My God, I'm so glad this day has come! It's literally been years waiting for the release of this DLC, and sorry for the excitement, but after playing for an hour, I can't say anything else: WHAT A SATISFACTION! There's no need to say anything else about Cuphead at these times, right? If you're reading this, you've already played the base game and loved it. The Delicious Last Course is basically everything we've ever loved, with even more incredible and difficult bosses, and a lovely new playable character that has new and fun ways to play (the Ms. Chalice). There's no way to rate it other than 5 stars; 10; 100; Perfect; pure gold; Masterpiece. That's it. Instabuy for absolutely 100% of those who liked the base game. Have fun (and suffer deliciously from it). *Important Note: Cuphead has become an indie gaming monster, an instant classic, and from day one the developers have treated us GOG consumers as first class customers. The same has just happened with the simultaneous release of this DLC, so be sure to honor such a formidable product and with such great respect for our community.
Ladies and gentlemen, here we finally have one of (or "the") greatest icon of the roguelike/roguelite genres. Possibly also one of the most addictive, bizarre and briliant game of all time. The Binding of Isaac: Rebirth (without the need for any of your other DLC) will give you hundreds and hundreds more hours if you are a completionist. The number of unlockables is proportional to the hatred that everyone will express with the diabolical difficulty. The kind of game where anger is the fuel for more and more hours invested in thousands of combinations of procedural dungeons, repulsive and disgusting enemies, justified by the game's controversial history, where a mother who "hears voices" of what would be "god" tries to kill his own son because "the voice" requested this sacrifice as a token of devotion. The dungeon design, clearly inspired by the first "The Legend of Zelda", added to the hundreds of items, power-ups, specials, trinkets, secrets, playable characters and multiple secret endings opens up an incredible range of combinations, where each move provides a deep new experience. Facing "god" and "devil" is going to be the least of your problems here. It's best to prepare for the end of your social route. But since The Binding of Isaac is finally hitting GOG during the holiday season, this is the perfect justification for enjoying the holidays. After nearly 600 hours invested in the Nintendo Switch version, I'm ready for more adrenaline episodes in this definitive version, 100% DRM free!
Well, what more needs to be said about this game in 2021? We're basically talking about the grandfather of indies games, a milestone in gaming history, who challenged the status quo of a time when the industry continued to focus exaggeratedly only on the graphic power of its titles, leaving behind the gameplay and simplicity characteristic of the 8-bit and 16-bit gold era. Cave Story was bold and went against the grain, showing everyone that the "oldschool" market was always alive, as it is today, and it certainly served as an empowerment for most of the indies games that would follow, especially after the big boom of "Braid" in 2008. Extremely fluid, with flawless soundtrack, loud replay fact and visceral story, it's a title that has aged remarkably well, and is more current than ever. It follows challenging, poetic, pleasurable, provocative and fun. Exactly the kind of experience that carries the DNA of video games. Long live Daisuke Amaya (Pixel) masterpiece, which gets even better in this "+" version, with more content that perfectly matches the original work. It is a must buy for absolutely any player, including those who have already purchased a copy on another platform. Big day for us GOG users!
I really like adventure games with puzzles, but they need to bring something new with them, a peculiar type of originality, which escapes the traditional, and most importantly: that they get a harmonious combination. Fortunately, "DARQ" does this with great skill. The aesthetics and atmosphere sound like a marriage between the classic movie "The Nightmare Before Christmas" and the equally revered game "Limbo", which makes "DARQ" very immersive and elegant. The puzzles are very well designed, and never seem boring. Despite the obvious difficulty of some, it is really fun to solve them, something very rare to happen in games of this genre, which most of the time end up alienating the player. I think it's unique the way the scenario dialogues with the background, mainly due to the depth of the 3D models. This translates into moments of tension, scares and many surprises. Despite being short (it took me 7 hours to win the game, its two DLC and get 100% of the achievements), I think it's important to point out that "DARQ" does something that has been increasingly difficult to happen with games lately, and that is precisely to deliver EXACTLY what was proposed, and this is far from trivial. If you like games of this genre, I dare say that it's almost impossible not to enjoy this title, and once a work can be satisfactory from start to finish (allowing legitimate and consistent fun for the player), I understand that the goal was achieved, the which culminates in a solid and highly recommendable product.
What we have here is something that could have been an excellent and memorable Beat 'em up, but which is unfortunately just average. It's hard to understand what went on in the developers' heads. The look of the characters and settings is great, and the controls are very fluid, they work very well, but these are the only two elements that hold the game together. There are a huge number of stages, but they are highly repetitive, using almost always the same scenarios, with very few variations. The same goes for enemies. It's impressive because, from the beginning to the end of the almost 7 hours it took me to beat the game, there are basically five or six types of enemies, whose only change is visual, and even the visual changes are minimal. The music is completely expendable, and when the game tries to bring a different freshness to the gameplay, inserting levels with different purposes, like stages of racing or just breaking things, the situation gets even worse, as they seem to be there just to "cover hole". They are short and bland. As if that wasn't enough, both Asterix and Obelix have very few attacks, practically no possibility to trigger combos, there's not even a bar for special or possibility to improve your abilities. Basically you're going to press a button or two the entire game, against enemies with very bad AI. Finally, there are no extras, nothing, just the ability to select a stage after winning the game, and the settings don't allow button remapping or resolution switching. It's just unbelievable! If you're a fan of the franchise (as I am) you'll be able to have some light fun, although you'll certainly get seasick very quickly. If that's not your case, skip this game. It's a title with great potential, but one that has clearly been sacrificed for a rushed release, or something like that. It deserves 2.5 stars, but as GOG doesn't allow it, I'll give it 3 in hopes that future updates will improve gameplay a bit.
Kitaria Fables is an RPG with extremely sympathetic and vibrant harvest elements, from the same creators of the highly praised and excellent "Cat Quest" and "Cat Quest 2", both available here on GOG. The aesthetics and gameplay are very reminiscent of MMOs of the genre, especially those from the 2000s. That's a positive point. It pleases me. The world, although not so big, has its sympathy and is nice to be explored. The game has a clock that computes the 24 hours a day. This is important as services close at night and only reopen in the morning; monsters also have this cycle, some can only be found at night or day. At this point, what I didn't like is that the 24-hour clock is = 24 minutes. That is: 1 minute = 1 hour. This can be annoying because sometimes you need to be in a place at night, but until you get there it becomes day, or while you're there it's dawn and you need to wait another 16 minutes to be able to defeat certain monsters. The harvest also depends on the cycle to grow. From a battle standpoint, it's very accessible and quiet. The combats work well, however, the same cannot be said for the equipment, as the game is very linear in this sense. The variety of equipment is very low, basically it's a linear line of upgrades for the same equipment, except for some that you can drop from bosses. However, the biggest problem is the grind system. If you don't like grind, skip this game. Whether collecting or dropping items from monsters, the repetitions are very intense, whether to upgrade your equipment and buy items, or to complete quests. It's far from being a game that has any kind of complex mechanics, and this can be frustrating if you like managing attributes or the like. The lack of a level system is also something that bothers me. In the end, Kitaria Fables is a simple, fun but repetitive game. It's far from bad, and it has great potential. I would rate it with 3 stars, but I will rely on future updates.
Kitaria Fables is an RPG with extremely sympathetic and vibrant harvest elements, from the same creators of the highly praised and excellent "Cat Quest" and "Cat Quest 2", both available here on GOG. The aesthetics and gameplay are very reminiscent of MMOs of the genre, especially those from the 2000s. That's a positive point. It pleases me. The world, although not so big, has its sympathy and is nice to be explored. The game has a clock that computes the 24 hours a day. This is important as services close at night and only reopen in the morning; monsters also have this cycle, some can only be found at night or day. At this point, what I didn't like is that the 24-hour clock is = 24 minutes. That is: 1 minute = 1 hour. This can be annoying because sometimes you need to be in a place at night, but until you get there it becomes day, or while you're there it's dawn and you need to wait another 16 minutes to be able to defeat certain monsters. The harvest also depends on the cycle to grow. From a battle standpoint, it's very accessible and quiet. The combats work well, however, the same cannot be said for the equipment, as the game is very linear in this sense. The variety of equipment is very low, basically it's a linear line of upgrades for the same equipment, except for some that you can drop from bosses. However, the biggest problem is the grind system. If you don't like grind, skip this game. Whether collecting or dropping items from monsters, the repetitions are very intense, whether to upgrade your equipment and buy items, or to complete quests. It's far from being a game that has any kind of complex mechanics, and this can be frustrating if you like managing attributes or the like. The lack of a level system is also something that bothers me. In the end, Kitaria Fables is a simple, fun but repetitive game. It's far from bad, and it has great potential. I would rate it with 3 stars, but I will rely on future updates.
With a “Shonem” style story in the background (ie, a protagonist who wants to be the best dodgeball player ever but is a novice and needs to beat all the strongest opponents while surprising everyone, forging friendships and facing the frustrations of defeats), Dodgeball Academia is a Brazilian indie game with a visual splendor, with an artistic style similar to the Paper Mario series, not only in the design of characters and scenarios, but also for its fun and rich overworld (who doesn't like it here of overworlds to explore???). It has level systems, money, equipment, items and quests, and here comes its "Pokémon" element. In this case without Pokémon to capture, but with partners who have different types of abilities, a rival to face throughout history and the search for legends and challenges. By the way, the animation and music that precedes the beginning of a battle is a clear tribute to the pocket monsters. The premise is simple, but the execution is brilliant. Battling opponents in order to hit them with balls is a lot of fun, especially when you start to gain new skills, learn to hold and counterattack, and finally use character switching mid-game to manage your skills. best strategies to beat the opponent. This review concerns 40% of the game completed. I had already played the demo and was adapted to the mechanics, which made me progress more quickly. Up to this point, I can't define Dodgeball Academy as anything other than a unique adventure RPG experience. It's a delight for any gamer of the genre, and the story, as I've said, is a treat for Shonem anime and manga lovers. This is one of those fun games to play, light, that makes time fly. It's because it's simple that it's fun. He didn't need to “invent the wheel” to get noticed, he just needed to present himself with simple concepts and apply them successfully. It's great to have fun with that simplicity characteristic of games from the 1990s. To be clearer: buy this game now!
What I like most about this game (which is an HD version of the 2009 title for the Nintendo Wii) is that it is a puzzle game that is NOT BORING. I like puzzle games, but it's relatively hard to find one that doesn't have a ridiculous difficulty curve, which trades fun for frustration. Here this problem does not exist. I mean, you can get stuck in one part or another, but solving the puzzles is not absurd, at the limit you may need some guide on the internet, but I don't think it will be necessary (maybe in boss battles ). The game has four worlds that have 40 stages in total, plus 40 special levels that are unlocked by getting the stage collectibles (three chests). The gameplay is simple, with the alien "Blob" being the boy's companion to solve the various puzzles, since you need to use his transforming power to proceed in the game. What may bother some is that the game doesn't have any tutorials, and you'll need to figure it all out on your own. This didn't bother me too much, but I confess to having discovered some things that would have made my gameplay easier only when I was at the end of the game. It's a fun game without being frustrating, and delivers around 15-20 hours if you want to make 100%. It's a good work by Wayforward and an excellent addition to the GOG library.
One beautiful day DmC, The Legend of Zelda and Hollow Knight had a child, and his name is Blue Fire. No, this child doesn't have all the quality of the parents, but he does come to an interesting middle ground. He doesn't have the genius of The Legend of Zelda dungeons, but he does a good job of trying; it's not dynamic and badass like DmC, but it has a fluid battle system and is far from monotonous; it's far from Hollow Knight's art and soundtrack, but it's just as difficult and unsettling. It's a platform, exploration and action game that deserves to be played by any and all lovers of the games I mentioned before. Despite its design issues (very empty and lifeless scenarios), repetition and performance that can frustrate (FPS drops are boring in some fights), it's an excellent title for what it proposed, mainly for taking risks in such a genre. challenging and with very low incidence in the market. It could be a lot more, but it's good enough for me to recommend with peace of mind, mainly because works like that deserve to be valued, especially when we're talking about an independent studio.