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Recent reviews by ! -Eddy- ¡

Showing 1-5 of 5 entries
5 people found this review helpful
1 person found this review funny
54.4 hrs on record (47.5 hrs at review time)
Nano-Neighbors
For its price I could say that, in general it is a good game, as entertainment for some free time or as software to decorate the screen in an animated and interactive way the truth is that it is very useful, my only complaints would be: 1) that to level up the "professions" it consumes a somewhat unnecessary amount of time if you want to level up quickly, especially the Streamini profession, which within its event system has a ridiculously high probability of producing negative rates that can lead you to lose all the experience generated over approximately 10 minutes, and it does not have any mechanism that compensates it or even balances it, you are only left with exiting and waiting for the time to reload. 2) that it is not possible to connect the capsules and build vertically, that on this side of the world can be considered false advertising, there is surely some trick like it is not possible to do it if from the beginning you built horizontally, what a disappointment, but everything else I think fulfills its purpose.
Posted December 14, 2025.
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10 people found this review helpful
1 person found this review funny
94.8 hrs on record
My GOTY
Every review is subjective and aligns with the perception, tastes, preferences and/or interests of the person writing it. I’m someone who views video games as another form of artistic expression, which is why I do NOT assign a score, I don't believe art can be measured or quantified, I’ll simply share my personal experience while avoiding spoilers as much as possible.

I waited for many years for this game, so much time passed since its presentation that when I finally saw the official announcement from Team Cherry I didn’t know how to react, it was a strange feeling between excited and skeptical. It wasn’t until that fourth of September that I could finally buy it (after Steam fixed its servers xD) and from those first minutes I knew that the wait had been worth it.
The story follows the elements of the first game: you arrive to a kingdom in ruins after its leader made bad decisions and an evil force took over everything, a few NPCs tell you about their tragedies including a talkative sword girl who masters silk and appears a couple of times to put you to the test, then your job is to find out what is behind all of this, only for the character at the end to relive some of their youth traumas related to one of their parents and motivated face the evil that is behind all of this in a place with a very marked lighting contrast (the story is more complex and more interesting than that, but I don’t like spoilers and I found that similarity funny xD). What differs from the first Hollow Knight is the way in which it expands and distributes its world, from the first scenarios it makes clear to you that it is a different environment and that the way in which you must face the challenges is far from its predecessor. Which leads me to the next point, the gameplay: this game demands too much precision both in combat and in the simple movements, since a wrong step or an imprecise attack could make you pay a high price. There was a lot of talk that it was unfair in some fights or that elements like the diagonal jump could ruin the experience, but I think it is only a matter of adapting to this new combat style, I value a lot when they dare to show something different and do not settle only with taking again elements that proved to work in the past.
The last section I would like to talk about is the music, since just like its map and its story, Silksong expands this repertoire in a big way, among the tracks composed by Christopher Larkin the ones that stand out for me are: Enter Pharloom, Bone Bottom, Fourth Chorus, Bellhart, Widow, Phantom, Red Maiden, Choral Chambers, Songclave, Cogwork Dancers, The Choir, Nyleth, Skarrsinger Karmelita, Lost Verdania, Last Dive, Lost Lace and Sister Of The Void.

This was the only game in the whole year that I completed in its entirety without stopping to play another, it was the only game that I felt was worth waiting for and playing from its release and it is the only one that for me deserves the title of best game of the year.
Posted November 25, 2025. Last edited November 25, 2025.
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25 people found this review helpful
4 people found this review funny
43.1 hrs on record (29.5 hrs at review time)
NO PAIN, NO GAIN: THE GAME

Every review is subjective and aligns with the perception, tastes, preferences and/or interests of the person writing it. I’m someone who views video games as another form of artistic expression, which is why I do NOT assign a score, I don't believe art can be measured or quantified, I’ll simply share my personal experience while avoiding spoilers as much as possible.

This is the third time I've managed to achieve all the achievements/ trophies in this game (GOG and PlayStation were the first two), and my opinion remains unchanged: This game is a work of art, in many aspects, it stands above an average game (whether indie or not): design, music, gameplay, challenge/difficulty, perhaps not so much in the narrative department, on that front, I believe Celeste remains the best, at least among indie games, but even so, it has all the elements to be considered a great game.
The main reason I decided to review it was simple: after finishing it, I began to reflect on what makes Cuphead a great game, of course, this is entirely subjective, as everyone can perceive what makes something good or bad from completely opposite angles and still be right, in my opinion, what influences this perception to a great extent is the fact that Cuphead has never disappointed me, everything it promised from the very beginning was delivered: the old-school cartoon aesthetic, the handcrafted design, the challenge, the soundtrack, and all the other artistic elements, combined with the feeling of satisfaction that comes from mastering the gameplay mechanics, it makes the experience truly unique and genuinely challenging. That being said, I must clarify that it’s not the most difficult indie game I’ve ever played, not even close, that title still belongs to Ghost Song, however, unlike that game, I can play Cuphead for hours and never tire of it, those hours feel like mere seconds, and I believe that’s what makes it a great game, very few titles can evoke in me that sense of timelessness.
Posted January 26, 2025. Last edited January 26, 2025.
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25 people found this review helpful
2 people found this review funny
65.6 hrs on record (65.5 hrs at review time)
Black Myth: Wukong
Every review is subjective and aligns with the perception, tastes, preferences and/or interests of the person writing it. I’m someone who views video games as another form of artistic expression, which is why I do NOT assign a score, I don't believe art can be measured or quantified, I’ll simply share my personal experience while avoiding spoilers as much as possible.

Overall, I found the game to be quite good. For someone who hasn't read the story of Journey to the West, I really enjoyed how it's presented here, especially the cinematics included in each chapter, I'll just say that if you appreciate animation as a medium of cinematic expression, you’ll likely enjoy them as well. I decided to purchase this game for two simple reasons: Dragon Ball (inspired by Journey to the West) and Elden Ring. The first one is my past, and the second is my present, and the surprise was quite pleasant. Although the game was heavily touted as being similar to the souls-like genre, I only noticed two aspects: the save points (similar to bonfires or graces) and the way some NPCs’ stories are told (characters who provide you with bits of information and whom you encounter repeatedly as you progress).

In terms of gameplay, Wukong is more akin to a hack and slash than a souls-like, you could reference God of War and perhaps Sekiro, I mean its progression system is broad and accesible, it's frenetic, challenging, but above all, fun. What I didn’t like is the lack of a parry mechanic, there’s only one mechanic that rewards you for dodging at the right time. For me, the game’s strong point is the number and variety of bosses (over 80), there’s only one boss that repeats in design, but not in its move set, which I greatly appreciate.

The world of Black Myth is unique and beautiful, with a different map for each chapter. The downside is that at times it feels somewhat empty, I think they could have placed more difficult enemies or additional content in certain areas, as sometimes exploration doesn’t feel as rewarding.

The music library is quite extensive and original, with over 70 tracks, most of which are very good. My personal recommendations are: "Celestial Symphony", "Nonsense!", "If Good And Evil Gain No Due", "Flames Have Paved My Way”, "Destiny", "It Was You", "Monkey Mind," "The Greatest Yaoguai", "Where Lies The Path Ahead", and especially "Listen Not".

My conclusion, I highly recommend this game if you're a fan of accessible hack and slash games, good graphics (which, for me, aren’t a major factor), animation, narrative that sometimes leaves out details, oriental ambient music, and above all, Chinese culture. However, I do not recommend the Deluxe Edition,the content is entirely in-game (like the music), and the items (weapons and armor) become completely obsolete after the first chapter.

This is my game of the year
Posted August 28, 2024. Last edited November 27, 2024.
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91 people found this review helpful
7 people found this review funny
2
275.6 hrs on record
Elden Ring
Every review is subjective and aligns with the perception, tastes, and/or interests of the person writing it. I’m someone who views video games as another form of artistic expression, which is why I do NOT assign a score. I don't believe art can be measured or quantified. I’ll simply share my personal experience while avoiding spoilers as much as possible.

Elden Ring is essentially a culmination of everything FromSoftware has refined over the years in their previous titles, wrapped in a vast open world that invites exploration and discovery. If I could describe Elden Ring in one word, it would be "Lost." Like other FromSoftware games, this one is filled with moments where you’re not entirely sure what you’re doing, who the enemies are that you’re fighting, why they’re there, where you should go, or what the correct path is. Yet, that sense of being lost isn’t frustrating; it’s a driving force that pushes you to keep going. There’s something magnetic that urges you to press forward, to explore every corner of the map in search of an NPC, an item, or any clue that might give you some direction. But as you progress, things only become more convoluted. When you finally defeat an enemy, a tougher one appears. When you think you’ve grasped a part of the lore, new information emerges that forces you to rethink everything. The game constantly keeps you in a state of uncertainty, wondering whether you’ve taken the right path or strayed into a dangerous detour.
The only clear indicators of progress in Elden Ring are the boss fights, a few scattered dialogues, and some of the graces placed across the map. The sense of accomplishment from defeating a boss is unparalleled, it serves as a reminder that despite the confusion and challenges, you are making progress.

One of the standout aspects of Elden Ring is the sheer size and richness of its world. In open-world games, I’ve always enjoyed exploring every last corner of each zone, and this title was no exception. The world’s vastness, both visually and in terms of content, is impressive. The thrill of discovering a new area or finding a well-hidden secret is what drives me to keep playing. However, as I explored, I encountered one of the game’s most criticized aspects: repeated bosses. While it’s a common practice in some games, I expected FromSoftware to maintain their unique touch of originality. Perhaps the decision to reuse bosses was driven by the ambition to make the world as large as possible in their first attempt at an open-world game. Personally, I wouldn’t mind it as much if these bosses became increasingly challenging or had new attack patterns, but in most cases, the fights feel nearly identical. Despite this shortcoming, the overall experience wasn’t “tarnished” (xD), I thoroughly enjoyed every battle, striving to improve with each encounter.

Erdtree

The Erdtree expansion brings new mechanics and a narrative focus that complements the base experience of Elden Ring. When I first accessed the expansion, I thought it would be similar to the DLCs in the studio’s other games: having a high level would be enough… I was wrong. Erdtree introduces a unique mechanic that intertwines with the game’s lore. If you choose to ignore that detail, be prepared to suffer like never before. What’s fascinating is how this expansion not only adds content but also manages to maintain the essence of what makes Elden Ring special while expanding its world in a way that feels natural. Despite all the new content, both Elden Ring and Erdtree are, in my opinion, the most accessible and, to some extent, the easiest experiences FromSoftware has developed. That’s not to say they lack challenge, but the open-world design, with its emphasis on exploration and freedom, somewhat softens the experience.

In conclusion, I can confidently say that Elden Ring is the best game they’ve created in terms of ambition, design, and execution. However, interestingly, it’s not my favorite. Despite everything I’ve mentioned, I don’t feel the desire to replay it, cause it feels like a one-time experience. This contrasts with Bloodborne, my favorite game from the studio, which I could play over and over again. Despite being technically inferior in several ways, Bloodborne has an atmosphere and design that I find more appealing and invites me to a better "dream".
Posted August 18, 2024.
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Showing 1-5 of 5 entries