Reviews from

in the past


Just played this game after Super Metroid it's a bit different from it's predecessor, mainly the fast-paced gameplay (due to the limit of space in the different zones of the game) which offers a more fluid feeling of movement.
One thing that you should probably not due if you're not playing on emulator, is to 100% this game, after a certain point some of those platforming sections are infuriating and almost impossible to do without save states (fuck the persons who designed some of those speed booster blocks)

really enjoying this game, im currently up to the part where the son of god is born, i sure hope nothing bad happens to him

Stylish, bloody, and exciting. There's not much beneath the hood, but it's short and sweet; elevated a bit by great art direction and an enjoyably cheesy plot.

I had a really good time playing this, and it's a time in my life I'll always remember fondly, but it has a lot of issues that I found soured my experience early on. Boring areas, boring linear design, boring bosses, just this great sense of "I've done this before". Thankfully the game picks up at Irythill and rarely dips again for the rest of the runtime. The DLC is also absolutely amazing, with one of the best and most immersive areas I've played in a fromsoft game with The Ringed City.

Sonic Heroes is a fun enough game, but not one I feel like I'll be bothered to complete anytime soon. A couple run-throughs with Team Sonic or Team Rose & I'm good. (Team Chaotix mission-based structure brings the pace to a screeching halt, but could be worse, I suppose.) Controls are little slippery compared to other 3D Sonics, but if you wanted Adventure-esque gameplay with a simplified plot so you can just focus more on running, jumping & flying on through, I can recommend it.


A frenetic hero shooter/MOBA hybrid with excellent art direction and thrills to spare. Map control is the name of the game, and the wealth of mechanics that encourage you to go find a fight means every match goes at a breakneck pace. Loved this game when it debuted, and I love it now. Highly recommended to anyone looking for a break from Smite or Paladins in particular.

Super Baseball 2020 is a blast from the past, offering a unique, arcade-style take on baseball with robot players and wacky power-ups. The visuals are surprisingly detailed for the SNES era, the sound is catchy, and the gameplay remains satisfyingly simple. Some might find its lack of realism and relatively short season mode a downside. Still, if you're after some nostalgic, pick-up-and-play baseball fun, Super Baseball 2020 hits a home run.

These later NES games are where it's at. I love the dark, action-packed cyberpunk style of this game, which was already enrapturing and cool before I learned the Japanese version was based on a pre-existing TV show. I also love how there are multiple combinations of powerups you can put together for different assistance drones. The graphics and sound are also among the best on the system. The game can be a bit overly difficult with some truly durable bosses, but that's the nature of the NES. No passwords, but it's relatively short and has infinite continues.

I had heard for years that this was one of the pinnacles of Wrestling games, and now that I've finally played it? Ehhhhhhh.... It's fine to a point. It has that corny attitude era charm, I can't deny that, but it really does not feel fun to play. The AI is insanely brutal at times, and I swear I could not make the game do what I wanted it to do during my matches. It also doesn't help with the amount of Handicap matches they throw at you that winning just feels like an impossible task sometimes. There is fun to be had in No Mercy, but man, I couldn't find it.

When Cyberpunk 2077 dropped, my computer was a budget rig already going on ten years old. I assumed the old gal probably wouldn't handle the upcoming release too well, so I let it pass me by. Turns out this was a clever play on my part, for the game sucked ass at launch, and I already had enough on my plate as it was. The world kept turning, Cyberpunk sank into the murkiness of memories past. So it goes.

It's late 2023, people are talking about this game again. I haven't thought about Cyberpunk since the initial slew of giggles caused by cars sinking into the pavement, 3D penises, and the anti-fun teleporting police force. Turns out, CD Projekt Red was beavering away on un-fucking the video game and now people I trust are quickly reporting that they've managed it. Indeed, it's good now. There's a new DLC. There's a tie-in anime animated by Studio Trigger. There's clearly a big push going on, and it sticks in my mind. Before long, it's 2024 and I'm reinstalling Steam on a hot new PC after holding a memorial service for my now-deceased old gaming rig. What can I use to show this fucking thing off?, I wonder to myself. I notice Cyberpunk 2077 is 50% off. Why not.

I didn't know anything in detail about the Cyberpunk setting before booting the game up, but I spent enough of my misguided youth flipping through Shadowrun rulebooks to know the jist of what to expect. Corporations rule America, if not the world, and the increasingly commercialised future sucks. But at least you can install a jackhammer for your dick or relive a violent kidnapping using virtual reality. Strictly speaking, I don't know whether Shadowrun or Cyberpunk came first and don't care to get into the weeds of it, but this felt like a fairly loving depiction of the trash-heap future we've all come to know and love. Equal focus is given to the glitz and glamour of the ultra-rich as well as the dirt-grinding poverty experienced by the rest of the population. Night City looks good, and there were a couple of times when cruising between objectives I would pull over and just admire the scenery.

I'm grateful to the game's commitment in forcing the player to assume a role. Rather than a blank-slate glass of tap water, V is kind of a pisshead who fancies themselves bulletproof. This makes sense for someone who makes a living through violence and extortion in a culture which lionizes it. You can steer how V responds to things, usually whether you dismember someone who crosses you during a mission or whether you live and let live, but there are constants which you won't be changing. I found the consistency in this made it easier to pick options other than the usual doormat Neutral Good choice of letting everyone go and excusing every sleight against you. This world is a violent pit of suckass, so sometimes you have to shrug and ignore the dude tied up in your trunk. V isn't getting paid to ask questions. I also appreciate that some Quest NPCs aren't given any magical protection, so I was able to complete the questline about a middle-manager getting away with a hit-and-run crime by interrupting her with 90 submachinegun bullets to the head and departing through a window.

At its core, the story is a relatively simple one. The main thrust can feel longer than it is because it's so easy to fall down the rabbit hole of doing random sidequests, but the actual time it takes for V to get dicked over and have Keanu Reeves installed in their brain-computer isn't high. If you put your nose down and only hit the critical path, I don't think the game would take much longer than 20-25 hours on a first play. I don't think the main story would feel terrific if you did that, since a lot of the enjoyment for me comes from better understanding the world and the complexity of your struggle against it, which is informed massively by the more involved sidequests with major characters. At the end of the day, V wants to get the Keanu Pentium out of their dome, and has a few different paths to get there. I don't think the story is saying anything earth-shattering, but I also respect that it has a simple and narrow focus: find the cure, or die trying. No matter what ending happens to V, the world's going to keep on turning, and only a scarce handful of people will really know what went down. I like it. It's very ham-fistedly contrasted against Johnny Silverhand's desperate struggle to change the world (and the total failure to do so), but this isn't a harsh criticism. Sometimes the blunt instrument of narrative is fine, too.

Special mention should be made for the Phantom Liberty DLC, which has a much more reactive and crazy finale than the base game. At least, the path I wound up on was dope as hell. Capping the frentic encounter by strolling through a crowd of Tier 1 operators as they pop and fry with red/black lightning and spooky screams cut with low-fi modem noises is chef's-kiss good. This shit sizzles. More of this please.

The game's mechanics are its weakest point, in that knowing not all of them are ones you might want to engage with. At its core, Cyberpunk 2077 is a first-person looter shooter with a GTA framework for driving and police action. I guess a more modern take would be Red Dead Redemption, but fuck you, I didn't play the cowboy game. You can get lost infinitely in identical plot-less sidequests that pop up while you are driving from A to B, which might tire you out before you do something with a bit more bite to it. Similarly, anything related to getting GTA-esque police stars is a waste of time and effort. Just drive past anything cop-related and save yourself the time.

The gun-game portion of this feels less mechanically brittle than something like Borderlands, but still runs into the same shortcomings: hitting someone in the head with an assault rifle bullet for 15% of their health bar never feels fun. This can be circumvented by not using assault rifles. I'm not sure what niche that weapon class was meant to fill, but they're effectively a long-range poking device which tries to be everything at once, specializing in nothing. If you want to explode someone in one hit, use a sniper rifle with explosive bullets or a double-barreled shotgun. If you want to kill someone in a hose of bullets, use a submachinegun. If you want to win the encounter, use a two-handed club or a katana. Just do not use assault rifles. Fucking popguns. Having played on Very Hard, the game was at its most fun when using bullet time implants to go all Metal Gear Rising on people or circlestrafe around them while dumping 1000 rounds/minute into their heads. Trying to play this as a tactical shooter ala Squad will just get you chipped down unless you vastly overmatch the encounter. I think if you are the kind of person who can enjoy a gun game where numbers come out of people's heads, this does the job very well, or at least as well as I have seen that kind of gameplay.

Ultimately I enjoyed my time with Cyberpunk 2077 more than I expected I would, given the apparently dogshit state it released in. I feel bad saying this about something with so much work put into it, but I don't think it's an era-defining masterpeice. It's a very good game that looks and plays well, with a focused story and a fun cast of characters. The tale it told did not make me think very hard, and the gameplay did not demand any tough decision-making on my part. The finest summer blockbuster you can muster, yeah, sure, but wake me when Labyrinth of Touhou 3 comes out.

playing this shit with another person is such a mess bro

For some reason, my first Kingdom Hearts game. My obsession with Trading Card Games and Disney was a winning combination for this, even though it was technically a sequel to a game I had only seen in commercials and I only had a vague idea of what was going on in the story. I'm still delighted whenever I see a virtual card game within a game because of this one.

¡Excelente beat-them-up! Logra hacer bien muchas cosas a la vez:

- Respeta el tono y diseño del cómic.
- Resumir de manera entretenida la historia.
- Es divertido en su sistema de combate y movimiento en el espacio.
- Da guiños y referencias a la película y a otros videojuegos como Zelda, Mario o incluso Las Tortugas Ninjas.
- Su arte pixel es una maravilla.
- El toque especial es un mega soundtrack compuesto por Anamanaguchi. Que aunque decidan no jugar el videojuego, sí les recomiendo escuchar el álbum y disfrutarlo mientras trabajan o hacen ejercicio.

Scott Pilgrim vs the world es un gran videojuego y uno de los mejores de su género.

I might end up abandoning this run of the game as well. My first review had to do with criticizing the presentation of the 360 version, as I thought they slapped on far too many "next-gen" graphical effects to what was clearly designed and built first as a PS2 game. This review is going to be spent detailing my experience with the game on the PS2 version and on the game as a whole.

As I usually like to do, I'll start by listing all my positives. I actually really like most of the redesigns in this game (Tiny aside, because he went from a Tasmanian Tiger with Arnold Schwarzenegger's voice to a Siberian Tiger with Mike Tyson's. I don't think it's even fair to compare him to his original incarnation because he's practically a new character). They're not better than the original Looney Tunes-inspired ones, and they were VERY off-putting and difficult to get used to; but I think with the drastic change in gameplay, a rebooted storyline and redesigned characters was for the best. I especially love how Uka Uka and Cortex look! I think Nina is the only design I dislike. She looks too... realistic? For lack of a better term? I hate the proportions of her face, but I guess her being "ugly" was the goal. She just doesn't really seem to fit in with the rest of the very cartoony cast. The general aesthetic of the game leans really hard into the tribal jungle feeling, while trying to still be "edgy and punk", according to the devs. It feels like a Nickelodeon cartoon I might've caught during the weirder NickToons era, and I sorta like that. The tribal tattoos, voodoo dolls and idols, and whatnot add to this really unique feeling that "this ain't your grand-daddy's Crash!!" for better and worse.

The animations are probably the best they've ever been in any Crash game until 4 came out. The cutscenes have great bouncy, comedic animations that help in selling the vocal performances, and the in-game animations are all very snappy and use lots of squash and stretch.

I'll say as a minor aside that while I don't necessarily find the writing of this game very funny, the animations do make some of those jokes at least bearable, and they help the joke be delivered better than if everyone was standing around flapping their mouths in idle poses. The jokes are just a time capsule of the "meta-humor, toilet humor, loud is funny, we're trying so hard to be zany and random"-kind of writing that was endemic to a lot of kids cartoons I watched growing up. Even as a kid, I found a lot of this stuff kind of annoying, but I'm not the demographic for this game NOW as a 22 year old woman. I'm sure hearing these little rat goons say "ooh, that's so silly!!" (seriously, this game loves to overuse the word "silly" as a punchline and I don't get what's funny about it), or making jokes about "hax0rz n n00bz!!!" and "ha ha italian plumber in overalls, this is a video game!!" for 4 hours as a kid would be entertaining. Not all the jokes are bad. Like, I laughed at the 1968 Planet of the Apes ending joke that came out of absolutely nowhere at the start of the N. Gin stages, but what average, normal kid would get THAT joke?! I guess parents of the 2000s would've been alive in the 60/70s to MAYBE get it, assuming they're playing with their kids...

And finally, I like the CONCEPT behind the main gimmick of this game. The Titans, of those I witnessed in my playthrough, are almost entirely really well-designed. The only criticism I have is that a lot of them look way too similar to each other or very obviously reuse animations with each other, like Stench and Snipe, and Titans like Goar, Shellephant, and Rhinoroller look too similar to each other in silhouette. But otherwise, Titan Jacking is really fun and theoretically serves a very fun way to diversify combat. These big enemies are designed in such a way that any move they can use against you, you can also use yourself once you Jack them. In concept, this is fair. But they all have very limited movesets, and a lot of their attacks are very slow and can be interrupted. And this leads into my most major criticism...

I know this is mostly on me for choosing to start on Hard Mode, but I consider myself pretty good at video games like these to feel confident starting like this. I played a little bit on Normal as well, to be clear, and the game is just too braindead easy and not very fun on that difficulty. It's such a slog. So I figured Hard would be more up my alley, and it was for a while.

On Hard, as soon as you reach Level 3, this game becomes extremely bullshit. You die in like 3 hits, even accounting for the points at which you'll naturally get health upgrades by collecting Mojo. There are so many mob fights that are just 5, 6, or 7 Titans all swarming you at the same time. Punching Titans builds up a Stun meter that leads to you being able to Jack them. If you don't attack them for long enough, the Stun meter VERY quickly runs out, so they expect you to be constantly assaulting these guys as much as possible, AND making sure you break through THEIR guards if they start blocking. There are also power-ups called Free Jacks in SOME mob fights that let you kick an enemy and immediately stun them to Jack them. Even when you utilize Free Jacks, the issue of slow and interruptible Titan attack animations just fuck me over so hard. There's a severe lack of good, reliable CC/AOE attacks to keep myself alive.

If I try to guard, I just end up getting hit consecutively by the other 6 Titans I'm swarmed by with no way to escape. If I try to swing, I might hit one or two guys, but then get decked in the face by a stray one I missed or I'll just get blocked and then swung at. If I try winding up a Special Move or a Heavy Attack, I get interrupted. Before I know it, I'm kicked off my Titan and desperately trying not to get two-shot by the entire swarm of Titans because there's no way to reasonably separate them. Blocking as Crash ONLY protects against Medium Attacks, so while 4 of the Titans are mashing their Medium Attacks against me, one might end up hitting me with a Heavy and I get chunked, or I'll get pushed into lava or toxic waste. Cue John DiMaggio laughing obnoxiously as the screen fades to black and I have to start the section over again. Dying too many times sends you all the way back to the start of the level. Hope you didn't spend the last 50 minutes breaking Spybots and working on your Combo King mission, because you gotta do it all over again for the Gold trophy!

I feel like Mojo collection is way too slow and you have such a barebones moveset at the start of the game to justify me starting over AGAIN. I was exactly halfway through the game, I got to level 10, before I figured this was too much for me. But now I need to take the time to grind ALL my Mojo back again. Otherwise this is a game where you mash Square and maybe hold Triangle to break a guard once in a while, because there are not early-game combos that utilize the Triangle button mid-combo.

As an avid defender of Sonic Unleashed, they at least had the good will to give you a decent amount of starting options. Even by Mazuri, you'll have access to fun, diverse combos and a lot of combat options in general (grabbing and executes with QTEs, sprinting, light attacks, heavy attacks, all with variable range, good AOE/CC moves, a decent blocking/dodging system, a super meter for more damage and faster attacks). No offense intended to the game's fans, but for me, this game just kinda sucks no matter if you try to challenge yourself or not.

Most of the conversations I had seen of this game before really trying it said things like "Crash shouldn't look like this!!! Tribal tattoos?! That's ridiculous!!" or "Crash shouldn't be a beat-em-up!!", when the real problem is that the game isn't fun to engage with at a higher level. I am VERY receptive to change, as I've hopefully made clear by embracing the new artstyle, the rebooted continuity, and the Titans. I see what others like about it, and I understand how people who did grow up with this game without caring about pre-Radical Crash love it. Maybe when I'm having a better day, I'll give it another shot on Normal.

I give this a 2/5, but honestly, 2-star games are still ones I derive some enjoyment from even if I fundamentally dislike the game design execution or if the game drives me mad with its unfunny writing. I can understand why the biggest of Crash fans of the 00s LOATHED this game. It seemed like an indefinite replacement for the games of the original series, and especially a replacement for the classic linear, box-breaking, almost-collectathon gameplay of the PS1 games. I think now that we have the benefit of games like N. Sane Trilogy, Nitro-Fueled, and 4 that (hopefully) revived the franchise's roots, some might be able to appreciate this game as an experimental spin-off. I certainly do, even if it clearly is not made for me.

I thought sleeping for the day inside a house would help restore my HP, but every time I rest it keeps going down instead.

Second verse, same as the first; just more polish, breadth, and even an even slicker feel. Shank 2 is nothing revolutionary, but it's a solid modernization of the beat 'em up for its time. If you only play one of the two games, play this one.

This review contains spoilers

RIP to Iguazu but I'm built different

This is without a doubt a vast improvement upon the original Mega Man in practically every aspect. While I had an absolutely dreadful time with the original Mega Man, I actually had a pretty pleasant time with Mega Man 2. It wasn’t some stand out, blow me away type game, but for what it is, it’s honestly pretty fun.

Level Design is where the game vastly improves, though I definitely would say it’s not 100% perfect. There’s some areas that conceptually seem fun, having to dodge or avoid instakill objects, but they’re vertical segments, and the transitions between sections interrupt the flow of things. I think the parts of levels that I disliked most weren’t cause of platforming this time around, but more so enemies. That one bird enemy that drops an egg that spawns like, 10 baby birds is the bane of my existence. And as well, this is just a major pet peeve of mine, but enemies respawning off screen was annoying at times, especially if its one of the tougher enemies, like the Sniper Armors in Flash Man’s stage.

Almost every boss is pretty solid as well. Much like with the first game, typically the first robot master you fight is going to be the hardest, as you won’t have their weakness. I honestly can’t imagine not doing the fights without that robot master’s weakness, sometimes it feels absolutely necessary. Especially in the case of Quick Man, he feels way too fast to deal with without his weakness. The Wily Castle bosses are just as easy, aside from the boss of I believe it was stage 4, which that boss just feels cruelly designed. That boss requires some thinking to figure out how to hit all of the sirens, which is fine, but every so often each of the sirens will shoot at you, and it was way too fast to react to. Aside from this and the one robot master though, the bosses were actually kind of fun to figure out, even if they were slightly on the easier side.

And I’m so happy E Tanks are a thing. Just being able to heal back to full as long as you have one is really nice, and can help ease some amount of difficulty that the game has otherwise. They seemed somewhat generously placed throughout the game, which helps a lot too, even if you can only hold 4 at a time.

Yet again, this game is a vast improvement upon the original in practically every aspect. I actually had fun playing Mega Man 2, though that being said it didn’t blow me away in any degree. I do wonder what the next Mega Man games would be like, I’ve heard complicated things about Mega Man 3, but I don’t know anything beyond that. But Mega Man 2 was a pretty fun time overall.

it's not great, but for being Nintendo's first attempt to bring an NES quality game to the Game Boy it works well enough and has some quality ideas

I should've quit this game when I saw the first thing that the game shows you was: "A Final Fantasy For Fans And New Players"

This should've either stick to being a side game as the original plan or they should've put this into the online-only mmo FFXIV as an expansion.
The game is already an mmo-minded offline game anyways with all of its unnecessary collabs and having all the other Square games' music to listen to in the car's radio...

There's literally nothing positive this game has gameplay-wise:
Battle-system is trash you either hold the attack button or the block/dodge button and that's it, camera is literally the worst game-cam by far and nothing comes even close, world-exploring and traveling is trash (they don't actually let you drive the fucking car wtf)

And apparently to understand this story you have to watch a Youtube series, a movie, play 4 different dlcs and you have to do these in between specific chapters!? (which there's no way you can know this without looking it up online)
I didn't do any, fuck that, the main game already killed all the joy I haven't had in me.

A bit of a mixed bag for me. Taking Sonic to an open-world format makes sense, but a lot of the tasks you're asked to do started to feel samey before long. Everything feels pretty nice control-wise, but the gameplay itself got a little stale the longer it went. Probably got halfway before I had my fill. It’s a decent game overall though; I probably just prefer linear Sonic. Shoutouts to the soundtrack by the way ---- some songs go way harder than most Sonic OSTs to date & really nail it.

This game is a bit of a tough one to score. There isn't a ton of content for its price, but it is still the best versions of Street Fighter II. I should also note that my experience with this game might be a bit skewed in some ways as I bought the Japanese version mistakenly believing there would be an English language option, so now I am stuck viewing this game in either Japanese or simplified chinese. As I can not read either of these two languages, navigating menus has so far been a bit of a challenge for me.

What most significantly improves the game are definitely the new controls. Whatever Capcom did to this game's input reader is incredible. Unlike other versions of Street Fighter II, I almost never drop inputs, it's like the game somehow always knows exactly what i want to do. Pulling off combos also feels significantly better and easier. I really couldn't tell you what exactly has changed here as I know very little about the technical aspect of fighting games, but I’m always able to perform my inputs as well as pull off cool combos I have never been able to do before when playing this game. It all feels great.

This game's presentation is also top notch. The menus all look great, and you can even scroll through a big slideshow full of nothing but amazing art of the whole Street Fighter series. New screens have been added for the transitions between menus and gameplay, and every stage plus the character select screen has a completely redrawn background. Each character also has a redrawn higher resolution sprite. I actually didn't love these new sprites at first, but over time they’ve really grown on me. If you really can not stand the new graphics however, you do have the option to revert them back to be the same as the original game. Most of the music has been newly remixed, and just like in the original Street Fighter 2, and it all sounds amazing.

The lack of truly new content is really what hurts Ultra Street Fighter II the most. Arcade, versus, and training modes are all offered within the game, however they are essentially lifted directly out of the original Street Fighter II aside from some updated cutscenes for each of the character endings after beating their arcade mode. While there are two new characters, they are both just slightly tweaked, reskinned versions of Ken and Ryu, who obviously were both already found within the original game. The only new content that actually plays like Street Fighter is a 2v1 mode where you and another player or CPU can fight against a significantly buffed CPU opponent. It’s a cool mode, but not cool enough to justify the 40$ price tag on this game. There is however one more additional mode: way of the hado. It is unfortunately terrible and still does not make the game worth 40$. You play as Ryu in an open 3D arena and through motion controls you use shoryukens, hadokens, and senpukyakus to take down waves of enemies. There are two main problems with this mode. Number one is that the motion controls do not work whatsoever. In fact they are probably the least accurate motion controls I have ever used in any video game ever. No matter what godforsaken way you move your arms, Ryu does hadoken and only hadoken. Problem number two is that even if the motion controls did work, most of the time the enemies just stand still and stare at you, making this gamemode extremely boring.

If Ultra Street Fighter II was just a 10$ eshop game or something it would be perfect. Unfortunately as it is I can’t recommend dropping 40$ on it, but I must admit that it is still very enjoyable, and is most certainly the definitive version of Street Fighter II


I gotta admit, I was a little burnt out on XBC3 when I went into this, so I was a little worried once I started it. Imagine my surprise when not even 20 minutes in, I was already incredibly invested, and by the end, I didn't want it to be over. Future Redeemed takes every system that works from XBC3 and builds upon them in such a fun and satisfying way that it makes the gameplay loop maybe the most enjoyable in the entire series. Playing as Rex is quite possibly the most fun I've had in a JRPG, Double Spinning Edge is one hell of a drug. In terms of story, I gotta hand it to FR for being able to weave bits and pieces from all 3 XBC games, alongside nods to Xenosaga and Xenogears, and do it all so coheasively, its an enjoyable tale all the way through. FR doesn't add too much new music, but the pieces it does have all stand out extremely well, with the Final Boss theme in particular being absolutely insane. My last big praise for FR is its length, because it genuinely feels like the perfect length, its not too long nor too short, I never felt like my interest was fading, it really nailed that sweet spot. In conclusion, I'm feeling full of beans and I need XBC4 stat.

This game gets really interesting if you're aiming to create black pearls from the white flowers. The concept it's not fully developed imo, but also nobody has make it better except maybe Bejeweled, so this is obviously much better than candyCrush-likes

100% - All Exits

Chargin' Chucks are absolute bastards