Hard to dislike a classic like this. For a 90's run and gun, there's quite a bit going on gameplay-wise. The weapon fusing, the melee attacks and maneuvers (diving, jump kicking, wall jumping, sliding)...

And then you see the graphics, and you hear the music, and Treasure really was working hard here! Bosses felt a little spongier than I would have liked... maybe their health is inflated when playing co-op? Not sure.

The levels were cool to go through as well! Even the casino level was fun, though also quite painful due to the RNG LMAOOO

Me and my friend had a great time sharing pick ups, accidentally throwing each other at enemies, and beating bosses on our last bit of health! Gunstar Heroes is great.

Really is one of the greats of the genre.

Parry as a mechanic is simple to understand, fun to use, and has insane flexibility. So many ways to apply it, and it shapes a lot of the game. Serves as an interesting way to mitigate fireball wars too, when combined with building meter by doing normal attacks, even without hitting.

The soundtrack is classic, of course! Gives it a very different vibe from most games in the series, especially combined with the fluid and detailed spritework/animation. 3rd Strike still looks jaw dropping even now IMO.

I appreciate the sentiment of the super art mechanic, how they balanced supers by giving them different meter lengths and maximum stocks... But as a Ken player, the other two supers are so weak that you always pick Shippu Jinrai. I use Shoryureppa often, but that's just for the novelty of not always doing the same low-damage kick super. (Shippu is still broken and crazy useful though LMAO)

This game's still one of a kind! Go to Fightcade and play some matches, It's a great time. even if some of the characters deserved to be better balanced LMAO.

A solid 2D platformer!

Music was good, the visuals are also good in general, although the cutscenes specifically look insanely good!

Gameplay is what you'd expect of a 2D ninja platformer. You walk, you slash, and you unlock a few tools for extra movement.

The power-ups and new skills you get are really fun though!My favorites were the dash slash with insane forward movement, and the "swag blade" A rolling yoyo that spins around you. It actually has momentum implemented, so you can hit it or jump to shift the arc it travels around you! I got much more I liked, but I don't wanna spoil it all.

Story was definitely trying to be at least a little more than a footnote, but eh... It wasn't doing it for me. I just wanted to keep playing.

Game felt more on the easy side. Difficulty can spike up a little sometimes, but it never felt impossible or not doable, and you can shred bosses really quick once you know the pattern

One of my 3 favorite games of all time, and easily the best Sonic game of all time in my opinion.

I've been playing this since i was like, 10 or something, back when Vista was the current Windows OS... so I admit, I'm ridiculously biased:

The game perfectly translates 2D sonic into a 3D space, the bright colorful world with simpler 3D graphics makes everything look beautiful and charming. The music isn't the best I've ever heard, but it's fine and works well!

Controls feel great. Your characters move fast, but are also easy to steer, so turning corners and rounding obstacles won't be difficult. On top of that, since it's in 3D, you can see hazards coming from a mile away and adjust. But at the same time, exploration and free movement around the level is possible and incentivized, to find items, medals, and access to special stages.

The mods and fan made characters/levels are insaneeeeee. Especially if you're open to older versions of the game: You have an insane backlog to try. But if you don't care, the main campaign is a fun level-based romp with plenty of platforming and running to do.

The way vertical camera movement works is odd and not the best, but you don't really need it to be. Left-Right camera movement is perfect and will get you through the levels just fine.

I could write an essay on this game, I genuinely love the hell out of it.

It can run on a potato. it's a game that's been available since like, almost 20 years ago . You have nooooo excuse. Try it!

It's okay I guess.

Looks and sounds great! Especially with the upgrades made here... and the new characters add more to the game. I had fun using Yaksha's special attack to grab people from far away and throw them. Just for a little bit

But the gameplay is just too simple imo. You walk from left to right, do your basic punch combo. Ocassionally throw or do a jumping attack.

I had some fun juggling enemies in the air with Kunoichi when I could, but there's not enough complexity or variety in the movest. I found the gameplay to still be uninteresting.

It'a a beat em up from the 90's, the story ain't gonna save it. And you can finish it very quickly.

If you're itching for it bad enough, get it on sale. It does at least go pretty cheap.

I ended up going crazy on the keyboard, so this is a very long one LMAO:

Guilty Gear Strive is a game I used to think I hated and wasn't fit for me, but after coming back to it for a bit, I actually think it's cool!

Strive marries the high damage, over the top action and characters of previous games, with modern quality of life and polish, though it does tone some stuff down at the same time.

Gonna be using some fighting game lingo, so if you're confused by it, you might try googling "infil glossary" (https://glossary.infil.net/)

Easy stuff out of the way first:

I actually like a solid amount of the soundtrack. Call it a "guilty" pleasure if you want, but I don't mind leaving "Find your one way" on loop, or hearing some of the others.

Graphically: Compared to Xrd, I would say Strive is less sharp and less saturated, but has more detail... Both in animation and in still images. I like it, but I understand why you might prefer Xrd's aesthetic and animation. I think I do too.

Strive's tutorials and training mode functions are also excellent. The training mode functions a little behind the newer games, but not by much, and there should be mods out there to add stuff like frame data displays.

I have not tried the single player content much. It seems not worthwhile. I like the characters of Guilty Gear more for their aesthetic and interactions in fights... So I don't find myself caring much for what's happening to them in this chapter of the visual novel specifically. Not much else to do when I'm playing alone other than training and combo challenges.

Now on to gameplay (from my perspective as a not-so-good floor 10 Sol player):

Strive has slowed down air movement a bit. It's clear the game has added some lag at the start of a forward air dash, and probably shortened the travel distance a bit. The same for air momentum in general, like after dashing and doing a super jump.

Yet it's also allowed us to block out of dashes without FD, and also given us a dedicated Faultless Defense macro (not just one that presses two attack buttons for you) which makes FD braking more consistent and easy. The dash macro also benefits grounded dashing more than aerial dashing IMO.

When combined with more limited gatlings and attack cancel options, and all of the character being toned down in general, this leads to the game feeling more focused on whiff punishes, grounded footsies, and short stagger pressure. (Note: this has always been in Guilty Gear, I simply feel it's even more important now than it already was.)

When you don't have roman cancels to back up your neutral skips, you'll be relying on dash block/FD braking, and dashing into a neutral jump while you are distant from the opponent (holding FD on the way down) to gauge how your opponent keeps you away, checking any reactable whiffs using Far Slash, or using Sol's 6HS (Forward Heavy Slash).

Your best bet to catch jumping opponents is often to just stay grounded and hit them on the way down. You can't Air Dash from long range to intercept them, nor use it to jumpscare people when you play neutral.

Jumping defensively, and doing instant air dashes, is still an important part of the game though, you'll just be doing it more carefully, and it won't be as hard for opponents to catch.

Once you do get in, you can't go from your punches to your far slash or sweep, nor from kicks to far slash. your slash attacks in general also can't go into as many things... So the button you start your blockstring with is a more commital decision.

It also means you have less opportunities in your blockstring where you can threaten to stop and restart your pressure.

I think the nice way to put it is that Strive feels more "intentional". Character/Game tools can still have many uses, but it feels like those uses were all ones intended by developers, and there's less room to experiment and create your own new tricks. This is likely how the game has managed to feel a little more balanced, and polished... I do think we lost something along the way though, as previous Gear games felt like a canvas where the player could paint whatever they wanted. You might consider that a worthwhile sacrifice though depending on your preference.

Either way, the damage you can do is big, the roman cancels can do a lot for you, and offense is still the name of the game. in my opinion, character gimmicks are still present and unique, even if not as crazy as before. And the game still wears it's rock/metal influence on it's sleeve. A lot of what i associate Guilty Gear with is present. I consider Strive to still be a Guilty Gear game.

So lemme get the obvious stuff out of the way: It looks and sounds fantastic! Peak arcade-era SNK. the run and gun gameplay is also very pick-up-and-play, easy to jump into it.

To be honest, I found it very comfy to play with a friend using infinite credits. I have no illusion of being "good" at the game.

But it made me happy just casually going through all the levels and cutscenes, chatting with my friend and enjoying the crazy setpieces, or goofy details like being able to become mummies. Surprisingly fun game to hangout in and chill LOL.

The most literal example of the term "Anime Street Fighter"

Alpha 2 functions a lot like Street Fighter 2 Super Turbo. No dashes, combos in general are very short and simple. Most of your gameplay is walking back and forth to bait the opponent into missing an attack, hit them if they try to jump at you, and try to approach the opponent/keep the opponent away from you.

Combined with the excellent music and very nice pixel art graphics, this makes it very fun and approachable for a beginner. Especially with how many mechanics games have these days, Alpha 2 can be refreshing in how barebones and basic it is.

Once you get invested though, you can start to squeeze a little more out of it, by learning to use the Custom Combo mechanic to perform fast high damage combos like what you see in Guilty Gear or Blazblue.

Samurai Shodown V Special is pretty slim in terms of what it offers casuals with its arcade mode. But I'm not one to play fighting games that way.

As a multiplayer game, Samurai Shodown V Special is one of the greats of the genre.

The presence of both Time Slow ("State of Nothingness") and Rage lead to some interesting planning and decision making. Generally to make the best of one, you have to weaken or not use the other. But in a pinch, you might still use time slow even when you spent the whole match focused on rage. Or you might rage explode to avoid dying, even if you end up not getting anything from all the meditation you did for time slow.

This sets the game apart from all others in the series when combined with the dodge button and all the different maneuvers they tied to it. Hopping in place to avoid and punish a throw. ducking or rolling to go under fireballs. meditating in place to build up power for your time slow.... it's great

Samsho's hard hitting attacks, plentiful game mechanics, and atmospheric music lend it a beautiful and still unique flavor to this day.

Game's pretty jank though. Probably would have benefited from some extra polish and dev time. But it's not like there's any money on the line when you play it. Just enjoy it and embrace the occasional quirky interactions between attacks.

Easy for beginners to jump in and start swinging big Heavy Slash attacks that do tons of damage. Fun for experienced players to master the many tools available and learn how to bluff and bait their opponents into missing their attack and being struck down.

Extremely entertaining and interesting fighting game, nothing else quite like it in the market.

The amount of flexibility you have with how you move in the air leads to a lot of emphasis on jumping and hitting people out of their own jumps.

Thanks to the moon system, and all the changes in each moon version of a character, the game basically has 93 distinct character, who all work differently from each other.

Might be the best fighting game soundtrack of all time, covering a wide gamut of genres, and all of the songs being bangers.

Graphics are a bit of a weak spot. The game doesn't look bad... Just not great.

Get the fan-made "Community Edition". it offers superior online play and tons of extra features.

Not my favorite fighting game, but probably the objective "best" of all time.

Flexible game mechanics that allow you to express yourself with how you choose to fight, a great blend of single player and multiplayer content for casuals, but also tons of useful tools and quality of life for hardcore players seeking to improve.

Game looks very good visually as well, while also having a great aesthetic and flavor visually.

The music's kind of a snooze-fest IMO, but I think it's over-hated. Not THAT bad.

Admittedly though, I suck at this game. Even though I play much faster anime games, I fail to keep all of my opponents options in mind in this game. Drive Rush and Drive Impact mean that every character has at least two powerful options they can jump scare with from mid-range, on top of jumping. So it can be mentally taxing to juggle it all without forgetting to move around their normal attacks.

It's sooooo goooood, and I wanna recommend it soooo baaaaaaad.

It has my favorite battle system of any JRPG, with fighting game/beat-em-up influence, Motoi Sakuraba was going crazy on the soundtrack, and the characters/world/story were very cool and unique in my opinion.

But the game has a lot of mechanics and ideas that I haven't seen very often, and which you may not understand on your own. Stuff like how to fulfill certain requests Freya gives you, or what certain items and skills are for. The game tells you enough that you'll feel dumb for not getting it, once you understand it. But for me at least, it wasn't enough to actually get it while playing through.

Without spoiling story, there are also multiple endings, but only 1 of them is the full and satisfying conclusion. The requirements to unlock it are specific, and you'll be working on it as you progress through the game. So unless you're willing to play the whole game again after inevitably getting a different ending? You'll want to read the Gamefaqs "best ending guide"

With that said, based on developer interviews, this kind of game design seems intended. For someone willing to dedicate that kind of time: The game may prove a really satisfying and fascinating gift that won't stop giving. Whether you choose to use FAQ's and aim for the best ending, or go in blind as was intended, I hope you'll at least try it. It's a great game.

DO NOT PLAY ON EASY MODE! You get less content to play through, and are not able to get the true ending at all. Just play on Hard mode for the full experience.

Really cool character action game!

Coming from the DMC series, I can appreciate how the game emphasizes movement and positioning over having a diverse moveset. Combat is mostly about dashing into an enemy, attacking and killing it, then dashing over to the next one, while making sure not to have your attack blocked. It leads to snappy and addictive gameplay, where you're rewarded for being quick.

Not gonna lie though, the bosses are VERY easy to cheese. Once you understand the game mechanics, and get comfortable with stringing attacks and dashes together, you'll be racking up a high amount of kills to power you up, and then taking out like, half the boss's health bar in one hit. It's not bad... Just funny after watching a cutscene build them up.

I think the game is at its best in regular stages and encounters, where you pick out which order to kill enemies in, and weave through the mob to do so without getting hit.

Not surprising, but the story and voice acting is pretty poor IMO.

Game's peak, play it!