td;lr — my opinions are my own (duh), if you wanna fight me about something, pick a weapon
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Trails of Cold Steel | Steam | 53h | |
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After Zero and Azure, I didn't think twice and dove right into the new Erebonia arc. My experience with the Trails/Kiseki saga has been wonderful - not since Ys has a series had me playing ALL the games with barely a "break" of more than a month. I am COMPLETELY invested in everything they want to offer me and this game has cooked VERY well. It hit exactly the sweet spot I love in video games...
That said, the first game in the Erebonia saga starts reminiscent of something between Liberl and Crossbell. A new region and a quiet city as a hub where we're going to spend some happy, peaceful days in a new student life... right?
But like every region, although there are small reminiscences of past games, this quickly breaks away with what makes this region unique. In this case, we abandon the connection between different scenarios on foot, just to get to them via train travel… but in exchange we have the possibility to become more directly involved in the inner workings of each region. This is definitely a plus because it accompanies you throughout the game and puts the current situation of the country into perspective while you get to know your new classmates. If there's one thing the saga does VERY well, it's putting events into perspective WHILE you meet new characters. Its roster already easily includes a couple dozen central characters throughout the saga and I still remember all of them.
Anyway, something I really appreciate is the transparency and freedom the game gives you during "free days". Comparisons are odious, but I prefer this system with specific points for bonding events and transparency of bonding levels, compared to Persona or even Zero/Azure, where you don't know if you'll need that extra conversation to reach the maximum and unlock their final conversation.
I didn't think I would ramble SO MUCH about these two "minor things", but beware... Because I have thoughts about the chests and the game's orbments.
I feel that something important has been lost with the disappearance of the phrases that used to appear when interacting with a chest after opening it. I understand that perhaps a very small percentage of those who played the Liberl and Crossbell arcs discovered most of them. Even I, who always interacted with them, never achieved 100% of the chests and read them all. Especially since it was difficult to keep track of the split ones, I skipped many because they weren't in order. Perhaps if they had been stored in some section of the notebook, it would have been a more persistent part of one of the best Easter egg bits I've seen in a game.
Similar to the chest phrases, but in a way much more central to my playstyle, there have been pros and cons in the modernization (partly necessary) of the Trails saga. I'm referring to the Orbment system, which has been a constant throughout the entire experience.
They've completely removed the sepith system from previous entries (where you needed a certain number of sepith per quartz to access abilities), replacing it with a much more direct system of simply equipping abilities or stat improvements. This eliminates one of the most obvious pain points for me from previous entries, managing the different lines of Battle Orbments. Having several lines felt like a waste of lines, making them simply slots to improve abilities rather than gain new skills (and if you happened to get a slot limited by a type of sepith in your color with more lines... you know). However, it feels strange that they've kept the lines in this entry, being somewhat confusing for those of us who have already played the saga, expecting some kind of secret or extra effect to get something that never came. To compensate, they've created a "special" type of quartz that makes ability quartz also give stat bonuses to characters, which is appreciated, as well as quartz that contain more than one ability. While playing with battle orbments is missed, this gives the opportunity to focus more on other aspects like specific abilities without having to sacrifice other options in pursuit of reaching the required number of sepith (or giving utility to the separate lines of the battle orbment)
That being said, it's not something that breaks the game for me, and the story is so interesting and expands so much that I understand sometimes classic elements need to be abandoned to move forward.
The progression of each chapter builds up and it's clear that this game is a GREAT introduction (especially seeing that it's the largest arc with FOUR games behind it), but it's in the last two chapters where things EXPLODE.
These last two chapters had me doing somersaults. Not only living through the tension of what was happening in Crossbell while knowing perfectly well what was going on in the region has been a magnificent display of connection and worldbuilding, but seeing how events escalate within Erebonia itself while filling in the gaps that Azure left us in this part of the continent. And not only that, but the last chapter directly breaks slightly from the classic formula we've been playing; it dares to add a new dimension to the combat and story that simply leaves you wanting more and automatically putting in Cold Steel II right after the final credits roll. While on a much smaller scale, it reminded me a bit of Xenogears, and that's ALWAYS a good sign. We'll see if in the upcoming games this comparison is accurate or not...
Whatever the case, I'm ALL IN on Erebonia. Let's go.
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Deltarune ch4 | Switch 2 | 8h | |
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A much more lore-wise oriented chapter, I can feel this as bridge between what happened until now and the three final chapters that are yet to be released.
There is something cooking definitely, and I’ve enjoyed very much exploring new parts of the city, as well as diving into the city’s lore that was hinted a bit in the past chapters. I really wished that we got a bit more info in the last half of the chapter… but that’s me wanting MORE. Luckily, it seems like we’re not gonna have to wait 4 more years, only one!
That last bit was shocking tho, breaking some character’s assumptions many of us surely have given that we’ve played Undertale, but it was short enough for me to just not caring that much without a bit more of context.
Susie’s character tho… this chapter was like spring for her, blooming, watching her growing and caring, and being more… human? But not losing her character and consolidating what makes Susie… well, Susie.
Anyways, a well rounded chapter that certainly makes me want another chapter NOW, but given how Toby and their team is crafting the chapters and experience within them, I’m glad he has make Deltarune an episodic game.
BTW!!!! That bit post-chapter 4 in the Switch 2 was top-noch, can’t believe that he also snugged a Always Sunny in Philadelphia reference in Deltarune!
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Deltarune ch3 | Switch 2 | 5h | |
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Before starting to TRULY yap I just wanted to say that its my fav chapter so far just because the SECRETS it has in the shadows, discovering them by chance and stick to them till the very end………… it truly filled me with determination.
ANYWAYS, while I had already taken into account that both chapter 1 and 2 would surely be an appetizer, I didn't expect the first chapter after 4 years to be so powerful.
It's not even because of the fact of the main story (it's a marvel that raises the level of the other chapters A LOT and feels fun and fresh) but because of the secrets it hides.
But... I can't help thinking about the “ease” with which I plunged into this “alternative” route... It's not like the weird route of chapter 2, where you have to go a LOT out of the game's narrative to force it to change its course. Not only feels like an open secret that entices you to participate in it (and subsequently plays on this feeling in its construction), but it gives you multiple occasions to discover it and tries to channel your actions through curiosity to get you to enter it.
This per se is not a bad thing, and I certainly think it appeals to most of us who play these types of games or even consume this type of media in general. I can't help of establishing a connection in inspiration with Gravity Falls and its treasure hunts. On Deltarune's case I think this feeling is magnified by being created in a medium that is already interactive and plays with a meta-narrative that is embedded in the original work.
This discourse, this conversation... I'm sure has been going on since the release of the second chapter back in 2021, but it's in this chapter 3 where it has finally clicked with me beyond what I experienced in Undertale.
Be that as it may, I loved the fleeting game-genre shifts with Tenna's crazy ideas, how it criticizes nostalgia, as well as Ralsei and Susie's arc... and I can't wait to continue with chapter 4.
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Deltarune ch1&2 | Switch 2 | 8h | |
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I feel like these two chapters are a comfy bridge for those who come from Undertale. And, at the same time, it’s a heartwarming experience for those trying out this world without any knowledge.
For me, it was the first case. Knowing it’s a whole new experience but with recurring characters in paper is very appealing to me. Creating new memories with a strong base what I felt with Undertale has been very charming in my view of Deltarune as a game.
Lancer, Queen, Noelle, Susie, Ralsei… I think Toby and their team have a unique spark in creating characters and stick to very primal feelings to get attach to them in such a little span of time. And being very FUNNY add to that charm that I’m very fond of Toby’s work (not just on the games, but you can feel it on every asset he touches, whether that is the webpage itself or interviews).
I can’t wait to play the following chapters (already did with ch3 but wrote about it first), and get into whatever they want to show to us in this marvelous world.
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Undertale | Switch | 8h | |
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It’s been almost 9 years since I’ve played Undertale for the first time. Played it only a couple months later since it’s release, I didn’t knew back then how this game would impact me. How the only thing I knew about it was that I could beat the game with only speaking with the monsters. Even to this day, close friends of mine reminisce about how TEDIOUS I was when I got to play it and did every route.
There is not a single word I could add to the whole Undertale discourse and theories, but I can tell you this was a great point of entry for indie games in my life. Not that I was not playing more “underground” titles, but most of them we’re “free” ones like IB, Mogeko Castle or Mad Father; most of them in the “horror” genre which was my narrow scope at that time of Game Maker games.
I still remember how I felt when got to the Papyrus’ date, or when i got to stay flat on the floor with Napstablook. How the True Pacifist Ending hit me. And how heartbreaking was to start a Genocide Route right after that. Everything was a complete experience of funny bad jokes, fun gameplay based on avoiding attacks and emotional moments that melt my heart.
This time I was able to show this to my partner in life, and I could not be more happy. Sure, it’s impact is surely a product of a certain time and space in my life, but being able to share this piece of my vidya life with someone I hold dear is invaluable for me.
Just a bunch of days aparte for Deltarune to finally release chapter 3 and 4, it’s was a perfect time to just do a remember on Undetale and warm up for playing through them.
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Astral Chain | Switch | 24h | |
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Given a mysterious force to try to bend the reality and circumstances we’re in, we’ll be thrilled to conquer it or evolve with it?
Astral Chain propose a world in which we’re bound to a megacity in hope to survive long enough to find a solution about the corruption that looms the whole world. And, like many media that has time restrictions (not all games can take 100 hours), we’re well into the core of the issue and setting.
I’m not gonna beat around the bush: it’s best and worst quality is precisely this world building. Chained by how interesting the setting is, the game fails to deliver some crucial conclusions about CRUCIAL information about this said in the hear of the game.
I mean, I felt throught the whole playthrough that we were missing some key info about what was happening, like Yoseph’s motivation, Jena’s alternative plan to his, or WHY they kept mentioning the birth’s circumstances of the twins. And none of them answered at the end of the game.
It has SO much potential, and is so much FUN to be played that feels like a missed opportunity whose reason to be cut remains a mystery to me. They had space on the setting to address these questions, because they beated around the bush many times, SPECIALLY Jena.
Sadly, this kinda killed a bit of the excitement to finish the game, with no “big final cutscene” or big reveal at the end. Not that every game has to get one of those, but with how much key info the game lacks at this point, I was expecting some closure or explaination.
Oh, and don’t get me started on how many FPS drops I’ve had in the city… in which takes place like 80% of the game.
Anyways, some times I pour myself a glass of salt when this kinda things happens, but I truly vouch for the good things that Astral Chain does, and it’s everything but it’s world building and characters.
Legions gives so much VERSATILITY to the whole game, not just fighting. There are so many movement and attack options to take into account... The back and forth with the legion, bind enemies or just use the chain to mover around in combat feels so dynamic and natural when you’ve spent a bit of time getting to know every bit… We even have back the precise slashing system from MGS: Revengeance which I love for slashing things in and out of combat.
Is truly a shame that despite 4 years have pass since the ownership traspass of the IP to Nintendo, we haven’t heard the slightest bit of info about a possible sequel to the game. Heck, even a DLC or side game explaining unanswered questions…
Nonetheless, I had a blast playing the game and even did most of it’s sidequests (specially on the first half of the game), so I had a overall very nice experience. Hopefully Nintendo does something interesting with the IP.
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Trails to Azure | Steam | 40h | |
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Family does not always mean blood-relatation, but the ones we choose as such. And it’s love might not come from a place of certainty, but from time, acceptance and sometimes irrationality. Trails to Azure (and the whole Crossbell arc) embodies these statements.
The SSS doesn’t feel like like a work group just passing by the time and solving some issues across the state. It’s funded in it’s bonds despite their -sometimes- opposite origins. Such disparity in their beginnings sometimes doesn’t foster unity, but Lloyd and company surely makes this work just perfectly.
And Trails to Azure is just the perfect icing on the cake.
I could talk hours and hours just like every other Kiseki/Trails game that I’ve played. How inmersive they feel, it’s almost perfect plot setting, journey and conclusion. How it’s kinda the ONLY saga that MOTIVATES me to do every single side-quest in every game, and feel rewarded by doing so. I think anyone that’s this deep into the series can agree with me.
It’s in it’s unique set of characters, relationships and rabbit hole-ness when you’re done with two hole arcs that one can not think other than keep going. And not because I’m in a place of not turning back, but because it has saw in me genuine interest, and it’s reaping that feeling in me to keep going.
I’m not gonna talk about other aspects of the game, like it’s classic combat system or other things like mobility, or little changes in it’s core (like the master quartz). Now these games, for me, are purely about it’s plot, how they develop it’s relationships and watch them bond together. But it’s also FUN to be played. I love the turn-based grid combat system and they only improve it every time I’m playing a new entry in the series.
Anyway, I have Deltarune, Raidou Remastered and maybe Stellar Blade on PC soon enough, but I don’t feel like putting a stop to my Kiseki/Trails dwelling.
To be continued… in another land.
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Devil May Cry 5 | Steam | 12h | |
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Oh boi, what a ride has been playing the whole DMC series. I loved the whole journey.
Yet again, one of those experiences that made me yapping enough to write about it on the blog, so feel free to check it out!
tl;dr -> cool game, sick visuals and gameplay, good deadweight... feels a bit rushed at the end, tho
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MiSide | Steam | 6h | |
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Great experience for some couch play on the weekend.
Even tho we had a great time playing MiSide, it's weak point is how it starts and ends. The game gets to the point a bit too quickly for my liking, to be honest, but uncovering more info about what's happening and going through different stances was very fun, so nothing too serious.
And after going for my main “pain point” playing MiSide, I really did enjoy the whole version-travelling story, meeting different Mitas (specially Cappie and Mila!). Examining and investigating every corner of the game just in case there is some hidden item was also fun, and we did encounter some archievements throughout the playthrough that were rewarding!
Also, quick note here about how every version feels different is a great little food for thought about how in every game there are versions that are more handled with care or content, or just being a appetizer for the next big update (yes, I'm looking at you Final Fantasy XIV). Here it feels that way, as some zones are more filled than others, and, in the game's world, it makes sense.
But my main issue here is how it ends. Yes, I went through the finale and inmmediately clicked again the load button at the main menu to uncover what's hinted (and encouraged to do) the moment I saw that check-list at the firsts chapters of the game. But either unlocking this or going for the safe is not as rewarding as one might've think it could've been. And for how interesting is it's plot and everything that happens, it's a bit underwhelming to have wrapped that way.
How it could've handled it? I dunno, but maybe having a bit more of character development in our protagonist side would've been a nice touch as it's actively hinted in the game to have it's own background.
Nonetheless, we had a great experience and maybe in the future more is added to expand a bit on what happened before, meanwhile and after the game timeline!
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Rental | Steam | 40 min | |
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Cute little game about Uri the bunny and his family going to a sea-side rental house.
With a fixed camera style and a Silent Hill-esque mood going on, it successfully builds up tension for such a tiny space in the first part of the game. For such a short game, the vibes are unmatched and truly conveys an almost inspiring experience.
Nothing avant-garde nor radical, but being a free game done in a jam, it's pretty impressive!
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Devil May Cry 4 | Steam | 10h | |
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There are times in life when you are reacquainted with something from your past and your memory glorifies it the longer it has been since you experienced it.
It may be an old acquaintance that turned out to be more of a a$ than you remembered, a food that was tastier or, as with any hobby, a video game that was more fun or interesting.
Devil May Cry 4 does NOT fall into this; thankfully, it's pretty much the same as I remembered it: Very fun.
It's true that there are things that have aged badly or that I simply missed at the time, as can happen with anything you revisit when you're older (to this day, every time I watch Evangelion I discover one more note that adds to what I know of the saga).
Little things like Kyrie contributing a total of 0 and nothing, combined with almost monosyllabic lines. Or a final boss thats not interesting, with some confusion in its mechanics and little sauce in its motives (once again, INFINITE POWER).
However, the idea of a cult to our Legendary Dark Knight was very interesting, and for me is the best of the whole setting of the game. Delving into its few members and dark secrets has been quite interesting, although due to the length of the game itself and its cinematics, it hasn't had an excessive depth. An idea that makes sense within the world of the game and that I'm sure contains some criticism to the Christian Church. I'm in.
I love Nero as the new Devil May Cry headliner. Someone with a mood similar to Dante, but more human than demon. He doesn't have the overflowing confidence of our semi-demon, but he certainly doesn't lack it either. Nero strikes me as more relatable than Dante throughout my playthrough of the saga, and I think the character designers took him VERY much into account to make that happen. Unfortunately, aside from the comment at the beginning that he gets his arm from an accident, little dives into Nero's demonic arm; certainly one of the biggest “mysteries” left unresolved in the events of DMC4 and one that I hope will be elaborated on a bit more in Devil May Cry 5.
But, even though the story and everything that happens around it might not interest you, DMC4 takes combat to the next level after what you saw in the original PS2 trilogy. More combos, more skills and different tools to take advantage of them. The Devil Bringer brings much more flow to combat than it seems and we no longer rely solely on firearms to maintain our combo. For me, it's a great idea that gives freshness and lightness to the progression within the game and makes it even more fun.
Now it's time for the beginning of the end, Devil May Cry 5.
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Xenoblade Chronicles X: Definitive Edition | Nintendo Switch | 81h | |
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I've loved this game so much and I've inmersed myself into it's world and whereabouts so much that' I've dedicated a whole blog post about Xenoblade Chronicles X (with spoilers here and there)
If you want the short version of it, here you go: For me, it's not a Xenoblade that fits what we've seen in the main trilogy and its respective DLC. Yes, it has a mysterious and interesting main story, and of course, Elma, Lin and Tatsu are charismatic. But I don't find the richness of this game in this, but in its biodiversity, the clash of different races and it's struggles and joys.
And just because of that, I think it plays on another leage. Not a better or worse, but a different one. And like any other game, it surely has it flaws, like it's pacing. But its a great game nonetheless.
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Devil May Cry 3 | Steam | 9h | |
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This is what I'm talking about. Finally after the short suffering of DMC2, the one and only, the incomparable Devil May Cry 3 Dante's Awakening has arrived.
Dante's personality finally shines, and perfectly complements the tone of the game. A Dante kinda bad-mouthed, argumentative but good-hearted. A ladies' man. His chemistry with Lady is maintained throughout the game and brings out his human side as opposed to the demon he becomes when it's time to fight. Virgil and the man who accompanies him as villains can sin of simply being very bad and wanting power, but in this game I don't ask anything more of them. Interesting dialogues, occasionally deep, and with the perfect dose of cinematics advancing us what happens on the side of the villain during the missions. The perfect ingredients to get into the sauce.
I know I've already played three games, but I really love the fact that the game is divided into missions. Also, in this third installment, although the time per mission increases, it doesn't feel heavy at all. Correct puzzles, decent pacing and we once again have a reusable environment like the mansion in the first one (but without the Resident Evil elements that plagued that installment). Getting familiar with the environment is easy and it helps a lot to know how to move through a tower that at the slightest questionable decision could become a labyrinth.
The combat feels very refined, with a system of styles as if they were the classes of an RPG that gives life to the progression of combat, since beyond getting new weapons as in the first games, here we can also advance fighting and getting more skills by leveling up these styles. The only weak point for me of this system of styles is that to level up to the maximum one style has required almost the entire adventure, which does not leave much room to try and level up others while. Trickster has been my choice throughout the game because I like the dodge, double dodge and even TRIPLE dodge; it gives a lot of movement and after two games being either a dante whose bangs don't let him see much or literally an automatic turret, it's appreciated.
Already finished the PS2 trilogy, I'm VERY happy to have finally played the saga and I still have DMC4 and 5. Something good has done the Netflix series.
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Devil May Cry 2 | Steam | 3h | |
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Now I can understand why it is the most hated and disliked entry of the saga.
The story is thrown in your face as if you know what it's about and you really have 0 idea, and the main plot isn't crazy either. They give you a little explanation at the beginning and then hahas now stick you against hordes and hours of... possessed? demons? infected? A little bit of each, but Dante doesn't have much to say about it either.
Enemies don't have the personality and presence they had in DMC1; here they're a mere formality, a light and shadow show that, also thanks to the weak combat system, remain pure smoke to get you through. Such combat, even if you try to engaged with it, constantly reminds you that why get close if you have two guns.
Also, I've missed Dante's insights when inspecting things as, even if it only gives more information about what was happening or the background of it, you could get a little bit into how Dante sees the situation. And as for the cinematics, we don't even talk about them, little flavor, and a repetition of traits like the coin that, even if in the end it made a little sense, they don't make sense. Long gone is the impressive cinematic in which you get Alastor in DMC1... Now there is only a trail of continuous violence without any flavor to move from one mission to another, with the occasional loose cinematic that does not say too much.
Anyways, I'm not going to spend more time on it than it took me, but oh boi, thank goodness the game is short. Only PEAK (DMC3, 4 and 5 im looking at you) is left.
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Devil May Cry | Steam | 4h | |
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Finally, I’m giving a go this legendary saga after years of neglecting them despite having enjoyed DMC4 when it launched and DmC, which yes, I also enjoyed… maybe because I didn’t played the OGs? Only Sparda knows.
This one has STRONG Resident Evil vibes. Like, a “Resident Evil but cooler” vibes. It feels a more relaxed experience, as having a whole arsenal of guns and swords surely helps and the whole “combo system” that really pushes you to fight every demon or ghost that gets in front of you. And I’ve digged it for the entire playthrough.
The only thing that really got me to never get into the series was the camera. Oh boy, the camera. I’m sure that this has been talked through the ages, but fixed cameras surely got its time and really worked for the Resident Evil saga, but for a fast-paced game like DMC? Hell no.
But this time I’m older, wiser and, most important, PATIENT. And it really paid off.
Anyways, the short missions thing really got me to keep it playing also, as it’s the perfect system to get some playing time in breaks or when you have a bit of spare time. You can expect a good 10-15mins for each mission, and really worked for me.
I’m glad I got to play this AFTER the DMC Netflix series, but even I could tell that something was off in that show…
Next in line is the infamous Devil May Cry 2. Can’t wait.
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Picayune Dreams | Steam | 10h | |
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Vampire Survivors, with more flavor and a short but interesting and captivating story.
It has something that has trapped me despite having passed it, I think it has a perfect mix between a narrative game and a survivor with a thousand and one options. Also, unlocking new weapons feels satisfying and helps you discover new builds and ways to advance in the game.
I've heard it has several endings, but I'm going easy and after experiencing the game to the end, I'm going to take it as a “chill” game to play when I'm saturated with some other game.
100% recommended.
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Metal Garden | Steam | 4h | |
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One of those game that inspired me enough to write a little bit more on the blog.
But alas, the tl;dr -> Truly an ode to Tsutomu Nihei's work on megastructures, endless cities and human decay. A game to be inmersed in, even tho is not that long.
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Monster Hunter Wilds | Steam | 34h | |
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Finally, a new Monster Hunter. After my 300 hours in World, I was looking forward to play this new entry.
A game impactful enough to be written into the blog.
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Hotline Miami | Steam | 5h | |
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my fave mask is the majora’s one.
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Trails From Zero | Steam | 39h | |
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Coming from the Liberl arc, the desire to play the next Trails arc was CONSUMING me. I restrained myself because just when I finished Trails in the Sky The 3rd Final Fantasy VII Rebirth came out. But I survived and finished From Zero. And it was a marvel.
I don't know what it is about this saga that the beginnings are magical for me. Everyday and with just the right amount of information to know without problems the context in which the protagonist finds himself. Of course, the surprise effect you get with the first Sky is lost, but it's replaced by a strange calm before the storm; you don't know what's coming, but there's definitely something coming in the distance.
The game has Lloyd as a nexus, who is a textbook protagonist and is perhaps the weakest point it has, compared to Estelle. Perhaps after having witnessed a hyperactive ray of sunshine made character has made that to meet a new protagonist, it takes a while to get used to someone calmer. But yes it is true that this type of characters end up boring me a bit due to being so stereotypical. I hope they spice it up a bit in Azure.
Apart from that, I really liked Randy and Tio, their stories have a lot of depth, and that little bit of darkness that I loved in other characters like Joshua or Kevin. There's something about the way they are and the moments they share with the group that had me hooked from minute one.
Unfortunately, Ellie is in the same vein as Lloyd, but being from the Crossbell bourgeoisie. Okay, her parents are divorced, so what. But her interactions with Lloyd I liked well enough....
What I really think shines in Trails from Zero is Crossbell. It feels like a lively town, with a certain Vegas flavor that I can't help but think about. I like this format of having THE city and then little towns around it where it expands the action map for our characters. I think it gives it the weight that such a central city really needs and doesn't neglect the surroundings at all.
In addition, putting you in the shoes of a rookie detective but brilliant in a city like this is a candy for me, and more if we constantly mix it with a good amount of mysteries to solve. The game gives you the chance to thoroughly investigate what happened and, like certain missions in the Liberl arc, draw your own conclusions and translate them into the game.
The combat hasn't changed at all, so that point is on standby until they do something new. It's not a complaint; if it works, don't touch it, and to me the combat system is quite fun.
I cannot WAIT to continue with Trails to Azure, this introduction to Crossbell has left me with a very good taste in my mouth.
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Ratchet & Clank 3: Up Your Arsenal | PSVita | 9h | |
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I think they’ve regained here the flavor that Ratchet & Clank 1 had, with cool worlds and weapons to shoot your way forward.
Honestly, I have so much fun playing this games and put me in a focus state everytime I play it. The platforming is fun, the shoot and run has many posibilities and in this third installment of the saga, there are conquest missions and a complete arena which add to the fun. Also, Nefarious is one of my fav villains of the PS2 era, and the synergy with Lawrence, Clank and even Quark really adds up to the fun.
And now that I’ve play the 3 games on PSVita, I cannot tell if there is an issue with my backpanel or is it THAT erratic and painful to trigger. Honestly, the trilogy is a bit more harder to play if you cannot strafe, as the precision take a big hit and you relay on having to pause for a sec and aim correctly… With the PS2 controller this was not an issue as it’s set to the L2/R2 buttons.
Anyways, I did really enjoy playing them and I’m looking forward to maybe trying to play the PS3 Ratchet Era and finishing with Rift Apart if I have time (as there are only a few days left for Monster Hunter Wilds and on March, Xenoblade Chronicles X)
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FFVII Rebirth | Steam | 80h | |
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Can't believe that main games that historically only were on consoles are finally coming to PC.
Final Fantasy VII was not, for me, the game that made a difference in the PSX. But it was on PSP with Crisis Core. Finally watching this branch of an experience was delightful and had many thoughts on Rebirth that I've poured into the blog.
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Ratchet & Clank: Going Commando | PSVita | 10h | |
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This saga of games for me is like home, so I’m a bit biased, honestly.
And here is the thing that got my love for the saga to the next level: Weapon Experience. Yes, your weapons EVOLVE. And for me, that is the only thing that carried the whole game. I’m really into getting new weapons and use them just to level them up. I think I’ve not sticked to a single weapon in the whole game, and using the complete arsenal for the last boss was an indicator that the thought they’ve put on the weapon system really paid off.
The dubbing on Spanish is god tier and the lines are well delivered, and on PSVita the movement is a bit hit or miss since the “lateral” movement relay on the back panel and sometime it doesn’t even trigger, so aiming can be a pain. I think it’s a device related since on PS2 you can use L2/R2 to move this way (and honestly, it’s the best way to move around).
I’m loving revisiting Ratchet & Clank as a quick way to play a silly game with good action, and oh boy I’ve missed them.
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Trails in the Sky The 3rd | Steam | 30h | |
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There's so much I want to talk about this game, but the summary is... PEAK.
PEAK, PEAK.
It's amazing how the whole trilogy just keeps getting better and better.
It fascinates me how everything is connected. How all the characters are so charismatic, their stories interesting, very thoughtful and with a thousand details if you want to stop and learn more. I could really go on and on about Agate and Tita's (and her family's) relationship, how Olivier eats up the scenery every time he says something, or the surprises Kevin has given me throughout this adventure.
And all with a masterful thread that has done it not once, not twice, but three different times with this trilogy. In this case, Phantasma has been a marvel, feeling in a customized Dante's Inferno with Trails theme, where we see little by little the mystery that unravels each circle. It has had me hooked from minute one, and here solves the criticism that had the previous games and their first halves being somewhat slow (in SC especially, since the first half of FC is a wonder that sets the tone of the game very well).
I've loved how each one has been the protagonist of their slot in the game, with doors dedicated to practically each of them relating to each other, expanding even more what we know about them and filling the time gap between the second and third game already by the way.
The only thing that hasn't changed has been the gameplay, but it must be said that the game pushes you to use all the characters in different ways and encourages you to look for combinations (to then force you to use them all).
This approach so different from the other Trails in the Sky, where you could have your favorites without problems and have them most of the time, with this particular set I really liked it, as it gives variety and fresh air to each chapter.It is true that this forces you to spend a lot of time in the menu, as the sepith at the beginning is not abundant and the equipment the same, having to constantly switch between one character and another to get it ready to fight.
It's going to take a while before I get over everything I've experienced in this trilogy, but what I DO have clear is that I want to follow it NOW and continue with whatever Crossbell's saga has in store for me and then Erebonia... I've never entered so strongly into a saga since Ys a couple of years ago.
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Bomb Rush Cyberfunk | Steam | 12h | |
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Incredible display of urban culture and supreme homage to Jet Set Radio.
There hasn't been a single moment where I haven't been dazzled by the game. From minute one I've been browsing, raising the combo meter by doing anything and avoiding breaking at all times. The booster pack gives it the extra dynamism that makes it easier not to break it, and it feeds back very well with the tricks.
The variety of characters and the fact that you can choose between BMX, skates and skate has been another detail to thank. Personally, my favorite has been the skateboard and I have used it 99% of the time, it has clicked with me.
Marking all the graffiti spots is a challenge in many of the occasions and they are placed in such a way that more than one makes you make a thousand turns to find the perfect way to get to the place they are. While I haven't done 100% of them, having completed the Hideout and Versum HIll, they find ways to find ways to surprise you when it comes to finding them in unique locations.
The only bad thing I can say about the game is that it was very short for me, and while the game has a good pace (never better said), it's true that the end of the game feels a bit too rushed as opposed to the rest.
That said, what can I say about the style of the game that hasn't already been said. The BSO is a wild mix of popular songs (with samples of Bad Bunny or J Balvin) and makes you dive fully into what the game offers. And the exaggerated, urban and rebellious style is noticeable in every nook and cranny of New Amsterdam, it feels like a vibrant city full of art.
I hope the devs don't miss the opportunity to continue what they've built here and we'll see more samples of what we've played here.
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Trails In The Sky SC | Steam | 50h | |
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Estelle keeps being best girl.
This game should be called Peaks in the Sky, being the only reason it has a 4.5 is because having the first game SO fresh, going back through Liberl at the beginning felt a bit repetitive as far as the journey goes.
The foreshadowing of First Chapter is overwhelming and the same structure of the first part can be seen in this one as well. I don't want to go into plot details, but it's had me hooked from minute one and moving forward with Estelle and company is always a blast.
In addition, I like the level of escalation of events, how they cook everything very very slowly and then serve it to you in a spectacular dish in which you do not stop receiving new information in a very digestible way. Really, the narrative level of Trails in the Sky is at another level, and they are not afraid to show it.
Here I think the relationship between the different characters shines particularly, not only between the protagonists but also the antagonists. They make you want to know more, to see the limits of each member and to be able to discern the intentions of each as you get deeper into the story. And boy do they get you in.
Estelle continues to be the best, with a thousand nuances that only endear you more and more to the characters. Joshua follows her closely, as well as the rest of the staff, but his leading role really suits him perfectly.
The gameplay, per se, hasn't changed at all, it's just been scaled up a bit to adjust the power levels of this installment. However, it's still very entertaining and definitely, crushing poms is still a rare, but satisfying experience (numbers goes uppppppp!).
Also, after the announcement of Trails in the Sky The 1st, I can't stop thinking about how this game will look like once the remake is released on modern consoles as well. If already with this graphic style all the events are impressive, I can't imagine the levels of emotion that a good coat of veneer and modern paint can give it. The hairs stand on end, honestly.
I only have The 3rd left, but the last chapters have really had me clapping, getting excited and hallucinating. It's going to take me a few days to process everything that's been going on. Once again, peak.
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Balatro | iOS | 20h | |
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It feels weird to put a game like this as “completed” because this is an INFINITE game. But I have decided to give it as such when I have unlocked all the decks.
It seems to me a round double threat as a game and as a media and social phenomenon.
As a game, what can I say that hasn't already been said... it's pure addiction and the perfect game to play one or two (or ten) single games. The system is engaging, and there are a thousand combinations to make in order to lead a game to victory.
And not only the jokers, but also the tarot, planet and spectral cards bring a lot of dimensionality to the games.
Dimensionality and that key moment when you discover a combination that sparks and the numbers start to grow. You don't know what has done it, you try to understand what is happening but you only see the multiplier go up. Congratulations, you've been balatred. And I think that's beautiful.
Also, the phenomenon that has formed around the game is being spectacular. Criticism of the PEGI system after receiving a +18 against FIFA's +3 even with micropayments, protection of a system that could be fatal in bookmakers refusing to sell the IP... And the HUGE amount of memes that have been created since the game was released.
People sharing combinations of jokers in their circle of friends (or reddit), people outside the indie gaming world being curious about the game and even being a bestseller on mobile. Simply put, it has made a tremendous impact and is receiving free collabs with other games.
I think few games have this impact and it's nice to be a part of it. Opportunities like this are few and far between.
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FFVIIR Intermission | Steam | 4h | |
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A nice fun bridge between Remake and Rebirth that makes the combat already seen in the first part more dynamic.
Yuffie is a very endearing character and seeing a bit more of her is always nice (especially with the relatively little info we got from her in the original). However, possibly because of the short length of the DLC, Sonon feels too... optional. She doesn't bring much to the table other than a character that brings Yuffie down a bit from the clouds and her story doesn't excite.
That aside, I'm very curious if we'll see more of Nero and Weiss in Rebirth and well, what to say about the final scenes... the icing on the cake.
Only 2 weeks and 2 days left for Rebirth... I can't wait!
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Lunacid | Steam | 13h | |
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Lunacid is one of those games that as soon as you see it, you know it's going to click with you. And it does.
Decadent world, countless horrors and dark exploration. A combination that you WILL like. And Lunacid delivers in all of them. From the very first minute he already shows you his teeth and puts you in perspective of what to expect from the adventure.
Magical bookstores, catacombs that ooze death, or an enchanted forest are among the picturesque areas that I have been finding throughout the game, and each one is unique and fills you with a sense of mystery that only further ignites the desire for adventure and exploration that this game encourages you to have.
It's been a while since a game has grabbed me and ignited that eagerness I've been talking about. Not the fact of following a list of side quests that are thrown in your face from the first minutes of a game, but genuine silent exploration that only games like Skyrim or Baldur's Gate 3 (in their formats) have managed to achieve. Okay, it's not AS massive as those two, but the core of what made them wonderful outside of spontaneity and scale of events is there.
The few NPCs you have are even endearing considering the darkness of the game, but they are a haven of peace within everything that awaits us in Lunacid, so the occasional relief that gives you enter Wing's Rest has been appreciated. It's true that the further you advance in the game, the less I've gone through the area, but at the beginning I spent quite a bit of time going back and forth.
I'm sad to have finished it and that there's no replayability other than getting all the weapons, magics and secrets, but I'm sure I'll end up revisiting it to try to unlock the rest of the endings and see which way they goes.
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Ratchet & Clank | PSVita | 10h | |
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Despite the years that the first Ratchet & Clank already has, it has aged quite well.
The chemistry between Ratchet and Clank fills the entire game and provide a very fitting touch to all the charisma that also squander the secondary characters, even the villains.
The humor of the era is kinda nostalgic and even some lines are still funny, and the way it pushes you to explore the different worlds is still magnetic. Each world really feels unique and makes you want to explore it from end to end.
The gameplay is where the passage of time is most noticeable; sometimes Ratchet doesn't respond the way you want it to and aiming at enemies requires more adjustment than necessary (or just stay still, put the game in first-person mode, and shoot). Nothing that makes it unplayable, mind you, but it can get annoying in certain parts of the game that require more precision.
However, where Ratchet & Clank really shines for me is in the wide variety of weaponry it has in its arsenal. Each weapon feels unique and getting them renews the freshness of getting into the worlds. This also applies to the gadgets that are there to bring dynamism to the way they advance, being my favorite the grind boots and the tresspaser.
That said, I enjoyed it a lot and the idea of replaying this saga excites me and fills me with flashbacks of memories of when I played on the PS2 as a kid.