Well, what can I say about this... interesting attempt? First off, this isn’t a walking simulator—it’s pure stealth, with original mechanics and grotesque (though less gothic) settings compared to the hellscapes we’re used to seeing in art. The design is strikingly faithful to biblical descriptions from Ezekiel or Revelation. The story is easily the highlight: You play a king pivotal to evil’s reign, worshiping your queen, Ishtar. A brutal premise for anyone who loves occult lore from the Key of Solomon. This is a distinct vision of hell—though its mechanics could use polish. Death comes often, but dying because of the level design itself? That’s a flaw. I get that you’re meant to feel hell’s agony, but getting stuck mid-chase is frustratingly frequent. The body-possession mechanic is undeniably cool, yet it lacks impact. I never truly felt like a demon—just something big or fast enough to slice through enemies. The sluggish movement and feeble jump make exploration exhausting. I didn’t expect to prance through hell, but clunking around like a clumsy anteater? Not quite the vibe. It evoked more curiosity than fear, like wandering through one of those eerie, offbeat carnival museums. Survival-horror fans might struggle with this one—it’s stealth at its core, as I said. Good ideas, but rough execution. A hell worth visiting... if you’ve got patience.
Well, what can I say about this... interesting attempt? First off, this isn’t a walking simulator—it’s pure stealth, with original mechanics and grotesque (though less gothic) settings compared to the hellscapes we’re used to seeing in art. The design is strikingly faithful to biblical descriptions from Ezekiel or Revelation. The story is easily the highlight: You play a king pivotal to evil’s reign, worshiping your queen, Ishtar. A brutal premise for anyone who loves occult lore from the Key of Solomon. This is a distinct vision of hell—though its mechanics could use polish. Death comes often, but dying because of the level design itself? That’s a flaw. I get that you’re meant to feel hell’s agony, but getting stuck mid-chase is frustratingly frequent. The body-possession mechanic is undeniably cool, yet it lacks impact. I never truly felt like a demon—just something big or fast enough to slice through enemies. The sluggish movement and feeble jump make exploration exhausting. I didn’t expect to prance through hell, but clunking around like a clumsy anteater? Not quite the vibe. It evoked more curiosity than fear, like wandering through one of those eerie, offbeat carnival museums. Survival-horror fans might struggle with this one—it’s stealth at its core, as I said. Good ideas, but rough execution. A hell worth visiting... if you’ve got patience.
Happy Game is a fascinating experience that masterfully blends the visceral and the childish in an organic, unforced way. Amanita Design and its creator, Jakub Dvorský, have done an outstanding job, pairing bold artistic direction with a tight pace that keeps players hooked from start to finish. The character designs and the atmosphere of the environments make the game visually unique and disturbingly captivating. While it uses mechanics familiar to the genre, it integrates them so cleverly that the experience feels immersive and fresh. That said, it’s a short game—but that doesn’t diminish its impact. If anything, it plays like a brief yet intense "interactive graphic novel." Highly recommended if you’re looking for something original, unsettling, and brimming with artistic identity.
This is a turning point in the history of indie games. One of those masterpieces that built upon what Limbo established—a linear narrative with some scrolling, combined with puzzle-solving. I played it with my son, sharing the same keyboard, and it was captivating. Without a doubt, the mechanics require synchronization, but in a subtle and very practical way. The music is enchanting, a strong point in its aesthetic, and even though it’s a "silent" story, its imagery is worth far more than a thousand words. I truly regret only one thing: not playing it when it first came out. But as they say, everything in its own time. And that’s what this game is about—a life lesson. More than just a game, it’s a new way of telling a story, of living it, of simulating it. What I mean is that Brothers introduced a new way of storytelling. It showed us that narrative is constantly evolving, migrating toward new artistic expressions. Kudos to the developers, who have captivated me with this brilliant tale of brotherhood, hope, grief, and peace.
This one, Prince of Persia, and Lost Vikings, I remember as my first PC games. I called it, "magical chess." Other than that, it’s just that—a game with cinematics of how these ancient kings get beaten to a pulp, in pixels. Only on GOG can I awaken old ghosts from my past Christmases.
I consider it one of those games that is completely misunderstood by newer generations, as well as underappreciated by some of us, the Gen X kids and some millennials. The humor is absurd or "wacky." It's the centerpiece of the video game, as it uses parody as a resource. In an era, the awful '90s, where everything was electro dance, rock was dead, and television was bread and circuses for many, as well as a promised land, almost forbidden still for us, the "forgotten kids." The absurd humor is reflected in the gameplay itself, which, undoubtedly, you had to be part of that era to understand its context. On that, I do agree: it’s a game of its time, with many allusions to other cartoons, etc., etc. For me, it’s an epic piece. Regardless of the version, this kind of action-platformer is something that, nowadays, is only recreated with tried-and-true formulas. There are no more risks of more space worms because, well... the audience is tough. The gameplay, the difficulty, and the atmosphere are fantastic. A pure and hard game, not suitable for those who don’t understand crazy patterns or bizarre bosses. The controls were of their time, as was the character design itself. Groovy, twisted, hard as hell, and very surrealist. A must-have for any GOG collector. For those with dry bones :)
This is a totally Lovecraftian game. It conveys a lot of Clive Barker's style, a viceral style with an aura of mystery and curse that together bring us a very unusual shooter. These days, I dare say that there are few games, on the fingers of my hand, that involve this type of betting. The music is spectacular, as well as the gameplay in terms of the use of magic and weapons. It seems to me that, despite being old, he deserves a new opportunity, a new rebirth from his grave.
A game full of suspense and with a unique personality. worthy heir to limbo, but in my opinion, much better. It has a message that, although disturbing, is very reminiscent of Swift's satire: "A Modest Proposition." I won't give any spoilers, but this nightmare shows us that it is not necessary to use exaggerated monsters to give us chills. The mechanics, puzzles and collectibles are well balanced. The music, the designs, the settings, the mechanics and bosses are unique in their kind. Welcome to the podium of historical horror games. I can't wait to play the second and third parts.
With virgin in the 90's, things were looking very good for disney adventure games. With hercules, it was no exception, the fun is guaranteed. The game manages to capture the attention with the mechanics mixed in 2 planes of 2d and the aesthetics of the 3d scenarios. It is definitely a craft game. As for the music, it's great since they have the license of the movie, very big bang pop. The difficulty is interesting, less difficult than the lion king, but a little more challenging than aladdin. Its duration is good, in an hour you finish it, like any of its time. A game that for the price is an unmissable jewel, full of nostalgia.