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This user has reviewed 11 games. Awesome! You can edit your reviews directly on game pages.
Blasphemous

A mediocre masterpiece.

Blasphemous is a mediocre game that also happens to be an fantastic experience. Without a doubt, it features one of the most captivating and original universes in this medium, wrapped in a powerful art direction steeped in historical symbolism surrounding the Catholic Church—particularly the Spanish one—and in the bleakest atmosphere one could expect from great dark fantasy titles. It is easily the greatest heir to this style of obscure, granular, and non-intrusive storytelling popularized by FromSoftware's games—a style that so many other studios fail miserably to understand. Blasphemous offers a path filled with twisted metaphors and references so deeply loaded that you will likely have to research them outside the game itself to fully understand them—something that seems inherent to any work with a strong sense of aesthetic identity. It is a unique journey guided by the player's own active interest, while simultaneously conveying a genuine and thoughtfully crafted fictional depth. No detail was implemented without purpose. And you can bet that none of those goyaesque gruesome designs are made just for the sake of it. But as a metroidvania/soulslike—or "soulsvania," if you will —Blasphemous falls short by failing to deliver gameplay that matches the strength and creativity of its premise, instead offering something ordinary that would struggle to stand alongside even the most basic games on the genre. The game's world showcases conceptually interesting areas, but filled with uninspired and largely forgettable layouts, consisting mostly of long generic corridors, repetitive rooms, and extremely basic gimmicks that would not challenge even formative titles like Symphony of the Night. It seems like the most creative idea they've had was... collapsing platforms? Wow. Its selection of abilities and upgrades is ridiculously limited and largely situational, resulting in a game that barely evolves its exploration dynamics or combat core in any meaningful way from beginning to end, causing the experience to grow stale rather quickly. Exploration and progression on its own is just boring. And revisiting previously explored areas blatantly highlights just how weak the level design is. They certainly make the inevitable backtracking process increasingly inconvenient as the world expands and becomes more "interconnected". The game manages to be immersive through its atmosphere, but it ultimately fails to convey a sense of place and non-linearity. Combat, in turn, constrained by the limitations of a 2D game, attempts to compensate for its lack of depth and its heavy, somewhat unresponsive controls with spectacles of graphic violence and grotesque enemy designs. This quickly loses its appeal once you realize that regular enemies are rarely enjoyable to fight, while bosses feature such generic movesets that more than half of them rely on excessively long and annoying periods of invulnerability to pose any real threat. That is without even mentioning attack patterns that often seem completely incompatible with your own moveset and speed, or the many flashy abilities you can unlock that never have any practical use. You'll rarely find any arrangement that will lead to decent encounters. In most cases, bottomless pits and spikes will be your biggest enemies, if that. The animations, at least, are impressive, especially for a pixel art game. But for an quest full of despair, it's surprisingly friendly. And as the novelty of the world gradually fades throughout the adventure, what remains is a rather bland game, supported by a presentation trying to carry the entire experience on its shoulders and almost not succeeding. It feels more bureaucratic than well-structured and paced. The map is poorly done, the overreliance on slow combat and movement within such a limited framework weakens the experience as a whole, and even the placement of fast-travel points is poorly thought out. Even so, i have completed the game multiple times because of how memorable the experience is. It overflows with so much personality that, from time to time, I simply cannot resist playing through it again. It's a narrative that offers much food for thought. A lot to reflect on. In a fresh and fun way, it takes an artistically flavorful dive into a range of dark and weird concepts about Christianity. The work reveals a cult that celebrates communion and the transcendence, but is essentially based on the repression of life itself. It festers in misery and fear, glorifying suffering, punishment and guilt as virtues. Such aspects seemingly go unnoticed nowdays, having undergone centuries of sanitization that have distanced modern consciousness and practices from the morbid meanings that accompany this faith. But they are there, for anyone even slightly attentive. It is a fairly short game. And once you already know what lies ahead, its flaws become much easier to tolerate. It is a deeply captivating world—grotesquely beautiful and very inviting to uncover—but one that falls short in nearly everything related to actually playing in it. It's not a great metroidvania. It's not a great soulslike. But it's good enough art.

4 gamers found this review helpful
Hitman: Absolution

Solid game, but a bad "insert-franchise"

Obsolution definitely demonstrates a level of polish and refinement that has distanced the franchise from its jank-filled past and placed it on an equal footing with its peers (kinda). At least technically. Controls are excellent, responsive and intuitive, graphics and feedback are cutting-edge for the time. Great mechanics. The music, as always, is the icing on the cake. (The CG cutscenes have PS1 quality, though. They remind me of Syphon Filter.) They definitely invested heavily in ensuring that the iconic 47 became a cool and viable action character. Very little, however, was invested in ensuring that all the new features were implemented to elevate the experience of a dynamic and replayable assassination sandbox that the franchise has always been known for delivering. You only get a glimpse of the game's wasted potential. From the huge interactive crowds, to the openness to improvising solutions and generating emergent gameplay. There are only about 4, maybe 5 missions in the entire pack that feel complete and designed with the original intent in mind. The rest are linear and canned segments, almost without any dynamism, sometimes so slow and dependent on trial and error that it's as if the game is begging you to start shooting, since it's so easy to get away with it. The scoring system punishes the player for mindless, violent gameplay, but since the options are so limited and pointing and shooting is so easy, the temptation naturally arises. The subtle and elegant infiltration challenges and fun mischief solutions are few and far between. Even trying to be the perfectionist are quite boring. Seriously, there's even a mission that consists of you simply going to a place to put on the character's classic suit. A completely useless indulgence and a testament to the developers' misinterpretation of the franchise's appeal. Along with that, several bad set pieces, an adorably dumb narrative, and a lot of tasteless cringe, like the sexy nuns, which someone surely thought wouldn't sound completely out of place with the rest of the game. By this point, with previous games in the franchise having acquired a veneer of parody, taking Hitman seriously was already quite absurd, but someone without a sense of humor thought it was a good idea to tell some supposedly "deep" drama of redemption, which only effectively made the player roll their eyes. Anyway... It's somewhat surprising that all this technology was used for something so unremarkable. Hitman Absolution isn't bad, it's just... mediocre most of the time. When I think about this game, things like the Thief 2014 and Splinter Cell Conviction come to mind.

Far Cry® 2: Fortune's Edition

Great game to drop early on.

Far Cry 2 is probably the most immersive game in the franchise. The presentation still holds up. An incredible level of attention to detail. Great sound design and music. Easily one of the best of its time. Not to mention the still very impressive dynamic fire system, which encapsulates the game's visual identity and remains at its best implementation. With a combination of diegetic interface elements, deliberate limitations on mobility and resource management, a more direct approach to missions, and a palette full of grays and browns, it brings a more raw tone compared to the ultra-violent zany vacations of its sequels. Far Cry 2 certainly also has a foot in the dumb banality of 80s action movies, but it gives you the feeling of surviving in a brutally hostile environment, doing dirty work, instead of being in a satirical playground. It's a very focused experience, with little narrative intrusion, whose biggest flaw is unfortunately being boring. Its sequels can hardly be called better games, but they are definitely more effective at achieving fun (at the cost of cohesion), filling the empty spaces with more captivating narratives and a more varied range of activities. Far Cry 2, in turn, reinforces its premise with much more competence, but quickly proves to be very limited in the first few hours, with a constant repetition of ideas. Exploration is basic, almost irrelevant outside the context of missions. And navigation is very dependent on vehicles that break down very easily and need constant repairs, which is aggravated because, on the roads, there are always several enemy camps that constantly respawn and always represent an interruption. Trying to run over enemies or go around them always seems like a clumsy tactic that, even when successful, will often result in you having to get out of the car to fix it. I can't stress enough how constant and exhausting this is. And it can happen several times in a row. The game seems designed with the intention of interrupting you the entire time on your long path to the objectives. It's always a pain to get where you need to be. The lack of elaboration in the missions also makes them all feel the same. The combat is solid, visceral and wild, but it's marred by how quickly it becomes routine. And for some reason, everyone in the game seems wired. So... Individual elements are fantastic. Everything works very well. The game has a coherent identity, purposefully using certain inconveniences to strengthen its vision, but while these elements set it apart, they ultimately hinder a smooth experience and wear down the patience of any player. Overall, it's just a bit too lukewarm. It never manages to be exciting.

4 gamers found this review helpful
Hitman: Blood Money

Half passable.

With the franchise thankfully having found its holy grail in World of Assassination, Blood Money doesn't have much else to offer besides a handful of laughs and some genuinely fun levels. Hitman was never great in terms of polish, but I believe that, of the biggest franchises of the genre at the time, it's one of the ones that has aged best mechanically, simply because of the leniency of its stealth rules, which prevents a good deal of the annoyances present in its counterparts. The disguise mechanic in hindsight, besides being fun, saved the player a lot of headaches. The spirit of self contained sandbox levels is very much in evidence and still allows, with a little patience, solving problems in several clever ways, capitalizing on that fantasy of a secret agent getting into mischief that the franchise has always tried to portray. Even so, what most harms the experience of revisiting the game is how absolutely outdated and jank everything feels. Despite being less reliant on trial and error than most of its peers, the game also brings a fair amount of inconsistency in the form of bad feedback. It's not at all uncommon to get caught and have no idea what you did wrong, given how poorly the game communicates this to you. You never know exactly what's considered visible and what's considered too loud because the outcome seems simply random when it's not explicitly obvious. Controlling the character and interacting with the environment and enemy AI feels like something worthy of a prototype these days. It's functional at best. But be that as it may, it's still a fun experience, requiring some adjustments on your part and a certain degree of tolerance for things that don't work properly. The presentation doesn't have a particularly distinctive style, but the music doesn't disappoint. The plot is as dumb and funny as I remember. Some levels are very well designed, and since they are quite short and benefit from specific knowledge regarding the positioning and routes of certain NPCs, items, and approach opportunities, they are highly replayable. So, yes, it's worth it if you have the patience.

1 gamers found this review helpful
DUSK HD

It didn't add much to the game.

Although Dusk could hardly be called beautiful, its low-fidelity style and deep fry graphics definitely gave the game a texture that was quite appropriate to the tone and atmosphere the experience was trying to evoke. There was a certain grimy quality that was part of the game's identity, which simply disappeared with the new textures, which only give the game a generic smooth feel. I applaud the effort (and the fact that it's free), but it doesn't deserve any fanfare..

13 gamers found this review helpful
Project Warlock

Unremarkable

A solid, albeit one-note Wolfenstein 3D clone. Replicating its labyrinthine level design with short stages and simplistic combat, Project Warlock brings the game even closer to an old-school dungeon crawler with guns, adding a generic rpg system with stat progression and a variety of skills and spells, and a crisper presentation with higher-frame animations and detailed textures compared to the monotony of its more obvious inspirations. The number of levels is reasonable, and they do a satisfactory job of integrating the enemies into the design, although you can't really say there's "encounter design", given how basic the geometry of the rooms and the behavior of the enemies are. You kind of sweep through whatever you see and dodge the occasional projectile without much thought. There's a very interesting weapon upgrade system, where you choose between keeping the weapon's original state or swapping it for one of two variants that drastically alter its functionality. The RPG system, in theory, should offer a certain degree of replayability in the form of specific builds optimized for certain play styles; In practice, the wide variety of weapons is fun, but everything else is quite unbalanced, with poorly distributed upgrade resources and a boring system of passive bonuses that can easily break the game if you pour all your points into certain stats. Some perks are so good that they practically force you to invest points that don't serve your build. Ironically, investing many points in something specific doesn't grant access to more perks, because the prerequisites for everything are so low. Most perks become useless after a few stages. Resource management is irrelevant since you're always swimming in ammo, and after a few upgrades, the challenge also goes down the drain (even on hard). There's an obvious mismatch between the stats and the weapon upgrade/spell system. The impression one gets is that it's a game with many ideas, executed in a very poorly thought-out way. Add to this some occasionally game-breaking bug (I fell through the floor a few times), and if it weren't for the low price, the game wouldn't be worth your time. Regardless, it's simple, fast, and short. Good enough, i guess.

Just Cause 2 - Complete Edition

Big guns for such a small island.

Many years have passed, and Just Cause 2 remains a beloved gem. It is the best gamification of the campy spectacles that were the action movies of the 80s. A complete indulgence, packed with one-liners. The game features a modestly sized open-ended map with competent presentation, packed with generic objectives that generally revolve around destroying something. Practically everything is set up to explode. And you are strongly encouraged (and rewarded) to set the entire world on fire in order to accomplish your goals. The game's universal unit is chaos. You destroy things to generate chaos, which in turn unlocks more opportunities to generate chaos. It's a self-perpetuating cycle. One of the game's strongest features is its extremely fun traversal system, pairing a combination of vehicles of all kinds with an infinite parachute that you can activate at any time and a versatile grapple hook, which can be used to perform a variety of actions, from extending your glide to attaching enemy vehicles during a chase and making them whip around like toys. The result is navigation with a sense of freedom that was practically unmatched at the time, with plenty of room for skill-based maneuvers... and for intrusive thoughts to win. I genuinely wasted far more time than I'd dare admit trying to hook a truck onto the blades of a wind turbine (didn't work). Along with that comes a satisfying arsenal of weapons and explosives, ready to be used however you see fit. Combat in itself is nothing special, but all the game’s systems and mechanics seem designed to organically produce bombastic action sequences and unfold into an unpredictable chain reaction. It is a playground that thrives on emergent gameplay. You will always feel like you’re inside an action scene pulled straight out of some movie you’ve already seen. When you least expect it, you'll be playing the role. Walking towards the camera with an explosion in the background included. There are a thing or two that are a little clunky and, yes, it's incredibly repetitive and exhausting, and it loses its appeal after a few hours, but when it comes to mindless spectacle, Just Cause is practically a masterpiece. It's worth taking a look, even if you don't intend to finish it.

1 gamers found this review helpful
Warhammer 40,000: Boltgun

Ordinary

If it weren't for the aesthetics — which are admittedly a high point of this product — I don't think anyone would say the game is anything more than a mediocre shooter that doesn't deliver much beyond the very basics. It surprises me that even with the insane inventiveness of the Warhammer 40k universe at hand, the result is incredibly bland. The levels are too simple and stretched beyond what's necessary. The design isn't fluid, challenging, and doesn't complement the enemy encounters. Almost nothing manages to reach the basic competencies of games like Quake 1, which fully benefited from the use of a 3D world. They aren't bad, just not interesting to navigate. And therefore, quite boring, both in terms of atmosphere and exploration. And the enemies, in turn, don't function in a very distinct mechanical way to create any sense of combat dynamics. You almost never need to adjust your behavior to face anything. Weapons are fun to shoot (especially the bolter), but equally lack distinct functions for you to see them as tools. Most of them function the same way. There is almost no benefit to optimizing how you use them. And resource management seems irrelevant. So you basically grind them down, usually in very open (and cluttered) spaces, using mobility that seems to be far greater than the enemies are able to handle. They beat you purely through excess — almost in an illegible sea of ​​particles and giant pixels. You don't need to think too much about where you're going or pay attention to what you're doing. This results in a very tiring and repetitive experience. Mindless even by the standards of the genre. It can, occasionally, be exciting, when you're blasting through hordes, leaving a trail of pixelated gore, making enormous leaps and drowning everything out with the sound of your gunfire, like the ruthless juggernaut the game wants you to be. But that's almost never the case. Lukewarm is more the norm. It's not bad. It's just... functional. And uninspired. The setting saves the game from being just another one in the pile, but it's not enough to impress anyone with references from the last 20 years. For a game that aims to fit into a now-defunct subgenre of games whose main characteristic is looking and playing like something extremely dated, it's definitely a product that does nothing to stand out from the rest or elevate or modernize the experience in order to create something new. The only truly fun thing about the game for me was the inclusion of a taunt button, which I imagine most players aren't even aware exists.

9 gamers found this review helpful
TOEM

A beautiful image to hang on the wall.

A short, simple, relaxing, and unpretentious exploration and photography game. You basically walk around completing basic tasks, listening to soothing music, helping out eccentric characters, and reveling in the childlike charm that permeates the experience from top to bottom. It seems like every inch of the game is brimming with good humor and lively direction. There are no fail states, complex mysteries, or challenging puzzles. It's just clean, simple fun. For anyone looking for a break from more serious and demanding games, this game is simply a great choice.

1 gamers found this review helpful
Serious Sam 4

It's okay.

I frankly never expected anything more than pleasant mediocrity from Serious Sam. It's essentially a series consisting of the same extremely basic and dated design presented as a parody that stopped making sense over a decade ago. Very open spaces. Ridiculous recoilless weapons. Intense and frantic action. An astronomical body count. Bad jokes. You turn off your brain and drown any critical thinking on your part with the primal satisfaction of destroying thousands of enemies. That simple. And SS4 is exactly that. And nothing more than that. It's so bad it's good. Any illusion that previous titles were considerably better than this one is simply a stretch. The games never had interesting level design or presentation. And they always remained at the bottom of the barrel when it came to originality, polish and depth. If is worse than SS3, maybe it's because it's pretty much the same game and there hasn't been any substantial leap in quality. Neither visually nor mechanically. Under ideal conditions, it's still fun. And if you're mentally ill enough to laugh at these jokes, even better. In terms of performance, the game still doesn't run as smoothly as it should. Texture pop-ups are still constant and some framerate drops with explosions seem unavoidable (Or on purpose? I don't know at this point). There's nothing here that justifies how poorly the game can run at times. Serious Sam 4 is a excellent mediocre game. An unbalanced mess held together with silver tape and hot glue. It's only worth it if you can get a good discount and you feel like racking your brain with this videogaming equivalent of junk food.

8 gamers found this review helpful