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Exibindo entradas 11–18 de 18
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When you catch a glimpse of the cute, little Giana Sisters, you are immediately torn as to what to do. Do you want to take their hands, brush out their pigtails, and tickle them all over to watch those baby faces squeal and giggle? Or would you rather make them squeal by sliding that ♥♥♥♥ down their yummy mouth and ramming it up that adorable ♥♥♥♥? Chances are, you prefer the second option, as do the rest of us with a pulse in our pants. Giana is just so damn amazingly girly, it is just impossible to not want to corrupt her just a bit. Good thing for us, is that Giana is in real life one fully corruptible ♥♥♥♥ ♥♥♥♥ with an insatiable lust for nastiness. Those darling eyes and teeny smile simply beg for a formidable ♥♥♥♥ session. Her small, creamy ♥♥♥♥ have got just the perfect amount of under-♥♥♥♥ ♥♥♥♥, you’d swear it was drawn on by a renaissance master painter. Maria's ♥♥♥♥ is scrumptious enough to make you want to enjoy a snack of milk and cookies on those ♥♥♥♥ before you toss the sweets aside and dive right in, nose first, to devour her ♥♥♥♥. The Giana Sisters truly are a full package because it’s not just their looks that make them count, but she ♥♥♥♥ like a ♥♥♥♥ in ♥♥♥♥ on Valentine’s day. The way they pump their ♥♥♥♥ and ♥♥♥♥ it on a ♥♥♥♥ would make even the blind open their eyes to see, and seeing is believing when it comes to The Giana Sisters.
Publicada em 6 de novembro de 2014.
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Since its premiere in 2009, Bad Rats: the Rats' Revenge has been analysed and interpreted by multitudes of people ranging from professional game critics to amateur writers and science fiction fans. The creator of the game, Invent4 Entertainment, and the writer, Arthur C. Clarke, wanted to leave the game open to philosophical and allegorical interpretation, purposely presenting the final sequences of the game without the underlying thread being apparent; a concept illustrated by the final frame of the game, which contains the image of the embryonic "Star-rat".

Invent4 encouraged people to explore their own interpretations of the game, and refused to offer an explanation of "what really happened" in the game, preferring instead to let audiences embrace their own ideas and theories. In a 2010 interview with Playboy, Invent4 stated:

You're free to speculate as you wish about the philosophical and allegorical meaning of the game—and such speculation is one indication that it has succeeded in gripping the audience at a deep level—but I don't want to spell out a verbal road map for 2009's Bad Rats that every viewer will feel obligated to pursue or else fear he's missed the point.

Neither of the two creators equated openness to interpretation with meaninglessness, although it might seem that Clarke implied as much when he stated, shortly after the game's release, "If anyone understands it on the first viewing, we've failed in our intention." When told of the comment, Invent4 said "I believe he made it [the comment] facetiously. The very nature of the visual experience in Bad Rats is to give the viewer an instantaneous, visceral reaction that does not—and should not—require further amplification." When told that Invent4 had called his comment 'facetious', Clarke responded

I still stand by this remark, which does not mean one can't enjoy the game completely the first time around. What I meant was, of course, that because we were dealing with the mystery of the universe, and with powers and forces greater than man's comprehension, then by definition they could not be totally understandable. Yet there is at least one logical structure—and sometimes more than one—behind everything that happens on the screen in "Bad Rats", and the ending does not consist of random enigmas, some critics to the contrary.

In a subsequent discussion of the game with Joseph Gelmis, Ivent4 said his main aim was to avoid "intellectual verbalization" and reach "the viewer's subconscious". He said he did not deliberately strive for ambiguity—it was simply an inevitable outcome of making the game nonverbal, though he acknowledged this ambiguity was an invaluable asset to the game. He was willing then to give a fairly straightforward explanation of the plot on what he called the "simplest level", but unwilling to discuss the metaphysical interpretation of the game which he felt should be left up to the individual viewer.
Publicada em 3 de novembro de 2014. Última edição em 3 de novembro de 2014.
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is good
Publicada em 12 de agosto de 2014.
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After playing this for some time, I don't have any speck of doubt that this is the best game ever made, it has everything, a story that will take your breath away, excellent plot, in fact one of the best I've seen in video games, one of my favorites being Alan Wake's and I can say this is better than Alan Wake's. The soundtrack is relaxing but not in a way that it will make you want to head to your bed and take a nap, but giving this game a great intense but also under control feeling, you control a log, that takes creativity. Plus you use a leaf, making this game environmentally-friendly, a game for the mature and the young, simply a masterpiece of the new era of gaming.
Publicada em 4 de agosto de 2014. Última edição em 4 de agosto de 2014.
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Análise de acesso antecipado
is ok
Publicada em 10 de julho de 2014.
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very neat game
Publicada em 23 de junho de 2014.
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Very neat game, fast paced and stuff. Hats are good.
Publicada em 8 de abril de 2014.
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Look at the funny goat! Haha! It's doing absurd things not normally attributed to a goat! Haha! And it's got ragdoll physics in it! Haha! Look at the goat! The funny goat! Hahahaha!
Publicada em 8 de abril de 2014. Última edição em 9 de abril de 2014.
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Exibindo entradas 11–18 de 18