I think this series' relative obscurity now is less a mark on its age and more a testament to the frankly absurd amount of quality releases, not just from Capcom, but from a lot of developers during the 6th generation of consoles.

It's a short one, and on the easier side if you're used to the fixed-camera Capcom games of the era, but it's still a lot of fun while it lasts and is worth playing if you want something that sits somewhere in the middle of Resident Evil survival horror and Devil May Cry stylish action. There is one section that is just cruel (if you know you know), but honestly, in an era where you can just look it up in two seconds, it's hardly worth getting upset over.

It's a shame this didn't sell well enough to justify porting the rest of the series over to modern platforms, but at least we got something (which is more than I can say for most companies regarding their legacy output...).

People act like this game is an affront to God when the reality is that it is just a so-so puzzle game that only lasts around 30 minutes and may even give you a seizure if you ask nicely. So many worse games than this.

The final mainline Twinbee game, Yahho! is not just the best game in the series, but a perfect send-off for the franchise. Every issue I've seen leveled at the other Twinbee games, from the confusing power-up system to the poor weapon options, has been remedied here which when combined with the stellar presentation makes this one of the best-looking and feeling shmups of the 90s. It may be a little shorter than other games in the genre, but every moment is just sublime distilled FUN. It's absolutely criminal that this has not been given a proper western release. Play it now!

This is a fascinating game, a real product of its time that would never happen now due to corporate control over licensed properties - It's definitely a rare case of the official product feeling like a bootleg. The game itself is pretty rough if ambitious, but as a product of its time, it's pretty wild to look back on and see how this Japanese team made their own spin on the Turtle brand.

The emulation for the Switch version at least is just lousy, with some horrendous input lag that makes some games nearly unplayable if you're used to how they play normally.

Stay away and play the SEGA AGES versions, or the Mega Drive NSO pack if possible. M2 handled the emulation for those and they are a much better preservation effort than whatever this is. Quantity doesn't equal quality, these games deserve better than this.

You could've played literally anything else but curiosity drove you here instead. Shame on you, and shame on me.

MSX games seemed destined to be forgotten which is a shame because this is a completely original Gradius experience, with hidden bonus stages, an expanded upgrade system, and even somewhat of a story. The lack of smooth scrolling is an unfortunate reality of the system and having to play through the game twice to get the final boss is just classic '80s padding but it's still a fun time. I'd say it's worth playing if you really want to try every Gradius out there.

Kane & Lynch: Escape 2 Africa's recent reappraisals might be giving it a bit too much credit, but there's an undeniable charm about a game that is so committed to a particular aesthetic or theme, especially one as dour as this. It's about 2-3 hours of misery-porn that won't appeal to everyone, but it has a certain crowd.

I really need to learn to not be baited into playing kusoge by the allure of pixelated cheesecake. This is an awful game that is so choppy it will probably make you sick. (I give one star because I did in fact receive the promised cake)

Once you get over the learning curve of the controls (it actually feels really good for 85), you'll find an early example of a precision platformer that treats you like an adult, requiring mastery of its (frankly limited) systems to succeed. You'll be repeating the first few screens over and over, but you'll find yourself getting a little bit further with each attempt. Just don't focus on beating it as quickly as possible, a perfect run is only about 20 minutes long. It's truly the Dark Souls of platformers ;)

Seriously, give it a go. A complete run of the first loop will take a while, but it's really not as intimidating as it might initially seem. There's a reason this game has stuck in the minds of Japanese game fans. I would have been all over this if I was a Famicom owner back then.

Go Pulseman! Go out and zap to the extreme!

I'm going to disappoint some people but I really didn't care for Pulseman. I mean, the graphics, art direction and music are all top notch but the actual level design just can't keep up, even feeling like an afterthought. Sometimes the levels are way too barren, sometimes they are way too cramped, everything just feels very basic and block-like in design with very little actual challenge. As something to look at, its stellar, but the reality is gameplay wise, it's a pretty basic platform game. It does feel like, at least to me, that Pulseman is 100% carried on its aesthetics, developer legacy, and lack of real release outside Japan. Unfortunately average.

Honestly I think this games reputation for sadism has been exaggerated by the fact that most have only played the busted outsourced NES version (Thanks for nothing, Micronics). The arcade original, while still extremely difficult feels logically and fairly designed. Its not going to change your mind if you dont like this type of game, but atleast, if you're going to give it a go, make sure you play the right version.

The "one last thing before I kill you" speech is hilariously long. The villain dumps the entire plot on you at the last second, in such detail, that it feels like the script writer was using it as an act of vengeance for no one taking it seriously. I thought it was going to end like 3 times, but then it just kept going and going.

Oh yeah, game good too, Naxat Soft out here doing some of the best sprite-work on the system, and of all the SHMUPS Compile made, this is definitely one of them.

I think 2010 was an interesting transitional era for western game design, as studios that wanted to develop more "cinematic" works still felt compelled to base their design on what worked in the PS2 era, I'm talking about games like Prince of Persia and God of War. Modern cinematic design wouldn't really find its footing until The Last of Us in 2013, and I think if Enslaved came out now, it would 100% be a behind the back style action game like those new God of War games.

This is all preface to say that Enslaved is a very pretty game, but with all of the gameplay simplified to a point of feeling like its there out of expectation, rather than do anything interesting with it. Automated platforming, simple combat, and puzzle rooms are underscored with dynamic camera zooms and Uncharted-esque set-pieces. It feels stuck in-between two eras, which is appropriate considering it came out right in the middle of the 7th gen.

I think it's an interesting experience, but it feels "Enslaved" to what was conventional at the time. A shame really, I think if it came out a few years into the 8th gen, with the aforementioned behind the back style, it might've done better.

It's not perfect, but for the first time in years I'm actually hopeful for the future of the franchise, and I immensely respect what this game is trying to achieve. The writing alone makes it abundantly clear that the damage made by Pontac and Graff isn't irreparable. SEGA may not deserve Ian Flynn, but I'm so glad he's here.