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Backloggd is a place to virtually track your game collection. Keep your backlog updated, rate the games you've played and add those upcoming to your wishlist. Share your gaming journey with your friends by following each other to keep up-to-date on your latest play sessions.
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Log any and every game you've played, are currently playing, and want to play. Be as detailed as you want with features such as time tracking, daily journaling, platform ownership and more.
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Popular reviews
• resist the urge to mash through dialogue. let it play out on normal speed. it is a consistent delight. there is no rush.
• after clearing the first area, it's best to do whatever is the most personally enticing at any given moment. sure, clearing main quests gives you more abilities and decor to work with, but there are habitats to build and ideas to express. again, there is no rush.
• try mouse mode. this is the first Switch 2 release where i'm sold on the optional mouse controls. it has me putting down the Switch 2 Pro Controller and prying my Joy-Con 2s off my docked console. Rock Smash and block placement are given a lot more range and precision that they otherwise couldn't reasonably have.
Time does not stop in Pokopia. not for cutscenes, not for pauses, and not even for the Switch 2 home menu. this won't be a cause for worry because Pokopia presents a world free of threats. at any moment, the controller can be set down harmlessly if you can get over the game's addictiveness. me? i'm only writing this because my partner is using our shared Switch 2 right now for a short session on her save.
The world of Pokopia starts in desolate ruin. debris fills only some of the cracks in the road. it's an endeavor to clean. there is a sense of triumph in getting environments all tidied up, but that achievement is only a alternative to the engrossing atmosphere formed by the world's intricately tangled ruins.
Every Pokémon in Pokopia has its own accent. they speak their own lines in reaction to different events. there are even a few unique interactions when they run into a similar Pokémon. i found the classic rivals Heracross and Pinsir talking to each other, trading insults and comparing their strength. i am going to move them into the same house.
These are only a few of many virtuosic strokes on a full canvas of comfortable design. i could go into detail about how the lore unravels itself in an enticing rhythm or the beautiful animations of this Ditto i named Disho. the game is still new as of writing this, and it is best to discover the one's own avenues of appeal in Pokopia as the game unravels. i can already say the game thoroughly lives up to the title's evocation of a Pokémon utopia. i like this game. my partner just Save & Quit, so i am going to go play more of this game now.
World Tour. É um belo de um fodase, sério, finjam assim como 95% da player base, que esse modo não existe e segue adiante.
Battle hub. Um ótimo lugar online pra voce treinar e se divertir no modo online... nao quero entrar na discussão de lacracao por conta do personagem do hub... prq sinceramente fodase. Estou aqui para bater em jogadores de Ryu não discutir sexualidade.
Fighting ground. É aqui onde tudo brilha. Onde vc joga o modo arcade, treina, joga pvp, e entra ranked.
Street 6 é facilmente o melhor jogo de luta que eu já joguei na minha vida. Assim que ele entrou no meu play 5, eu literalmente exclui todos os outros jogos de luta do meu console, porque nao me interessa jogar mais nada a não ser ele.
E sinceramente, até agora não fez falta. Porque ele supre e me sacia em tudo. Para voces terem uma idéia eu to quase comprando um arcade stick por conta dele kkkk
Sério, joguem street 6
Once again, the game's idea here is to double the wager: everything is bigger, longer, better and weirder. The dichotomy between a fantasy and sci-fi writer are vehemently explored in all gameplay systems, and while sometimes they fall flat, in other times they are responsive for a massive intake of dopamine.
However, it's fair to say that these whole plethora of game mechanics that change every few minutes or so, be it in application or control, while evoking a sense of renewal and admiration for the designer's creativity, also feels like a giant rehashing of other game's all conjoined into one work.
Not to say Split Fiction lacks originality, as streamlining so many different systems into one progression and narrative is a tiring creative work by itself, and maintaning the flow of surprise and awe is stellar, specially with the Side Stories coming into the narratives offering brand-new scenarios and ways to fiddle with the game and the player.
This salad of genres and design philosophies is pretty much perfect in crafting a stellar platformer game, however, and how Hazelight inputs cooperation and synchrony in every different system is something that is pretty much unrivaled, and it's hard to say if it shall ever be surpassed by anyone else in gaming.
The amount of care that was put in every world, scenario and background is also astonishing, and I'm equally amazed by how well it runs and how many little details are contained in pretty much everywhere, adding more passion and soul in an already highly celebratory game.
However, despite all the deserving laurels, Split Fiction has some things that fall flat in comparison to their previous work, specially in how it ties together is story and themes with the ever-shifting gameplay modes.
I get that the whole deal here is the schism between fantasy and sci-fi genres, but very few of this is actually encompassed in the characters and their respective developments. While I know that any scenario or gameplay is based on some work that one of the characters made, that information by itself is merely a filler and could easily be replaced or discarded, something that doesn't happen in It Takes Two, where each characters' story and personality are completely representative of what happens and needs to occur in-game.
Yes, it's not a game that needs a deeply-thought narrative, but seeing how the predecessor combined story concepts with gameplay, I'd expect the same could happen here, except it doesn't, and even "Writing" itself, as a form of art expression or even a job, are also very poorly touched upon if compared to marriage-family-love that was thoroughly worked upon in It Takes Two.
Again, it''s not a slander, and Split Fiction certainly stars among the best releases for the past year, but it definitely could've reached more in some departments, even if, in the end, the gameplay, fun and friendship stemming from the title are definitely far from undeserving.
Hazelight Studios has risen quickly in the industry by bringing back the classic co-op focused experience. While It Takes Two was a lot of fun, I actually remember getting quite bored while playing A Way Out. That might also be because I played It Takes Two first, and going back to A Way Out after experiencing the more refined mechanics made it feel much weaker.
When I first saw Split Fiction, however, the theme and the variety of gameplay possibilities it suggested immediately caught my attention.
After playing it, I can say that some of my expectations were definitely met. However, my biggest hope from this game was that the type of gameplay we see near the end of the game would be present throughout the entire experience. Instead, that part only appears during the final few hours, which honestly left me a bit disappointed.
I will avoid spoilers, but the final section and the last boss fight introduce mechanics and ideas that feel far more exciting than most of what came before. If that design philosophy had been present across the entire game or at least 50%, it could have turned into something truly special.
Outside of that, the first 80-85% of the game can basically be described as an polished version of the It Takes Two formula. The gameplay is more action-focused, and the game constantly throws different mechanics at you. Whenever things start to feel repetitive, a new gameplay idea shows up and keeps things moving, so the experience rarely becomes boring.
The story, however, was easily the weakest part for me. I would not call the story of It Takes Two particularly great either, but at least it worked within its fantastical tone. Here, the narrative tries to present the villain and the events as something very serious, yet most of it comes across as empty dialogue and forgettable cutscenes, which started to feel a bit tiring after a while.
Overall, Split Fiction still delivers exactly what you expect from a Hazelight game. When played with a partner, it offers a fun co-op experience with solid pacing and a good amount of action. Most importantly, the final act manages to surpass even It Takes Two and leaves you with a strong closing moment that sticks with you after the credits roll.
Popular lists
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