(english and português)
(english)
this was my first uncharted; i'd never given the franchise a try because i had a xbox 360 during the times of the original trilogy. i played the second one on my ps4.

i was let down by among thieves' narrative. i was expecting naughty dog to deliver something at least close to the last of us in terms of script, but i was mistaken. the dialogues are often juvenile, the villain is generic as hell and nathan doesn't have any complex emotions or internal conflicts; besides, the story revolves more around the clues to the mystery than character arcs. i've heard that drake gets to have a personality on the third game and i know that the fourth installment will have a more complex narrative, so i'll keep on playing.

the gameplay is good. my major complaint with it is the stealth: it was poorly conceived and weird to play; i mostly just started shooting people once a character told me it was time to be quiet.

i didn't feel restrained by naughty dog's linear storytelling: the setpieces and environments tell stories by themselves.

i liked how the main quest involved asian countries and buddhists myths. it was a good backdrop for an adventurer tale.

(português)
esse foi o meu primeiro uncharted; eu nunca tinha dado uma chance para a franquia porque eu tinha um xbox 360 durante o lançamento da trilogia original. joguei o segundo no meu ps4.

me decepcionei com a narrativa de among thieves. estava esperando que a naughty dog entregasse algo pelo menos próximo de the last of us em termos de roteiro, mas me enganei. os diálogos são frequentemente juvenis, o vilão é genérico pra caramba e o nathan não tem nenhuma emoção complexa ou conflitos internos; além disso, a história gira mais ao redor de pistas do mistério do que de arcos de personagem. ouvi falar que o drake ganha uma personalidade no terceiro jogo e sei que o quarto vai ter uma narrativa mais complexa, então vou continuar jogando.

a gameplay é boa. minha maior reclamação é o stealth: foi mal concebido e esquisito de jogar; eu no geral saía atirando nas pessoas quando um personagem me dizia que era a hora de ser silencioso.

não me senti restringido pelo storytelling linear da naughty dog: as setpieces e ambientes contam histórias por si só.

gostei de como a quest principal envolveu países asiáticos e mitos budistas. foi um bom pano de fundo para uma história de aventureiro.

(português and english)
(english)
-the cinematics follow the standards of most mediocre video games: shots and reverse shots with few facial expressions, almost zero camera work and barely any close-ups. the acting resides entirely in the work of the voice actors.

-the combat is excellent. it's varied and it feels rewarding as the player evolves. however, the fights eventually become repetitive since every mission involves invading an enemy camp.

-the side missions are repetitive as well. there's only two variations: stealth and face to face confrontation. the stories are commonplace. besides, i found the number of side quests overwhelming. they weren't nearly as involving as the ones in, let's say, red dead redemption 2. both rdr2 or gta v have dozens of side missions and, even so, i beat both games having played nearly every one that crossed my path; in ghost of tsushima, however, i only did a few of them.

-the script: it's filled with cliche dialogues typical of american samurai and war movies. some conflict resolutions are too basic: to free himself from the log when taka was killed, jin simply tried harder; to escape from prison, the peasant only had to tell the guard to go have a drink.

-the idea at the game's core is the best thing about it: jin is straying from the samurai class honor code to become a "ghost", a dishonored ninja. i liked how this character development reflect itself on the gameplay and on the combat. however, its application on the story itself falls short.

-the graphics are wonderful. no matter where you are, the beauty of the scenery will leave you speechless.

-the stealth mechanic is good. i prefer the stealth in the batman arkham and the last of us series, but ghost of tsushima's is complex too. it earns extra points for having a direct link to the protagonist's character development.

-the open world is far from being as imersive as the one in the best games of the genre. it has little variety in terms of random events. on the other hand, i had a good time with some exploration features; especially the fox dens, hot springs, bamboo strikes, duels and shinto shrines.

-few sword-based games made me feel the same level of realism that ghost of tsushima did. my build was based on health bar, defense and damage decrease but even so a few enemy strikes were enough to kill me. i find it odd how, in most games, you need to give/receive a bunch of sword strikes in order to kill/die.

-the historical aspect left much to be desired. if this was a japanese book or film, the story of the mongol invasion and the ancient japan's culture would be better handled. this may have to do with the fact that ghost of tsushima is an american game. i caught myself fascinated with the few records about the mongols' religion, habits, foods and clothes precisely because they were the only cultural deep dives in the game.

i was really critical in my review, but it was a pleasure to play ghost of tsushima. i spent a lot of days addicted to the game -there were days when i played for hours and hours. it was a fun experience.



(português)
-as cinematics seguem o padrão de videogame medíocres: planos e contra-planos estáticos com pouca expressão facial, quase nenhum trabalho de câmera e raros close-ups. a atuação reside inteiramente nas vozes.

- o combate é excelente. é variado e recompensa o jogador conforme ele evolui. porém, os enfrentamentos eventualmente se tornam repetitivos uma vez que toda missão envolve invadir um campo de inimigos.

-missões secundárias: também são repetitivas. só existem duas variações: stealth e porradeiro. as histórias são banais. além disso, achei o número de side quests excessivo. não me envolveram como, por exemplo, as de red dead redemption 2. tanto rdr2 ou gta v tem dezenas de missões secundárias e ainda assim zerei os dois jogos tendo experimentado todas que cruzavam meu caminho; em ghost of tsushima, porém, só fiz algumas.

-roteiro: vários diálogos clichê típicos de filmes de guerra e de samurai americanos. algumas resoluções são simplórias: para escapar do tronco quando o taka foi morto, jin simplesmente fez mais força; para fugir da prisão, o camponês só precisou falar para o guarda ir beber.

-a mecânica stealth é boa. prefiro o modo sorrateiro das franquias batman arkham e the last of us, mas o de ghost of tsushima também é complexo. ganha pontos extras por estar diretamente ligado ao desenvolvimento de personagem do protagonista.

-o mote do jogo é sua maior qualidade: jin está se afastando da honra samurai para virar um "fantasma", um ninja desonrado. gostei da forma como esse desenvolvimento de personagem se reflete na gameplay e no combate. porém, a aplicação desse conceito na história em si deixa a desejar.

-os gráficos são maravilhosos. onde quer que você esteja a beleza do cenário vai te deixar boquiaberto.

-o mundo aberto está longe de ser tão imersivo quanto o dos melhores jogos do gênero. tem pouca variedade de eventos aleatórios. por outro lado, aproveitei muito algumas das mecânicas de exploração; especialmente as tocas de raposa, as fontes de água termal, os desafios do bambu, os duelos, os templos xintoístas, etc.

-poucos jogos com combate baseado em espada me fizeram sentir o mesmo realismo de ghost of tsushima. minha build era baseada na barra de vida, defesa e decréscimo de dano e mesmo assim alguns poucos cortes inimigos já bastavam para me matar. costumo estranhar a forma como, na maioria dos jogos, preciso dar/receber um monte de espadadas até matar/morrer.

-o lado histórico deixou a desejar. se fosse um filme ou livro japonês, a história da invasão mongol e a cultura do japão antigo seriam melhor aproveitados. isso talvez tenha relação com a origem americana do jogo. eu me pegava fascinado pelos poucos registros de religião, hábitos, alimentos e vestimentas mongóis justamente por eles serem alguns dos poucos deep dives culturais dentro de ghost of tsushima.

fui muito crítico na minha review, mas foi um prazer jogar ghost of tsushima. tive vários dias de vício em que joguei por horas a fio. foi uma experiência divertida.

(português and english)
(english)
the father and son dynamic was touching.

the cinematography, camera work, mis-en-scène and facial expressions are all really good. they are closer to the last of us standards than to most videogames' basic style.

i really liked how this gow handled norse mythology. it may have become my favorite artwork set in this context. i especially admired how they handled the notion that gods, heroes and creatures feel forced by destiny to commit matri, parri, infanti and fatricide.

some of the 2018 game flaws include:

-it didn't need to be so long. i caught myself feeling exhausted by how "video-game-esque" the plot progression feels: kratos has a clear objective ahead of him, but to go forward he must grab an item; in order to obtain that item, kratos must learn a new skill. when you manage to do all of this, another detour comes up.

-the side missions didn't interest me. i did few of them.

-i preferred the more linear missions and maps than the open world sections.

i liked this game enough to make me consider playing god of war ragnarok one day. i just haven't started yet because i've heard it's insanely long.


(português)
a dinâmica pai e filho foi tocante.

a cinematografia, jogo de câmera, mis-en-scène e expressões faciais são muito boas. estão mais próximas do padrão de excelência de the last of us do que do estilo básico do videogame médio.

gostei muito de como esse gow trabalhou a mitologia nórdica. se bobear, essa se tornou minha obra de arte favorita ambientada nesse contexto. me impressionei especialmente com a forma como trabalharam a noção de que deuses, heróis e criaturas se veem obrigados pelo destino a cometer parri, matri, fratri ou infanticídio.

alguns defeitos do jogo de 2018 incluem:

-não precisava ser tão longo. o estilo "videogamenesco" de progressão da história me cansou: kratos tem um objetivo claro à sua frente, mas, para avançar, ele precisa pegar um item; para obter o item, kratos precisa aprender uma nova habilidade. quando você consegue cumprir com tudo isso, surge outro desvio no caminho.

-as missões secundárias não me interessaram. fiz poucas.

-preferi as missões e mapas mais lineares do que as seções de mundo aberto.

gostei o suficiente desse jogo para cogitar jogar god of war ragnarok um dia. só não comecei ainda porque ouvi falar que é absurdamente longo.


read dead redemption 2 is one of my favorite works of art in the western genre! and i'm a huge fan of westerns in comic books, literature and cinema!

rdr2's soundtrack is amazing! the folk and country classics are as great as the songs composed for the game (d'angelo's unshaken playing at the moon ride was a highlight -and one of my most listened 2023 tracks). the ennio-morricone-inspired ambient tunes rock. and what about willie nelson? american venom blasting through snowy heights is epic, plain and simple. it's simply one of the most iconic video game soundtracks ever!

i cried so much with spoilers arthur's final ride and with his death. the character who sacrifices everything to help others and to become good is an archetype that always had a huge impact on me: naruto, jean valjean, arthur morgan, etc.

it'd be a perfect video game if it was not so long. i generally dislike how long contemporary games are. i had to let go of my real life responsibilities in order to beat it in 17 days. however, i'm able to give rdr2 a pass: it's still probably in my top 5 video games ever.

an undisputable masterpiece.

it's a shame nintendo locks their soundtracks in an attic somewhere because i would be addicted to "jump up, super star!" if it was on spotify. also, how great is that concert level? i had a blast with that finale.

the final capture (i won't spoil it) was amazing. it's a moment of pure joy to us, mario fans, which we didn't know we needed.

i stopped playing after i defeated bowser and explored the mushroom kingdom. i felt like my experience with the game had reached its peak.

my only complaint with odyssey is luncheon kingdom: i found this world more frustrating than fun and i disliked parts of its design.

(português and english)
(english)
this was my first mario kart game. i played it to death. i even went on to play the other game modes.

(português)
esse foi meu primeiro mario kart. joguei até dizer chega. cheguei até mesmo a jogar os outros modos de jogo.

(português and english)
(english)
i loved this one so much when i was a kid! mario games are a perfect way to make a child fall in love with video games.

(português)
eu amava tanto esse aqui quando eu era pequeno! jogos do mario são um jeito perfeito de fazer crianças se apaixonarem por video games.

(português and english)
(english)
i remember that i memorized the action scenes from the cutscenes and quick time events because of how much i played this game when i was a child!

(português)
lembro que decorei como eram as cenas de ação das cutscenes e quick time events de tanto que joguei esse jogo quando criança!

(português and english)
(english)
i played this a lot when i was a kid. me and my cousin both wanted to play as frozone. i often made him be mr. incredible when he was at my home lol.

(português)
joguei muito esse jogo quando eu era criança. eu e meu primo queríamos jogar como o gelado. eu geralmente fazia ele jogar como o senhor incrível quando estávamos na minha casa.

(português and english)
(english)
i loved this game so much when i was a kid!

i remember that i spent a long time trying to finally win against the ninja, black mage and white mage team; i utilized every mechanic the game had to offer in order to beat them.

i also loved doing the special shots! some of them felt so badass at the time.

(português)
eu amava esse jogo quando eu era criança!

lembro que passei um tempão tentando vencer o time do ninja, maga branca e mago negro. tive que utilizar todas as mecânicas do jogo para vencê-los.

eu tbm adorava os special shots! alguns deles me pareciam super "fodões" na época.

(this time around i played it on my ps4)

i remember i was at a cousin's home when he was gifted with this game. we beat it in a matter of few days. i became obsessed with it and did it all over again on my own modded xbox 360.

i replayed it in 2023 and here are my opinions about the experience:

-the side missions are mediocre at best. i was never interested in doing them and when i went out of my way to finish one, it disappointed me.

-the voice actors did an amazing job with arkham city. kevin conroy and mark hammil are especially good.

-the open world is great. it's the one thing that made this game better than its predecessor.

-the combat system was copied to death by other franchises and it's still great -though i have to say that i only utilized the gadgets mid battle because i forced myself to do it; they are not that integrated into the free flow combat system.

-the story works because of the great villain and city characterization, not because of the main hero; this batman is too much of a video game character: he's an empty shell the players project ourselves into. the one moment his personality stood out to me was when he made the most "batman" decision posible: to save the city instead of talia.

-the predator levels are to this day the best thing about the arkham trilogy. i love them so much!