La Casa de Darkam

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Canal de Streamings: twitch.tv/darkamlight
Canal de Playthroughs y Unboxings: "La Casa de Darkam" https://www.youtube.com/channel/UCgS0LSrhLQcVWa3bWqgBHyA

31/01/2025
Finished: Lies of P - 8/10 (Xbox Game Pass)A great imitation of the Souls games, coming closest to Bloodborne in aesthet...
15/12/2024

Finished: Lies of P - 8/10 (Xbox Game Pass)

A great imitation of the Souls games, coming closest to Bloodborne in aesthetics but far from it in tone, narrative, and design.

It’s a much easier, more accessible Soulslike, with a stronger focus on story than gameplay. Where it falls short the most is in its level design, which is rather flat, closed, and linear (though, when viewed from above, they do fit together quite nicely) and its boss battles, which are generally pretty bad—except for a few honorable exceptions that too closely resemble some Dark Souls bosses, especially in mechanics and patterns. Then, for some reason, the game throws in a couple of endgame bosses with an excessively sharp and high difficulty spike (Laxasia and the final boss, who coincidentally are the ones that most resemble certain bosses from Dark Souls 3), which, rather than being fun, are overly frustrating.

If Souls games' stories are the least interesting part for you and you’re more into the pure experience of countless battles, then you might want to look elsewhere. The easy-going combat in this game could ruin that experience.

Now, with that out of the way, here’s what the game does well:

The story isn’t a 100,000-piece puzzle to put together. It tells you what’s happening (they’ve lost control over the puppets, which are now slaughtering all living beings), and the only details you need to connect involve certain factions and what role Pinocchio plays in all of it. From there, there’s the game’s lore and the characters to discover, through collectibles and various side missions, and if you want, you can piece together your own theories about certain details like the Specter, the design of certain areas, ponder the ending of secondary characters, the illness mentioned throughout the game, etc. The important thing is that there’s an opening (the outside), a clear development to follow (the ensemble), and an ending open to sequels (Pinocchio).
The story itself is a bit like Resident Evil, but with a more serious, provocative tone. There are references to the original Pinocchio, yes, but also zombies or something similar, people chasing human evolution, bioweapons, and Geppetto wanting to be the new Frankenstein. It’s at least an interestingly twisted story.
The characters appearing in the game have their own charm, especially the puppets with significant roles in the story (both enemies and allies). It helps that they keep repeating the game’s theme: “puppets can’t feel or lie.” Of course, Pinocchio is the main focus of these themes, but there are a couple of other characters you’re not sure whether to pity or be happy for by the game’s end.
Visually, it’s quite impressive, only falling short when textures fail to load.
Its game systems are implemented more organically. There aren’t hidden NPCs around the world who unlock the next skill (though you can still mess things up and kill one who offers special gear or forget completely about an obvious door next to a recently defeated boss, which might lead to a room where you can reset skills and weapons).
You can experiment with different weapons without worrying about your starting playstyle. There isn’t a recommended stat to equip something, though the best part is you can swap the blade of a weapon with another or do the same with the handle. So, basically, you can turn a spear into something like a halberd, a dagger into a dirk, a hammer into an axe, and so on with the other weapons. As long as you’ve found the parts, you can mix and match as you like. Well, except for special weapons, which are fixed and immovable. It’s novel and could use a bit more depth, but personally, I would have preferred having a type of strike to level up rather than managing each part’s upgrade separately (since we're removing limitations anyway...).
Continuing with something else that’s easier to grasp: the game has markers and hints. Want to change zones? In the next area, you’ll see a marker for a character, a side quest, or something awaiting new information. Not sure what an item is for? No problem; most likely, a character will bring it up later.
The soundtrack is one of the most evocative I’ve encountered in the genre. It fits the game’s aesthetic perfectly.
In terms of gameplay, the game is more aggressive towards the player. The average player has to attack more actively than dodge or block, as enemies regenerate health very quickly. There’s also a system of perfect blocks, counterattacks, and deathblows (the latter marked by a white outline on the enemy's health when they're about to trigger it), which works very naturally (though some hitboxes feel slightly off, or maybe there are invisible frames; you get used to it, but that was my impression with some bosses).
And that’s it, feeling pretty satisfied after nearly 17 hours straight today. XD

https://youtu.be/2IE-wXiya_o
15/12/2024

https://youtu.be/2IE-wXiya_o

Aye, just finished Lies of P and thought it was a very good game worth talking about.Buy the game, play the game, support the game... Game's available on PC,...

Finished: Dead Space (Remake) - 10/10 (Xbox Game Pass)The game that was once an instant classic... is back to reclaim th...
29/11/2024

Finished: Dead Space (Remake) - 10/10 (Xbox Game Pass)

The game that was once an instant classic... is back to reclaim that status.

What a gorgeous remake. It improves nearly everything from the original, except perhaps the enemy behavior, which in the end is a minor flaw.

This is a quintessential horror TPS (third-person shooter) of its generation, the kind of experience I had hoped Resident Evil 5 would deliver but never quite managed in any of its iterations throughout the gen.

The introduction, development, and ending are all well-contained, guided, and feature unique puzzles and tasks in each chapter. In one chapter, you're anchoring coils; in another, you're destroying meteors. In one, you're tasked with detoxifying an entire plant, and in another, you're creating chaos and destruction fueled by hallucinations.

The story and lore have expanded, especially with the involvement of certain characters who originally appeared dead at the start of the game; in the remake, they shine in one way or another (perhaps to clear up some inconsistencies left in the original?). Setting aside my personal issues with certain characters (Hammond and Daniels still talk more than they should given the context), Isaac talks. More specifically, the Isaac from Dead Space 2 is here.

Gameplay-wise, it's always been rock-solid, and now even more so with all its quality-of-life features, bringing it closer to its sequel, which was also a masterpiece in its day. Both the on-foot movement and reactions during zero-gravity/flight sequences, as well as the unique limb-targeting system… it’s such a gratifying game to play.

And I can't overlook the visuals—the tone, the atmosphere, the sound design, the smart use of silence, and the sounds of every tiny movement and noise... it’s a game that captivates and terrifies in equal measure, keeping you completely tense and attentive to every corner from the start. For a game that can last over 15 hours on the first run, it’s amazing how well it sustains that intensity, partly thanks to how it quickly sets the story in motion at the beginning. It doesn’t give much away; you pick up documents and audio logs, observe different holograms as you explore, mysteries gradually unfold as the chapters progress, and the tone begins to shift as you near the end…

It's unfortunate that The Callisto Protocol turned out to be a disappointment.

Finished: The Callisto Protocol - 5.5/10 (Xbox Game Pass)A supposedly survival horror game... that doesn’t know what it ...
27/11/2024

Finished: The Callisto Protocol - 5.5/10 (Xbox Game Pass)

A supposedly survival horror game... that doesn’t know what it wants to be.

The atmosphere, story, sounds, music (except for the credits music, which I have no idea why it’s even there)—all the outer packaging called art—seems to fit perfectly in a horror game, yet it wastes it all. There's an overuse of loud noises, unnecessary screams, and jump scares that creates a sense of cheap, poorly handled horror.

Then there are the characters, who don’t get any real introduction, and even then fail to create any sense of mystery or intrigue. What role does Jacob play? Why is the girl so furious? Does anyone remember the supposed villain and the buddy from the beginning? There’s plenty of blood and death, but it means little. It’s just there, maybe for people who like gore? And when you finally get some answers, you’re left thinking, “Oh, well, I guess.” Not to mention the cliffhanger ending with an insultingly bad jump scare.

The worst part, without a doubt, is the gameplay. I still don’t understand the purpose of the upgrades or the guns. For 80% of the game, you’re fighting up close because the guns seem less effective and are used more as finishers (with rare exceptions); dodges are automatic, even in “boss” encounters (I take it back, you just need to move the sticks, which is more than enough). I don’t even know why blocking exists. There’s no real sense of danger (the worst example is when you face three humanoid creatures, but only one can attack at a time because why not? The other two are just there for decoration or waiting in line). Even the “Uncharted”-style moments are a bit sad, if not for the fact that the game looks visually stunning... The only good parts are the stealth sections, and there are only about two or three in the entire game.

And for the 12 hours of drudgery it lasted, it felt like an eternity.

If there’s a sequel, they should start by focusing on making a game first, then decide on the direction, and after that, they can polish the visuals as much as they want. And if they don’t want to make a game, then at least make sure the rest has some kind of sense, so it becomes an experience that, if not unique, is at least somewhat interesting for at least three-quarters of the playtime.

Dirección

Londres/
Barcelona

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