thing you uncover in the story and so many surprises and plot twists that it's hard to talk about it without spoiling anything. But trust me, it is a very deep and beautiful story, with nice character interactions, a good message and a charming ending.

But the true highlight of Tales of Arise is the combat. My god, it is fantastic! Fun, fast, addicting and a bit confusing, but powerful! It's definitely one of the best battle systems I've ever played in an Action JRPG game. It might not be as tactical as the likes of Vesperia, but it's definitely more engaging.

You get to feel that through boss fights. They're epic and amazing. Each one plays differently and you have to adapt to it. It's a shame that with so many things happening at the same time, battling a few of them (especially fights against the lords) can be quite confusing, with some of them being damage sponges. But they're great, nonetheless.

And while I may be gushing over this game, it does comes with a few notable flaws. The worst one is how generic it may seem at first. It actually took me a long while to finally get hooked, but when it did it hit hard! I'm not sure what it is, but there's something holding this game back from being truly incredible, in my opinion. Maybe it's the soundtrack. Good JRPGS are synonymous with fantastic OSTs and this one is just extremely forgettable. Side quests are also a mixed bag. Sometimes you're facing an incredible tough optional boss fight, sometimes you're cooking or collecting hidden owls. It's unbalanced.

I also disliked how they approached the second half of the game. It cuts the pacing of the entire story, slows things down, throws a bunch of exposition at you and stuffs you with a lot of dialogue. And I do mean A LOT OF DIALOGUES. It gets really boring before it picks itself back up again.

AND WHAT THE HELL IS WRONG WITH THE MONEY IN THIS GAME? EVERYTHING IS TOO EXPENSIVE!

Tales of Arise brought back the feeling of experiencing a good traditional action JRPG. It is quite a journey and one that I won't easily forget. Took a while to convince me, but I'm really glad it did.

I am in love. It took too long for me to get into the Yakuza series and I finally did. I'm glad I heard the fans and started with 0. This game is absolutely incredible!

This is probably one of the best stories ever written in a video game. It immediately transported me to a Yakuza-style movie. Characters are very well done, with some very convincing motives for doing the things they do. They're just too damn well developed and charsmatic. Like I said before, the writing helps. The story is filled with twists and turns, with believable and impressive moments. The pacing is great and it never gets old. Soundtrack is discreet, but it's a banger. It's a contained personal story, focused on its characters, but just as epic as any other game. The only two chapters I did not like were 5 and 7, because they felt like padding.

Gameplay is unorthodox and I love it, but not perfect. It fits the tone and does the job, but if the story wasn't THAT good, I'm not sure I would get to the end. The combat system can get repetitive. Guns are overpowered, the 'sphere-grid-like' upgrade system is shallow, it lacks a good lock-on system and equipments feels useless. In the end, it's just fun. Simple, but it does the trick, especially when it comes to the amazing boss fights (even if you have to fight Kuze FIVE GODDAMN TIMES). The semi-open-world areas take a long time to actually get going. It's a slow burner, but a rewarding one. Albeit repetitive, the side quests and subseries are hilariously well done, helping to build a well realized atmosphere and setting for both cities. The cabaret and real estate mini-games are boring, though.

I recommend this game purely for its story. The gameplay is fun, but it's the thirst to know how everything will unfold that will keep you coming back for more. Amazing! I'm not sure if the rest of the series is worth it, but this one definitely is.

This is not only how I imagined RE1 when I first played it, back when I was a kid, but also better. Everything about it. The mansion, the new surprises, the graphics, the silly/scary story, the atmosphere, combat, unlockables, sound... Absolutely amazing. The only bad things, in my opinion, are the cameras, tank controls and the whole inventory system. It makes for a tense experience, but a dated one, a little.

But don't let that break you. This game is a masterpiece!

Persona 2 has a lot of potential, but I ultimately found it VERY sluggish and boring.

This is a very different Persona than what I'm used to. I knew it was different from 3, 4 and 5, but I didn't know that it would be such a completely distinct experience.

The atmosphere is here at least and the game excels in it! Innocent Sin still gives off that chill Persona energy, with a high school story that starts off silly and ends up getting darker and darker, while not losing its cozy vibes. And that's actually the best thing of the entire game.

The story starts off very slow, introducing the setting and characters. It all develops very well, turning into a very mature tale filled with twists and mysteries up until the very final scene. All characters and villains are great, with simple but interesting backstories and fun/engaging personalities. I loved how it all progressed and that's what keeps me curious to play Eternal Punishment.

Demons/Characters designs and soundtrack also diserve to be mentioned on the positive side. Design is not as good as future games would be, but they're still charming enough. Especially main Personas and their evolutions. As for the soundtrack, it's good, a few tracks stand out, but it's not as special as Persona 4's, for example.

But I can't lie to you, I did not like this game very much. I didn't hate it, of course, but if it wasn't for story and characters, few things would get me to play Eternal Punishment or even Persona 1.

The dungeon crawling aspects from Innocent Sin are awful. Dungeons are exceedingly long, battles are slow, side quests are very unrewarding, dungeon designs are bad, negotiations are unintuitive and the RNG is insanely off. I just hated this part of the game. It feels so different from games like Persona 3 or SMT Nocturne. And being different isn't the bad thing, the bad thing is that it's not engaging at all!

There is no press turn battle system and while that would be ok if they had some other solution, it's not. Instead, you get the cards system, which is absolutely tedious. Collecting cards and having to manage them on the Velvet Room (which you'll hardly ever be in one) feels like a chore. Weaknesses are meaningless, negotiations make even less sense and it's all just helplessly slow. Even the fusion system is absent.

In fact, Innocent Sin felt a little too laid-back. The only battles I liked were boss fights, because they actually felt a bit more tactical and challenging. For the rest, I just couldn't care less. I'm REALLY glad it's not grindy and sort of chill, but they couldn't find a good balance, it seems. Takes a long time to level up and it simply does not compel you to battle much. Besides, the way dungeons are built just fuck up the story's nicely paced moments.

I do not recommend Persona 2, unless you have played the other games. I know there's a lot of people out there praising it, but I just found it tedious.

The story is great and I will play Eternal Punishment to find out what will happen with the cast, but other than that, it all feels like an unnecessary time-consuming adventure.

The feeling of finishing Persona 3 was almost the complete opposite of finishing Persona 4. When I finished my trip in Inaba, I felt nothing but joy, but when I finally destroyed Tartarus, I felt... sad!

And that felt surprisingly good!

Persona 3 seemed like a game on the verge of something incredible. It has all the right ingredients that would eventually make the franchise stunning, but its formula was still being worked upon, at the time.

But that's not to say that the game is bad! Because it's definitely not! While P3's gameplay may feel arcaic, the story and characters shines on the entire experience. The story does take A LONG time to actually develop and the pacing of progressing/leveling up does feel a little dull, but whenever something big happens, it floored me. Every character motivation is well written, dialogues are melancholic, they make you care about each person's tale, the protagonist has an actual interesting past in comparition to P4 and P5 and the ending... MY GOD, THAT ENDING IS PERFECT! Sad, sure... But superb.

I've also noticed that leveling up your social links in this game was simpler than the others. Side characters weren't as great as seen in future games, but they were nicely done, nonetheless. The soundtrack has fewer tracks, but they're VERY memorable and good to listen to. I am a sucker for every soundtrack that Shoji Meguro touches and this is no different. It perfectly captures the sorrow and urban distress of the game, making its atmosphere uneasy and unique.

As for the dungeon crawling aspect of P3, well... I don't like it too much. Fusing personas, managing the different and creative characters, exploiting weaknesses and making your party as tactical as possible is still fun and, honestly, the saving grace of P3's dated battle nuances - but DAMN, it is bland! - I didn't think this game was harder than P4, but leveling up here is A CHORE. The dungeons design sucks, enemy variety is a joke, traversing through Tartarus breaks the story's pacing and everything feels VERY slow. And the worst of all: Grinding might be boring, but it's a necessity. If your level is low when you're near a boss or mini-boss, than get your ass down to killing some shadows IMMEDIATELY!

ALSO, I WANT TO PERSONALLY PUNCH THE DUDE(S) THAT DECIDED TO TAKE AWAY THE POSSIBILITY OF CONTROLLING YOUR PARTY MEMBERS! FUCK THIS AND FUCK THAT A.I.!

It's sad that Tartarus sucks so bad, because that's the only negative thing I can think of. If it wasn't for Tartarus, even the story and character development would feel more natural and generally faster. I'm glad Atlus improved on their dungeons. Oh, one other thing, DO NOT play The Answer! It's unbalanced, ruins a perfect story and requires EVEN MORE GRIND!

While I wouldn't recommend P3 as your first Persona or JRPG, I'd definitely recommend to any fan of the franchise and genre. Especially if you crave a good, thoughtful, bleak story and atmosphere. It filled me with joy and then broke me. I loved it, despite its gameplay hindrances!

Memento Mori, everyone.

2016

This is one of the best first person shooters i've ever played.

It's fast-paced, brutal, beautiful, challenging and filled with character. It's a kick in the face of almost every other modern fps. I can't recommend it enough. Weapon variety is great, enemies are menacing as ever, levels are easy to traverse through and the feeling of finding a well-hidden secret or puling a nice kill, is just unmatched.

Sure, the level design ain't THAT great. There's a lot of repetition going on and the story, well... What story? But its mistakes are minimal.

If you do play it, play it on hard, but becareful! It's tough as hell and its checkpoints are, at times, pretty unforgiven.

Good luck.

Elden Ring is an astonishing milestone in gaming. Just like Dark Souls, Bloodborne and Sekiro before it. That's pretty much it and nothing else needs to be said, honestly.

The game isn't perfect, clearly, but it's very hard not to give it the full score, since it managed to fully swallow my life for around 200 hours. It basically made me stop looking at any other game and even threw me back to finish past From Software titles once again.

The graphics and art design is beyond beautiful. The lands between urges you to explore its caves, castles, mountains, underground cities and every other nook and cranny that you can (and sometimes can't) gaze your eyes upon.

Combat system is Dark Souls perfected. Everything works and flows perfectly. It's basically hitbox porn, with great movement freedom and room for improvisation. Every build is viable and the game wants you to try whatever you feel like. And it's not just the jumping that makes a difference. It's your horse and its precise movements, it's your weapon skills, your sorceries and encantations, it's the enemies, your equipment... everything!

Exploration is basically the name of the game here and there are TONS of things for you to venture yourself in at the open world of the Lands Between. It's incredible. I grew tired of open world games, but Elden Ring brought something different to the table. And it's not even anything new, it's just... tasty to relish in. The map is seriously huge and, on top of the "base quest", you can uncover hidden cities, tombs and many other places that WILL MAKE you keep seeking more. It's addictive and quite marvelous to experience.

The lore, in my opinion, is probably the highest peak of the whole package. It's insanely well written (and well voiced) and each puzzle piece fits as you progress through the main story and sidequests. NPCs are memorable, discoveries are rewarding, optional bosses and areas are perfect and the whole story is just highly compeling. George Martin and Miyazaki did a wonderful job of creating this sprawling dark world, filled with mysteries and conundrums to feast upon during your gameplay.

It all feels too good to be true, right? And sort of is, but Elden Rings' cracks start to become more visible as you lenghten your visit in this forsaken land.

The biggest problem I've come accross has to be the repetition of assets. I did have a lot of fun prowling through catacombs and open areas, but by the time I reached the Mountaintop Of the Giants, it started to get to me. And the bosses. One of Sekiro's biggest flaws, for me, was the amount of repeat bosses, even if it made sense in the story. With Elden Ring, this problem is enhanced due to its open world nature. I grew weary of fighting the same bosses over and over, even right towards the end of my journey. I know that these types of things are normal, but it hurts the experience a bit. Not to mention how unbalanced some of them are.

Other problems include how the game kinda requires you to summon spirits, some places look the same, the lack of that classic intertwined level design that From's known for, uncalled for difficulty spikes in weird places, side quests that basically yearn for a guide, among other things.

Again, these flaws were clear, but truly harmless, when you take everything you go through in into consideration. Elden Ring is a true masterpiece and there's no other way around it. Hard not to recommend it, especially if you are a fan of Soulsborne or open world games.

But it makes me wonder: where will the team go after achieving such a high level? Only time will tell, but I can't wait to see what's next.