223 Reviews liked by senuzulmeyeter14


Eşsiz anlatım zekasına sahip olan ve bugün olduğu gibi yıllardır da akıllarda yer etmiş bir video oyunu varsa o da kesinlikle Silent Hill 2'dir. Tahmin edilmesi kolay olduğu üzere Silent Hill'de hiçbir şey şansa bırakılmaz. Etkiler, ana karakterlerden başlayarak kitle kültüründe de çizim ve referansların yanı sıra çoklu ve derin anlamlar taşır. Tek bir deneyim size önemli ayrıntıların ve önemli olay örgüsünün çoğunu sağlarken, kimsenin hikayeyi ve tüm inceliklerini tam olarak sindirmesi için yeterli olmaya yüzde yüze yakın bile değildir.Elbette "buzdağının sadece görünen kısmı" ifadesini duymuşsunuzdur. Ayrıca, üst kısmı toplam kütlesinin %10'unu veya daha azını oluşturan, geri kalanı ise altında gizli olan bir buzdağının yüzeyin hem üstünde hem de altında nasıl göründüğünün bir fotoğrafını gördünüz mü? Sevimsiz veya klişe geliyorsa beni bağışlayın, ancak Silent Hill 2'nin olay örgüsüne kıyasla tam anlamıyla mükemmel bir benzetme. Buzdağının yüzeyin üzerindeki ucunu görmüş olabilirsiniz, ancak bu olay örgüsüne yalnızca giriş niteliğindedir. Bir başlangıç ​​noktasıBununla birlikte, yalnızca bildiklerimizi veya gözlem yoluyla bir araya toplayabildiklerimizi hesaba katsak bile, hala ortaya çıkarılacak bir sürü akıllara durgunluk veren gerçekler ve incelikler var.

Ama kasabada bir sorun mu var yoksa içinden geçenlerin zihni mi? Ernest, alt senaryoda Maria tarafından sorulduğunda bu soruya anlayışlı bir bakış sunuyor.

"Bu akıl hastanesinde yalnız kalmak mı istiyorsun?"

"Evet, kesinlikle. Ama deli olanın bu kasaba olduğunu nasıl söyleyebilirsin? Belki de deli olan biziz. İkimiz de... umutsuzca deliyiz."

Kesinlikle açık olan şey, Silent Hill'in ruh çekme gücüne sahip olduğu ve sorunlu zihinlere ulaşabildiğidir.

Öz abimin kendi capeshit oyununu yapıp Sony'i Kürt'ün eşeği sikermişcesine sikmesini görmek istiyorum

The fallen leaves tell the story of an arborescent world order decaying from the inside out. The Land Between is slowly cracking away at the seams as its twilight draws ever closer.

This is the world that FromSoftware shows the player, a world in which we are left to pick up fragments of a bygone past piece by piece as we fight against the forces that seek to uphold the ways of old.

This world we are shown is a not-so-subtle metaphor for our own world, a world that so desperately clings onto the ideas of old (capitalism) in the hopes their old world order won’t buckle to the pressure of history and the forces of progress itself, that force being you, the Tarnished.

Elden Ring is a game of stagnation, a game that challenges the very essence of the series it originates from, a game that seeks to take the Soulsborne formula to its logical end point and burn it all down in order to start anew. In some ways it succeeds at doing this, in other ways it doesn’t, and I think the ways it succeeds at this overshadow even its most glaring failures.

The gameplay here is refined to the best it can be; it feels as though every weapon was meticulously crafted to allow for some of the most varied and unique build variety I’ve seen in a Souls game. The open-world especially lends well to enhancing the variety of Elden Ring due to its non-linear nature, which allows for some of the most freedom in exploration and gameplay I’ve seen in a modern AAA title. I sometimes feel that the gameplay, however, was so streamlined and improved to such a degree it can sometimes feel sterile in a sense. I miss the roughness and edge to the older Souls games which I feel isn't present in From's newer games. There’s times, however, where this freedom can become overwhelming and lead to parts of the world feeling either bloated with meaningless content (excess copy-and-paste bosses and dungeons) or completely barren, a problem that could have been easily remedied if the map itself was slightly reworked to be a tad bit smaller. I feel as though a rework of the map that makes it more compact and tight would have greatly benefited Elden Ring and led to the game feeling less unbalanced in the way it presented its content. Even in spite of all that, there’s a genuine understated beauty to the world of Elden Ring that I cannot deny. This world is beautiful at times, and even in its rotting and decaying state, there are still shreds of beauty left that are worth holding on to.

Moving on from the gameplay, I feel that Elden Ring truly shines narratively and thematically the most. One may be quick to write Elden Ring off as a rehash of Souls, which to an extent is a take that isn’t without its merit. I, however, believe that it’s continuity with and rupture away from Soulsborne narrative similarities that this game truly gets interesting; it feels like a meta-self-examination and final nail in the coffin for these ideas. Elden Ring has many similarities to Dark Souls; often times, the main narrative similarity people point to is the concept of a dying world held in stasis that we are forced to decide the fate of, but what Elden Ring does with this concept is far more brilliant than people give it credit for.

Elden Ring is not just taking Souls narrative and gameplay concepts to their logical end points; it’s also burning them down. Elden Ring is Miyazaki’s pivotal turning point, where he realises that this formula is not going to be sustainable forever and that it’s necessary to accelerate these ideas to their end points and then burn it all down (symbolically done through the burning of the Erdtree).

To further understand the significance of the Erdtree, I must draw upon the work of Gilles Deleuze and Félix Guattari.

In their follow-up book to Anti-Œdipus: Capitalism and Schizophrenia, A Thousand Plateaus, Deleuze and Guatarri describe two forms of organisation: rhizomatic (non-hierarchical) and arborescent (hierarchical). These two forms of organisation are obviously references to plants, with arborescence referring to trees with a central root system and trunk and rhizomes referring to potatoes and their decentralised, free-flowing root system, to put it simply. In A Thousand Plateaus, Deleuze uses these plant metaphors as a way to explain and illuminate the flaws of certain organisational structures and forms, with arborescent structures having one key flaw: their dependency on each other. If one part of the structure dies, rots, breaks, etc., the rest will follow suit, as they are dependent on each other.

Now, with this understanding of arborescence, we can tie it to the Erdtree and its functionality within the narrative of Elden Ring. In Elden Ring, the Erdtree serves as a monument that represents and upholds the old world; it maintains order and allows the world to continue as it is, but if this order is threatened or destroyed, the very same old world order it once upheld will crumble soon thereafter. It is through the actions of The Tarnished that we are able to light this arborescent structure ablaze and accelerate history forward (I would use this as a jumping-off point to explain Mark Fisher’s idea of accelerationism (not to be confused with Landian accelerationism)and how it ties into the story of Elden Ring, but this review is already too long as is).

Elden Ring is a story of stagnation and rebirth.

I ultimately see Elden Ring and, more specifically, its Frenzied Flame ending as a rejection and rupture away from the ideas of the old and an embrace of more radical new forms and ideas, while also staying in continuity with the general style of Soulsborne. For all of its flaws, of which this game has many, I firmly believe it’s a bold new step in the right direction. I believe that Elden Ring is not only the end of an era, but a new beginning and continuation into a new, radical, and free era of expression and creativity from Miyazaki and his team.

I vented and did tasks more in this game than I did on Among Us

Yıllar sonra ilk defa bir oyunda göz yaşları döktüm. Şahane boss'lar, harika savaş sistemi, sevilesi karakterler ve maceraları, güzel yaratılmış bir dünya, iyi işlenmiş politik eleştiriler(beklemiyordum hiç), gereksiz açık dünya olmayışı ve kompakt bir dizayn ile akıcı bir pacing ile akması ve yer yer geniş alanlar da sunması.

Oynadığım en iyi Final Fantasy oyunu değil sadece, oynadığım en iyi oyunlardan biri ayrıca. Son boss belki biraz daha farklı bir şekilde olabilirdi ama buna da okeyim. Tetris bulmacası dışında da bulmacaları sevdim, fena değillerdi. Pratik değillerdi sadece ama olsun, çok sık puzzle olmuyordu zaten ve bir JRPG'de kafa çalıştıran puzzle'lar olması takdir edilesi.

Bayıldım kısacası her yönü ile. X-2'yi oynayıp bu güzel maceraya koyulmuş güzelim noktayı mahvetmek de istemiyorum. Bir başyapıt benim için.

Well this was definitely a journey,DQ7 is heavily flawed,most of the skills you get from grinding the classes are worthless and you end up using a few OP one over and over,trivilazing the fights,user interface feels very sluggish and cumbersome to control,game sometimes struggles on the 3DS,dungeons are overall very "meh" worthy,i can keep going,but in the grand scheme of things,these are fairly minor issues except for the very simple battles,because this game provides an overwhelming sense of scale and adventure like no other JRPG,every few hours you encounter different storylines,different towns with their own culture,atmosphere and characters,even if you don't like one,you can count on that it's going to end soon for a completely new island.Tone of some of these stories are surprisingly dark and melancholic,but never enough to kill that sense of joyous adventure.Out of the 3 Dragon Quest games i've played so far,7 easily has the best story and atmosphere,but it didn't still reached the heights of 11 for me,still a must play for those who can tolerate longer,slower paced RPG's

Perfect double feature with marijuana

Unironically, Lale Savascilari is probably the best Turkish game ever without even being a finished game. It's a perfect ode to crpgs with a satirical approach to the state of Istanbul and Turkey at that time.

I really want to talk about this game in case somebody will somehow want to play this on the other hand It's impossible for someone to understand this without prior understanding of the last 30 years of Turkey.

Idk I'll probably treasure this game forever because this is really something every single person living in Istanbul can relate to at some point.

I really hate this city, really really hate it just because I want to love it and couldn't do because of it's current state.

"İstanbul'u kurtarmak kimilerine göre artık bir hayal. Ama bir bilgisayar bunu başarabiliyorsa, denemeye değmez mi?"

-https://youtu.be/zb973GcfMIs

https://youtu.be/N01nEpLUNn8


The Jury Rigging proponents don't want you to know this but you can go to the Canyon Wreckage right away and get infinite free repairs from ED-E. I have repaired my guns for free 458 times.

This review contains spoilers

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And you have to leave.

Casio Fx-991es de 60 fps sabit oynayabilir miyim