it's been a while since i got into a racing game, so getting back into the action with something faster than a renault kwid was pretty cool. dirt 2 features these well-crafted rally tracks that really stand out, and the driving experience is spot-on. the whole atmosphere around the events and the characters interacting with you was pretty neat back in the day, but now it's more annoying than anything. maybe i'm a bit biased as a big rally fan, but i think the game could've focused more on the traditional rally elements. that being said, while there are better options for me these days, i have fond memories of having a great time with dirt 2 when i was younger.

gravity circuit is another game that draws inspiration from its source but manages to surpass the original. the combat mechanics are straightforward yet highly effective, and the level design often reaches brilliance, crafting an environment of precision platforming that generously rewards fast movement. personally, i found the game to be quite challenging; though, curiously, i didn't come across many others similar comments (guess i just suck). the difficulty curve in the boss battles is finely tuned, guiding gradual mastery until you can win barely taking any damage. however, during regular levels, there were moments when i died in ways that felt unjust, slightly tainting the experience for me. all in all, gravity circuit stands as an excellent game that regrettably remains unfinished on my end due to a save loss.

seal world is another 3d adventure platformer contributing to the revival of the genre. it follows the style of games like a short hike, lil gator, smushi comes home, and others. clearly under development, the game has numerous elements that need polishments, alongside having only a few mechanics. however, it's already showing promise. the silly sense of humor aligns with my taste; the dialogues are spot on, and the two small worlds are brimming with life. overall, the game is already enjoyable even in this state, and i anticipate even better things to come.

even though it's an expansion, specter of torment really brings its own flair and switches up the gameplay quite a bit from the original. the maps might have the same layout, but they've been totally reworked to fit this new dynamic movement style. i'll admit, i don't like this movement approach so much, but they've actually executed it quite well. once you get the hang of this campaign, things start falling into place. the specter of torment mechanics make it noticeably easier to handle combat situations and slip in and out of fights. but don't mistake my point, it's still a strong campaign that adds an intriguing new layer to the story.

shovel knight had been on my 3ds for a while, yet i hadn't given it a try because it appeared to be one of those overly hyped games. however, i was mistaken; it truly lives up to the praise. drawing inspiration from a retro formula, the game excels at the fundamentals while seamlessly incorporating modern elements that enhance the dynamic gameplay. the level design is exceptional, with each stage possessing a distinct identity. although i'm not particularly drawn to the theme, i must acknowledge that shovel knight boasts the most stunning 8-bit graphics i've ever seen. i intend to play the other campaigns in the near future, possibly on a different platform besides the 3ds.

back when i was around 13, i've been introduced to the original game and i was completely absorbed by its fourth-wall-breaking for months. now, as i've grown older, i've come to realize that the game possesses even more depth than just its ironic jokes, although it doesn't shine as brilliantly as i once believed. the introduction of new content is quite impressive, and it's truly surreal to witness a half-life mod evolve into something so remarkable. ultimately, this game held a special place in my life, even though my current interests have shifted.

crazy taxi presents a unique scenario: an arcade brimming with hidden mechanics that the game doesn't make an effort to tutor, yet these mechanics are vital for achieving a decent score. thus, without unearthing these nuances, reaching the end credits remains an unrealistic goal. nevertheless, the game maintains an uncomplicated initial approach, offering an enjoyable experience coupled with its wildly soundtrack. personally, i longed for additional content; the console release looks almost identical to its arcade counterpart, with minimal quality of life improvements.

as an enthusiast of racing simulators, i must express my admiration for the arcade perfection that ridge racer 4 offers. it stands as one of the most cinematic and immersive racing games of its time. everything within the game, ranging from the menus to the soundtrack, embodies the essence of the 2000s. moreover, the team's narrative cleverly intertwines with a non-verbal storyline conveyed through the tracks and grand prix music. it is truly a masterpiece, even though it may not align with my personal favorite style of gameplay.

it's a mystery to me why klonoa isn't more renowned, considering it's undoubtedly one of the top games from the fifth generation. the game's simple yet enthralling storyline truly made a lasting impact on me, primarily because of its immersive atmosphere. the level design is nothing short of genius, seamlessly integrating 2.5d mechanics that still hold up exceptionally well today, feeling just as polished as modern games. the flawless graphics throughout the entire experience add to the overall enjoyment of the game. the gameplay itself is incredibly satisfying, offering both enjoyable moments and challenging encounters. i had eagerly looked forward to playing this game, and now that i finally got to experience it, i regret not having played it much earlier. klonoa was unquestionably worth the effort of setting up a ps1 emulator just to enjoy it.

it's essentially the journey of helping a little mushroom find his family, and how silly that sounds. smushi come home is an incredibly silly game, but in a delightful way. you delve into a small world teeming with life, brimming with unique characters, each possessing their own personalities and aspirations. in terms of gameplay, it's reminiscent of a more linear a short hike, featuring a plethora of diverse mechanics (you can even drive a capybara). the movement is fantastic and continues to improve as you discover more items, eventually reaching a level of super smoothness. in conclusion, it manages to hit many aspects that i love in a game.

it's been a while since i've played a triple a and i still don't like their usual mechanics. first off without discussion this game's story is great, featuring a brilliant ending that turns you into a villain and a gorgeous atmosphere (that coming from someone who absolutely hates zombie apocalypse). now about the mainstream elements: i'm not the biggest fan of the rpg aspects to upgrade the weapons and the character or of the stealth sections with a pretty dumb ai. the dialogue and cutscenes integration into the gameplay are surprisingly very well done and it can be quite cinematic without killing the vibe. ultimately the last of us managed to be the only zombie apocalypse story i've liked and made me want to play a 16 hour triple a just because i got hooked on the story. it was a great experience to play on my girlfriend's ps4 rushing in the stealth parts while she was cursing me.

i had never played any pikmin games, so tinykin was an entirely new experience for me. it's a 3d platformer centered around puzzles, with each level being a room within a giant house. the character designs are quite adorable, and the setting of a massive house is incredibly engaging. the dialogues and distinct stereotypes of each insect also add a charming touch. the gameplay involving tinykins is highly creative, although it does become somewhat repetitive over time due to its focus on tasks like carrying objects and opening doors. the story is captivating, leaving ample room for speculation, and the open ending adds a nice touch. overall, tinykin isn't my usual type of game, but it offers a relaxing and enjoyable experience with minimal flaws.

ok i didn't realize it was a remake of kirby's adventure until about the third stage. i had as much fun as i did in the original, sprites are still beautiful but lost some of its charm. the gameplay follows the iconic formula but some boss fights are a little harder which i really enjoyed. a brief mention for the sub games that are much better in this release. overall it was a good game to have some fun.

2021

self is a short game that could easily be turned into a masterpiece. it brings a unique mechanic that already works very well and a promising concept for a story that could be deepened a lot. level design is also a highlight and the game looks surprisingly polished for a demo. i really hope that something bigger emerges from this game.

2016

this game has some of the most breathtaking graphics and environments i've ever seen. it is more of an contemplation exercise and revolves around opening doors through simple puzzles. the story is very interpretative but i believe that it revolves around the origins of life and nature preservation. although the origins of life parts caught my attention a lot, the environmental awareness critique ended up being too simple which made the story not stick with me so much. the game has induced me an almost hypnotic state in the first half hour but eventually became quite repetitive and made me tired. for having such great visuals and a narrative that could be explored in so many more ways i'm kinda disappointed that the game wasn't so well executed. overall it's still a great experience due to its high points.