Lucas Barreto
- Pikmin
- Signalis
- A Space for the Unbound
Lucas Barreto's Reviews
Despite its short duration, GrimGrimoire OnceMore's journey is light, fun, and rewarding. With quality-of-life features like a speed-up button, battles can quickly become intense, and the various difficulty levels that can be changed at any time in the level selection menu greatly enhance the experience.
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I believe a chapter has come to an end; perhaps not a personal one, but one of the Fire Emblem franchise itself. As is assumed by all journeys, I believe we have reached the end of one and the beginning of a new one.
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Aka seems like the kind of game that, while not perfect right now, could become a great game after a few major updates. I'd be happy to see something like that happen, because it's by no means worthy of contempt.
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SIGNALIS is a tragic melody, like the one played by Orpheus' lyre. From the beginning, we sail with the certainty of doom, but we never stop sailing. There are no villains or evil to be avoided, but rather a world being consumed by itself, in an ungrateful, empty contempt. Still, the game is capable of teaching hope. When we reach the credits for the first time, we understand that we have not truly reached the end, and then, the player can find strength in the recovered memory, when understanding the truth behind the game's mission. From then on, our choices can lead us to three different endings that dialogue directly with the way the player interacted with the game, giving it a spiritual conclusion.
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Bayonetta 3 isn't a bad game, but it's not even close to PlatinumGames' best creation. With issues of scale and tone, it's hard to recommend the title to those who are passionate about Cereza's dynamics with the other characters in the series, but it could be a good gateway for new fans of the genre, at least.
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Nier: Automata is one of the most iconic games of recent years for a reason. Its technical execution is brilliant, but it is the way the narrative is told that keeps us hooked in that universe. It is impossible not to feel the anguish, fears and questions that such beloved characters feel. We may even reach the end of the experience, but all of its themes end up taking root in us, and it is difficult not to feel emotional in the final sequences. Not that feeling emotional at these times is silly, after all: “being alive is basically a constant stream of embarrassments”.
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After a few weeks "processing" what happened at the ending, I appreciate the boldness of having a more poetic and symbolic narrative rather than a personified story tied to exaggerated characters. In my opinion, the ending reflects the symbolic poetry behind every detail of the title, from the insertion of references to the choice of sound compositions and the secondary mission system. The final credits made me suffer, awakening a painful but gentle cry for the comfort of understanding the value of the natural cycle instead of the self-destruction caused by the anguish of death.
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In short, the title brings together elements that will greatly please fans of analog games, who would like to experience the experience of a game narrated by a virtual dungeon master, while at the same time it may disappoint those seeking a more complex experience. In any case, the title presents itself as good fun and a good way to relax between more intense games.
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I'm still not able, and maybe I never will be, to pinpoint what makes a game memorable. What I can try to explain, on the other hand, is what makes Shin-chan: Me and the Professor on Summer Vacation -The Endless Seven-Day Journey- a title that will remain in my heart. Its presentation, both visually and sonically, is simply sublime, with memorable frames for each screen, providing the player with a very unique perspective of the world created by the developers. The characters are captivating and comical, making us interested in their demands, and making us happy with each objective achieved.
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The puzzles are basic but well-crafted, connecting the setting to the characters' psyches and providing clues with intriguing puzzles. The visuals are quite pleasing, and the voice acting is quite competent, though it can be exhausting during the explanatory moments, when the characters can barely catch their breath for the lore dump sequences. Finally, there's an out-of-place shot-'em-up, which can at least be enjoyable when you are exhausted of reading.
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In summary, 13 Sentinels: Aegis Rim is a delight. As a Visual Novel, it hits the mark in everything it sets out to do, with a charming narrative full of mysteries and characters that break out of the norm as their narratives and relationships deepen. I can say that, for some, the story may drag on a little longer than necessary, but I believe that this impression depends largely on the bond that is created with this universe and these characters, who are incredibly captivating in person. Much more than a recommendation, the title is a must for fans of the genre.
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PopSlinger is a mix of good things, and it results in something that is both faithful to its inspirations and somewhat original. It is a simple game in its structure, being a basic shooter, with enough interesting weapon and enemy variations. It's also an accessible rhythm and memorization game without many secrets, with several tools implemented to aid the user's overall experience during the experience. Its narrative fulfills the purpose of motivating the player to keep playing, although it eventually gets tangled up in its mysteries, depending on a scarce but pleasant cast with good voice actresses.
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