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Probably the most underrated card game ever. So fun. The only things that I wish it had was the ability to set up an asynchronous game and have a person join without me waiting online. Also wish it would log me into my Asmodee account automatically when I start the game. The online play is pretty much non-existent. But I do love the game
A great digital version of my absolute favorite strategy board game. I wish they would add the River World expansion. This is one of the best purchases I have made.
One of the first Asmodee Digital Title's purchased. Well done. There have been some that have complained that there is a way to cheat while playing online, but I have not seen it. A lot of content for single player as well as online play. The challenges they have are quite difficult, but very fun
Amazing digital version of the physical board game. The AI is good and it's animations are beautiful. Totally worth the price.
Fantastic board game. True to the physical version. The extras (in app purchases) are priced very fairly, however, not needed to enjoy the game. No option to play online with others, but a great game, none the less.
As a more casual fan of the series (I don't follow the competitive scene at all) Ultimate is just about everything I could want in a Smash game. I am very happy that they brought back every character and almost every stage return along with a few newcomers who are all welcome editions. This is as perfect a couch multiplayer party experience as you can find. My only real problem is the story mode gets a bit repetitive, and in general not holding a candle to Brawl's Subspace Emissary. In all other regards however this is a much better game than that or 4.
Cons: It's only 7 hours long
Pros: All 7 hours are the most awesome thing ever.
Pros: All 7 hours are the most awesome thing ever.
«Blew my mind»
«Time-tested»
Review in English below ↓
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Sekiro, no es un souslborne. Eso es lo primero que tienes que saber y meterte en la cabeza. Esto es otra historia, otro genero incluso. Aquí no hay personalización, tampoco distintos tipos de armas ni niveles, esto no es un RPG es un juego de Acción. Partiendo de ahí, lo que si que tiene es dificultad y jefes a cascoporro.
El juego esta muy bien balanceado, esta diseñado para que no puedas romperlo como si puedes hacer en los Soulsborne y pasarte los jefes sin problemas. Aquí tienes que aprender a jugar, no hay rodeos ni "trucos", pero si que puedes facilitarte los combates con la prótesis de tu brazo, la cual puedes mejorar con dinero y algunos ingredientes. Los enemigos y especialmente los jefes suelen tener una debilidad a alguna de estas prótesis que vas consiguiendo a lo largo del juego. La otra rama en la que puedes definir tu "build" son las habilidades (activas y pasivas) y que compras con puntos de habilidad, obtenibles combatiendo o mediante algún mini-jefe.

La mejor parte de Sekiro, es su movilidad y verticalidad. En comparación con el movimiento tosco y poco pulido de Darks Souls 1 y 2. Sekiro es un juego que basa todo en su movimiento rápido, ágil y preciso. Precisos son también sus combates, ya que esta basado en su gran mayoría en el "parry". El objetivo del combate es romperle la postura al enemigo para hacerle un critico e infligirle mucho daño, mientras te defiendes de sus ataques esquivándolos o realizándoles un parry. Pero eso no es todo por que el jugador también tiene que evitar que le rompan la guardia, ya que si esto ocurre, no te puedes realizar ningún movimiento durante unos segundos.

El apartado gráfico cumple, es bonito pero no es ninguna maravilla técnica. Lo que si cabe destacar es que esta muy bien optimizado y funciona sin problemas (al menos en mi caso). Y poco mas se puede decir sin entrar en spoilers.
PD: El tañido de las espadas mola muchísimo.
Galeria de Imagenes (Spoilers): https://imgbox.com/g/nh0QdF0f6P
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It's not a souslborne. That's the first thing you need to know and get into your head. This is another story, another genre even. There isn't personalization, nor different types of weapons or levels, this is not an RPG is an Action game. Starting from there, what has is its difficulty and a lot bosses.
The game is very well balanced, is designed so you can not break, like you can do in the Soulsborne and pass the bosses without problems. Here you have to learn, there aren't "tricks ", but you can make it easy usingthe prosthesis of your arm, which you can upgrade with money and some ingredients. The enemies and especially the bosses usually have a weakness to any of these prostheses that you can get along the game. The other branch in which you can define your build are the habilities (active and passive) that you can buy it with skill points, obtainable by fighting or defeating some mini-boss.
The best part of Sekiro is its mobility and verticality. Compared to the clumsy and unpolished movement of Darks Souls 1 and 2. Sekiro is a game that bases everything on its fast, agile and precise movement. Accurate are it's combats too, because it is based on the vast majority in the parry. The objective of the fight is to break the position of the enemy to make him a critic and inflict a lot of damage, while you are defending of their attacks avoid it or with a parry. But that's not all because the player has to avoid having his guard broken, because if this happens, you can not make any movement for a few seconds.
The graphic part complies, it is beautiful but it is no technical accomplishment. What is noteworthy is that it is very well optimized and works without problems (at least in my case). And little else can be said without entering spoilers.
PD: The sound of the swords is very cool.
Photo Gallery (Spoilers): https://imgbox.com/g/nh0QdF0f6P
«Can’t stop playing»
«Constantly dying and enjoy it»
Finished this game as a bard, just to prove that it's playable class and I love it))
Really impressive, nice to play a game with good writing after a lot of what I've been playing recently. I wish the combat had a bit more depth than it did, but it carried itself enough to get through it all.
«OST on repeat»
God! So many memories in this one. Countless hours spent just having mindless fun. Still fun to this day.
«Time-tested»
«Better with friends»
I thought I didn't like platformers, but turns out I just hadn't played Celeste yet.
Out of all the game's features its basic gameplay is probably the least talked about but it's by far the biggest reason Celeste clicked with me like no other 2D platformer. From the start you are given a mid-air dash which forms the basis of most of the challenges and, compared to a regular platformer's double jump, gives a huge amount of mobility and freedom of movement by letting you completely change direction in mid-air. This difference is amplified even further by the level hazards which, by a huge majority, give you EXTRA mobility instead of taking it away. Where a typical platformer might ramp up difficulty by taking away your abilities or slowing you down with things like icy/sticky floors Celeste instead challenges you to develop the reflexes and precision to deal with objects that boost your jumps or let you shoot across the screen. Without fail they're exceptionally fun.

Coupled with the speed of respawning after death (just a simple black transition and you're back in position to try again) that quick pace of gameplay means I never felt the frustration that normally accompanies a platformer because I was just enjoying the moment-to-moment gameplay (the music definitely helped too) even when certain sections took upwards of 50 attempts. It helps of course that the game is structured in a very smart way: playing through it normally lets you get the full story but, if you can find them, there are optional B-Sides and C-Sides - infinitely harder levels which follow the same theme but for those that enjoy challenge over story. The game wins big points for that in my book because it means I could happily put it down when I DID start getting that platformer frustration (at the exceptionally bullshit B-Side below) without having to slog through something I wasn't enjoying any more to see the end of the story, tarnishing my opinion of the game.
The story is, itself, something to commend; it never takes away the spotlight from the gameplay but manages to make the few characters intensely likeable in the short time you spend with them. One of them even has their own real-life Instagram that serves as prologue and an epilogue, all at once. Each character has a defined personality that serves to drive both Madeline and the player in their goal of climbing Celeste Mountain and any themes that are brought up are tackled in such a way that they affect both story and gameplay equally. I'm a huge fan of how Madeline's mental state is depicted throughout - it leads to some beautiful sprite-work as well as all my favourite setpiece moments in a game punctuated by great setpiece moments.
The biggest complaint I had playing Celeste was not even really the fault of the game itself. I played on the Switch version and the Joy-Con's analogue stick caused much exasperation when it came to the mid-air dashing I was singing the praises of earlier. Madeline's dash has 8 directions (up, down, left, right, and the diagonals) and I found that, even after completing the game, getting the right one still wasn't COMPLETELY reliable, with about a 1 in 10 chance I'd shoot off in a different direction to an almost guaranteed death. This is a game that would be intrinsically better with a D-pad over an analogue stick and that's just unfortunately not an option on most modern platforms. Surprisingly though one of the options that would alleviate the problem - control customisation - is completely absent. If I could've rebound diagonal boosts to the shoulder buttons it would've completely fixed my complaint, but the option is conspicuously absent in a game that is heralded for it's accessibility.
Accessibility is something the game does fairly well, with a suite of options from adjusting the game speed for slower reflexes to straight up invincibility, but despite the actual options being good it's an area I don't think lives up to the praise it's been given. That's because to use any of these options you have to know you'll want to use them before starting the game, you can't turn them on in an already started save file, so if you managed to finish the main game without problem but then need a bit of help to clear the B-sides your only option is to turn them on in a different save file and replay back to where you were. It's a baffling decision in a game that is, in almost every other way, impeccably designed.
One of those ways is level design. which was the biggest surprise I had coming out of Celeste. I've played games with good level design before, even great level design, but Celeste nails the ramping-up of difficulty, escalation of tension, and reward for exploring in a way that's truly rare. Level structure is much less linear than you'd expect from a game with the goal of going straight up a mountain - landing about a third of the way towards Castlevania on the Mario-Castlevania scale - but it uses that mantra of "just gotta reach the summit" to ground you, making sure you never lose your bearings no matter how branching the path gets because, if in doubt, you only need to head upwards. One thoughtful touch I really appreciated was that in the most convolutedly intricate level of the game there are little lanterns that light up when you get close. They serve no gameplay purpose other than to show you where you've already been, helping to stop you getting disoriented.
It's all those small touches of considerate game design and heart that come together to make it very hard to NOT recommend Celeste to anyone looking for at least 10 hours or so of tight and rewarding platforming. Even those like me who thought that was exactly what they didn't want.
Out of all the game's features its basic gameplay is probably the least talked about but it's by far the biggest reason Celeste clicked with me like no other 2D platformer. From the start you are given a mid-air dash which forms the basis of most of the challenges and, compared to a regular platformer's double jump, gives a huge amount of mobility and freedom of movement by letting you completely change direction in mid-air. This difference is amplified even further by the level hazards which, by a huge majority, give you EXTRA mobility instead of taking it away. Where a typical platformer might ramp up difficulty by taking away your abilities or slowing you down with things like icy/sticky floors Celeste instead challenges you to develop the reflexes and precision to deal with objects that boost your jumps or let you shoot across the screen. Without fail they're exceptionally fun.

Coupled with the speed of respawning after death (just a simple black transition and you're back in position to try again) that quick pace of gameplay means I never felt the frustration that normally accompanies a platformer because I was just enjoying the moment-to-moment gameplay (the music definitely helped too) even when certain sections took upwards of 50 attempts. It helps of course that the game is structured in a very smart way: playing through it normally lets you get the full story but, if you can find them, there are optional B-Sides and C-Sides - infinitely harder levels which follow the same theme but for those that enjoy challenge over story. The game wins big points for that in my book because it means I could happily put it down when I DID start getting that platformer frustration (at the exceptionally bullshit B-Side below) without having to slog through something I wasn't enjoying any more to see the end of the story, tarnishing my opinion of the game.

The biggest complaint I had playing Celeste was not even really the fault of the game itself. I played on the Switch version and the Joy-Con's analogue stick caused much exasperation when it came to the mid-air dashing I was singing the praises of earlier. Madeline's dash has 8 directions (up, down, left, right, and the diagonals) and I found that, even after completing the game, getting the right one still wasn't COMPLETELY reliable, with about a 1 in 10 chance I'd shoot off in a different direction to an almost guaranteed death. This is a game that would be intrinsically better with a D-pad over an analogue stick and that's just unfortunately not an option on most modern platforms. Surprisingly though one of the options that would alleviate the problem - control customisation - is completely absent. If I could've rebound diagonal boosts to the shoulder buttons it would've completely fixed my complaint, but the option is conspicuously absent in a game that is heralded for it's accessibility.
Accessibility is something the game does fairly well, with a suite of options from adjusting the game speed for slower reflexes to straight up invincibility, but despite the actual options being good it's an area I don't think lives up to the praise it's been given. That's because to use any of these options you have to know you'll want to use them before starting the game, you can't turn them on in an already started save file, so if you managed to finish the main game without problem but then need a bit of help to clear the B-sides your only option is to turn them on in a different save file and replay back to where you were. It's a baffling decision in a game that is, in almost every other way, impeccably designed.
One of those ways is level design. which was the biggest surprise I had coming out of Celeste. I've played games with good level design before, even great level design, but Celeste nails the ramping-up of difficulty, escalation of tension, and reward for exploring in a way that's truly rare. Level structure is much less linear than you'd expect from a game with the goal of going straight up a mountain - landing about a third of the way towards Castlevania on the Mario-Castlevania scale - but it uses that mantra of "just gotta reach the summit" to ground you, making sure you never lose your bearings no matter how branching the path gets because, if in doubt, you only need to head upwards. One thoughtful touch I really appreciated was that in the most convolutedly intricate level of the game there are little lanterns that light up when you get close. They serve no gameplay purpose other than to show you where you've already been, helping to stop you getting disoriented.
It's all those small touches of considerate game design and heart that come together to make it very hard to NOT recommend Celeste to anyone looking for at least 10 hours or so of tight and rewarding platforming. Even those like me who thought that was exactly what they didn't want.
«Constantly dying and enjoy it»
Fantastic art and a dynamic soundtrack are just the backdrop to my favorite game in the RTS genre. Stripped down to the most basic elements of building and leading armies, Tooth & Tail strips away the gating micro-managing aspects typical of the genre. This also prevents matches from dragging on for too long: with three unit tiers, it's not often you get to meet tier 3 units in a match.
More's the shame that the playerbase is as thin as it is. Fingers crossed time will redeem this masterful gem.
«Can’t stop playing»
«Liked before it became a hit»
Recommended with a caveat: had to abandon the game in some of the more enclosed late stages, since they started making me terribly motion sick. Sadly, had to give up despite really digging the game.
Feels like an unpolished game. There are so many cool perks that can be added to the game, like tentacle scene when the character is falling, more CG, and voice over.
«I could make it better»
Dwarf fortress is THE base-buildung game with FUN included
Long-read epic playthrough:
https://lparchive.org/Dwarf-Fortress-Boatmurdered/Introduction/
Long-read epic playthrough:
https://lparchive.org/Dwarf-Fortress-Boatmurdered/Introduction/
«Time-tested»
«Constantly dying and enjoy it»
Date Completed: 2019-03-17
Playtime: 30m
Enjoyment: 6/10
Recommendation: It had some nice voice acting and dialog. It builds intrigue nicely but I expect there won't ever be a completed story here. In summary, take it or leave it.