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A 1 persona le pareció útil esta reseña
0.6 h registradas
A worthy sequel to the original Sonic trilogy, almost as good as Sonic 3 & Knuckles.
Nearly 19 months after the original console releases, the PC version is finally worthy of your money, as Sega decided to remove the Denuvo DRM. It was fixed way too late, should never have happened at all, and there's been no official apology (yet?), but everyone who avoided or refunded the PC version before should hear the good news ASAP.
Publicada el 30 de agosto de 2017. Última edición: 12 de marzo de 2019.
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22.1 h registradas (16.6 h cuando escribió la reseña)
An essential first-person stealth game. Play the non-Director's Cut version, if possible.
The only improvements the DC offers are directors' commentary, improvements to the boss fights (aka. polishing a set of turds) and integrating the (formerly) standalone DLC into the story. Otherwise, it runs worse and looks worse.
Publicada el 23 de noviembre de 2016.
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A 24 personas les pareció útil esta reseña
8.0 h registradas (9.1 h cuando escribió la reseña)
Mass Effect 2 is not a sequel to Mass Effect 1. Instead, it's a different take on the original game's themes and mechanics, essentially serving as a "soft reset" for the characters and overarching plot. The transition is handled in the game's opening scenes; your protagonist character plummets to a messy (fire-y) death, but somehow awakens two years later in a medical lab, forcing them to cope with the unfamiliar changes and horrible situation they find themselves in.

When you divorce the game's individual elements from any context, you'll find more 'good' parts than 'bad'; it's a 3rd-person cover-based sci-fi shooter, with light elements of RPG character progression and a heavy focus on character interactions (through fully voice-acted dialog trees). This adds up to a half-Gears-Of-War-clone, half-visual-novel-and/or-dating-simulator, in a 'space opera' wrapping.

First-timers to the series will probably like this game, as there's enough content in here to justify the asking price, whether you stick solely to the core missions or go exploring the available side-stories. Folks who started the series with later games should find something to like too, as all of them are based on ME2's template. If you played through ME1, loved it, and haven't touched any other part of the franchise until now, then ME2 will be disappointing at best and tragic at worst. Of all the problems the game has, Mass Effect 2's core problem is that it's a reboot, and not the sequel that Mass Effect 1 fans expected.

First and foremost though, what are these "other" problems? Almost everything wrong with the game can be attributed to clashes between the developer and the game's publisher, which directly affected the game's content and development time. A one-off 'big' game of this generation typically takes about 3 years to make, from conception to finished product: Mass Effect 1 spent more than four years in development, while Mass Effect 2 fell out the door after about two years (and, for comparison's sake, Mass Effect 3 spent a mere eighteen months in development before making its disappointing debut). Rather than allow bad ideas to be reconsidered and scrapping any work, the publisher threw lots of money and people at the project to get it released ASAP. To make things even quicker, they elected to drop anybody from the project if they resisted the new development strategy.

Anybody.

Before the final draft of Mass Effect 2's script was made, they kicked the LEAD WRITER, Drew Karpyshan, off the project. Mass Effect 2's final plot has more holes than a Swiss cheese, and almost doesn't matter at all within the franchise's overarching narrative.

Aside from the broken plot, the DLC is poorly implemented (and mostly not worth your time or money), the game has multiple "permanent death" minefield-moments that are barely explained in-game and require an external game guide to navigate through, dialog trees have little variety and trade 'depth' for 'volume' (less info, more choices), the soundtrack is mostly generic 'action movie' tracks, and many of the post-reboot changes remain unexplained in-game.

The only game elements that successfully made the jump from ME1 to ME2 are the general setting, the dialogue system, and a handful of characters. Combat abilities, weapons, stat progression and the story/mission structure were all replaced, and everything else was thrown out. This is why ME2 is considered a reboot instead of a sequel; a sequel takes most of the elements from a previous game, adds new elements, and either improves upon the old elements or removes them entirely.

ME1 was a rough-edged gem with elements in need of a polish, and rather than do just that, the developers tried to re-invent the wheel instead. The potential of those fresh, experimental elements has been lost, and replaced by 'safe' things that appeal more to fans of other franchises. Artistic integrity was sacrificed to get more copies of the game sold, and ME2's runaway sale-volume success has justified this way of thinking, forever changing the definition of the phrase 'Mass Effect fan'. ME1-imported Commander Shepard may as well stay dead after the prologue; it's a better ending for the character than anything else the sequels could come up with.

In conclusion, Mass Effect 2 is the premature death of a franchise, and the unexpected start of a new franchise. The final product is less than the sum of its parts, mixing individual good moments with problems that should be too big to ignore. Fans of this game are willing to cling to those moments and let the bad elements be bad, complacent with small revisions rather than the full rewrite the game deserves. You don't know what you've got until it's lost forever, and as a fan of the original Mass Effect, the potential of the lost sequel is depressing.
Publicada el 8 de marzo de 2014.
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A 5 personas les pareció útil esta reseña
5.5 h registradas
It says something about a game when you can defeat its final boss WITHOUT REALISING IT WAS THE FINAL BOSS, then being surprised by the credits.

Worse still is beating the game again with all the collectibles, expecting a "better ending" in the series' traditional style, only to discover this is the rare exception to the rule and there really is just the one rubbish ending.

Technically better than Episode 1, though; stepping on a dry turd is 'technically' better than stepping on a wet one. Do not bother trying to play this unless you have some sort of desire to collect and play through the entire Sonic series. Definitely DO NOT buy it at full price if you can help it.
Publicada el 15 de enero de 2013. Última edición: 25 de noviembre de 2013.
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Nadie ha calificado este análisis como útil todavía
0.7 h registradas (0.7 h cuando escribió la reseña)
Port of the Year 2012:

>Games For Windows Live.
>Absolutely no Resolution options, even if you mofify the INI files.
>You need {ENLACE ELIMINADO} to change the Resolution.
>No local multiplayer.
>Erratic FPS, severe multiplayer lag.
>Sound effects and music often play randomly / inappropriately.
Publicada el 12 de febrero de 2012. Última edición: 25 de noviembre de 2013.
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Nadie ha calificado este análisis como útil todavía
3.2 h registradas
As someone who was too young for Monkey Island in its heyday, and thus unfamiliar with any of it, playing just the first episode of Tales made me want to track down and purchase every previous game in the series. All five of the three-hour episodes are genuinely funny, have one or two really tricky puzzles among a multitude of simpler ones, and feel like a cohesive, grand adventure.

Buy it if you see it on sale, especially if you enjoy point-n'-clicks or any other Telltale work.
Publicada el 14 de diciembre de 2011. Última edición: 25 de noviembre de 2013.
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A 1 persona le pareció útil esta reseña
12.3 h registradas
An undeniable 'Modern Classic', and an astounding one-man project that is finally appearing in a digital storefront after 5 years as freeware.

This story-driven, side-scrolling platformer-shooter opens with no details on where you are, what the goal is or who your character is (although I can tell you that he's called Quote; it's never mentioned anywhere in the game). The plot is linear in a MetroidVania way, but the decisions you make will alter the dialogue, the weapons you can get, and unlock alternative endings; for example, if you come across the item with "0.8" in the name, it's recommended that you skip it instead of taking it.

The "+" signifies the conversion job done by a studio called Nicalis, who re-translated the text and added new sound, graphics and game modes to ports for the Wii and DSiWare, finally adding these options to the PC version. I recommend the New Graphics and Old Sound options to get the best experience, but it's unfortunate that there's no option for the freeware version's translatated script; I'd definitely go "HUZZAH!" if that original English script was available.
Publicada el 7 de diciembre de 2011. Última edición: 23 de noviembre de 2017.
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A 4 personas les pareció útil esta reseña
2.5 h registradas
Do not consider buying this unless it drops to £2 or lower; it is a 2-hour game at best, and the Endless Mode you eventually unlock probably won't be played more than once.

The challege the devs set themselves was to combine Serious Sam gameplay with its polar opposite gameplay type (turn-based RPG) and make it work. They succeeded, but the result wouldn't be good enough to support a large campaign, hence the tiny length of the main 'Story' mode here. The minimalist dialogue is both appropriate and funny, and the game itself doesn't try to hold your attention any longer than it ought to.

I love the idea and most of the execution, but I can't say I've had my money's-worth of entertainment from it.
Publicada el 31 de octubre de 2011. Última edición: 25 de noviembre de 2013.
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9.8 h registradas (9.3 h cuando escribió la reseña)
With a witty homepage URL (thelettervsixtim.es) and a low price of £4, VVVVVV bought my love with its retro charm and rewarding difficulty.

Designed to resemble a Commodore 64 game, VVVVVV launches into a whimsically barebones plot about scientists scattered across "Dimension VVVVVV" when their teleporter malfunctions. The goal of rescuing the crew and escaping the dimension is quickly forgotten in the prescence of finely-tuned pixel-perfect platforming and a contender for "Best Modern Chiptune Soundtrack".

The controls are simply 'Left', 'Right', and 'Flip Gravity', but this idea is explored in far more ways than you would expect, with the game constantly training you to understand new concepts without letting up on the difficulty. Checkpoints come just as frequently as death does.

Secrets, Challenges and a Level Editor all add significant replay value, and the soundtrack {ENLACE ELIMINADO} will probably haunt your MP3 player for a long time. Definitely worth your time and money.
Publicada el 17 de agosto de 2011. Última edición: 25 de noviembre de 2013.
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1 persona ha encontrado divertida esta reseña
0.6 h registradas
Playing this game makes me angry.

Angry that I paid any amount of money for the privilege of suffering through it. Angry that I went to the effort of obtaining it from an American friend when I heard they were (initially) blocking it on Steam in the UK, due to an amazingly stupid deal THQ struck up with high-street game retailers for (initial) exclusitivity. Angry that it's Baby's First Call Of Duty Clone. Angry that its heavy-handed message is either too transparent or lost in the mud. Angry that it's STILL a buggy piece of ♥♥♥♥, with frequent graphical lockups and dialogue going waaaay out of synch with the animations. And finally, angry that I've had to wait until now to warn everyone about this anti-game, once again due to it not existing in the UK Steam Store until the deal expired.

I'm almost disgusted that Valve gave it pride of place in the 4th Of July art for the Steam Summer Camp event. Only CoD fanatics could love this monument to everything wrong with modern 'AAA' FPSes.
Publicada el 4 de julio de 2011. Última edición: 25 de noviembre de 2013.
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Mostrando 1-10 de 11 aportaciones