One of the best game soundtracks ever, and the presentation in general is the definition of style. Feels great to play. The weird visual novel-y career mode is neat too, if a little underdeveloped. Would like a little more variation in the content available. I think that’s about my only problem with it.

My ideal way to play the original. You get some quality of life tweaks, plus, if you’re so inclined, the rebirth mode is a nice little extra for when you want something different. 2 is better, but 1 still holds up quite well.

This really feels like it shines on repeat playthroughs, and I’ve only beaten it once, so I don’t think I have enough authority to say much about this game. I do remember the believability of the puzzles being especially egregious in this one. RE puzzles are well known for being absurd, but the fact that any of these puzzles would just be found in very public areas is fucking insane.

Eager to try it again at some point, though.

This is one of my favourite looking games. The pre-rendered backgrounds are perfect and all the camera angles are beautifully composed. Thankfully, everything else about the game is great as well. I generally feel pretty strong disdain towards remakes and even I love this game. About as close to perfect as a classic survival horror game can be.

It’s not a stretch to say this is one of the most influential games ever. It still possibly has the best gunplay of any third person shooter. The pacing is excellent. There’s tons of variety. It still looks really nice. The story is really fun. This shit is firing on all cylinders. It’s also perfect for when you can’t think of anything else to play. It gets a little weaker at some points on the island, but given how consistently brilliant the village and castle sections are, I can excuse those faults. And the island is still mostly really good, anyhow.

Good game.

It’s really fun until the guys with guns start showing up. The quality of the game dips pretty hard at that point. Additionally, as fun as it is, it’s very similar to 4, for better or worse. I find the writing to be disappointing after 4 as well. Gone is the goofiness of 4; it’s replaced by a much flatter script overall.

I wanna shout out how beautiful this game still is, though. I genuinely like the green filter. It adds a lot of character. It’s clearly made with it in mind. And I also think this has some of the best motion blur in a game. It looks awesome. Things like this draw a lot of ire from gamers, but they can be used well, and I think the implementation here is proof of that.

It’s a great romp, particularly with a friend. Definitely recommend.

I’m not sure if I’ll ever finish this game. I actually think Chris’ campaign is decently fun; it’s the only campaign that feels like it really takes advantage of the new mechanics in RE6. After completing that campaign, I played Leon’s and had next to no enjoyment with it (except for the guy that turns into a T-Rex; fucking hilarious). Even in co-op I cannot enjoy this game. I think I hate it. The fact that there’s a lot of cool ideas gameplay-wise just makes it worse. It stinks.

I would say that like 90% of why I like this game is the art direction. I love grimy, slimy, sweaty, dirty ass aesthetics like this. Real Texas Chainsaw Massacre vibes with this game’s visuals. It’s a strong contender for my favourite RE art-wise. It’s also the most grotesque RE by far, which I love.

I think the first half of the game captures the spirit of classic RE relatively well. I really like it. I can’t quite explain why, but the second half is a lot less interesting to me.

I love the tone, too. Quite Evil Dead-esque.

A nice return to form after 6, if not as good as it could be.

I don’t dislike this game, however I don’t love it like most people seem to.

I recall not being a big fan of the way the game looks, in particular how dark it is. I don’t really know how to explain it; the darkness felt like more of a nuisance than something that enhances the spook factor. And it’s pretty washed out, too. Not terribly pleasing to look at.

Mr. X is pretty easy to just run around or away from; he’s too slow to be a much of a threat, and his omnipresence just makes him bothersome to deal with. I think the way he moves fast in unloaded rooms and whatnot is a little annoying too.

I think the separate campaigns are extremely under-utilised. The zapping system from the original isn’t expanded upon at all, and the B run gives rise to a ton of continuity errors. Continuity between the two campaigns was also questionable in the original, but there was enough differentiation between them to distract from it. Here, you don’t even get different boss fights until the end. And the new playable Ada and Sherry sections I found rather mundane.

I’m not too sure how to feel about zombies being able to follow you into other rooms. I know it was a thing in RE1 Remake; it happened so rarely though, so when it did happen it was a genuine shock. It happens all the time in 2 Remake and it sorta felt like I was unintentionally being discouraged from exploration. (This is definitely something I’d have to experience again—perhaps I’d like it now.)

It’s the music in RE2 Remake that’s possibly the greatest transgression. The original’s perfect soundtrack is almost completely scrapped in favour of one that’s so low key, it might as well not be there at all. As such, the game is sorely lacking in atmosphere. The most frustrating part is that the new, late game action tracks are fucking excellent; why couldn’t the rest of the soundtrack be as good?

For positives: I think the first few hours (from arriving at the police station, to the car park after the first Birkin fight) are fantastic, my qualms with the darkness and the OST aside. I’m still very sore about not having a fixed camera and pre-rendered backgrounds, but if it absolutely has to be third-person, the first few hours are about as close to a classic survival horror experience I could hope for from a modern game. Those first hours, the sewer, and the lab all excel at almost everything that survival horror should.

Is it blasphemy to like this one more than 2 Remake?

I consider myself a pretty strong opposer to rereleases in all forms. What I like about this one is that it feels almost nothing like the original; a common, and valid point of criticism happens to be the primary reason why I like it so much. It’s much harder for me to compare it to the original, unlike 2 Remake.

Instead of a faithful remake, you get a pretty dramatic reimagining of it as an action game. It’s well-paced, looks great, the boss fights are really fun. It’s just a really good time.

I can see why this one is not very well liked, but given this current era of gaming where creativity is exceedingly rare, and rereleases keep our heads buried in the past-sand, it’s actually kinda nice to have one of those rereleases be nothing like the original. That’s my two cents.

This is my favourite RE since the series’ ‘revival’ with 7.

It has a lot of variety, satisfying progression and level design, great atmosphere (perfect winter game), some of my favourite art direction in the entire series, fun characters (Ethan is still pretty boring, though), one of the better modern RE soundtracks.

Elaborating upon what I like about it will take too long, and I’m in a lazy mood, so I’ll just say I love this one, and I hope it’s a sign of things to come for Resident Evil.

This game rules.

Everything about the way this game looks and sounds is just perfect, and that’s saying a lot this side of PS1 town. All the 90s post FF7 Square pre-rendered goodness you could ever want, plus surprisingly sophisticated, moody 3D visuals during gameplay. The soundtrack—that is equal parts fusion, electronic and pop—combines with the visuals to create the perfect atmosphere.

The story is bonkers; I don’t wanna spoil anything, just play it.

The gameplay is what surprised me the most. It’s RPG mechanics are remarkably fleshed out for something that, on paper, reads like no more than a novel idea. Car handling feels really good, too—deceptively so for a game that, once again, sounds very gimmicky. The game also offers a diverse array of events, from street races, to rally races, to drag races, to chicken races, which might be my favourite.

It could use some refinement; for example, I got the impression from my playthrough that, despite the potential for many different builds, many didn’t seem too viable, so progression felt pretty linear. I’m also not a huge fan of having to relinquish a random part of your car upon losing a random race (and maybe the event races as well? I don’t remember). It’s such a harsh punishment, I would almost prefer a fail state. Additionally, the collision isn’t great; I never got used to the way you bounce off cars when you collide with them. It’s very jarring.

All of that is pretty minor when you consider what Racing Lagoon does achieve, however. The presentation is firing on all cylinders, and gameplay-wise, it’s far better than something with a premise this gimmicky should be.

And seriously, I cannot stress enough how stylish this game is. It’s unbelievable; worth playing just for that.

I’m very much a stranger to dating sims. I went into this one attracted mostly by my fascination upon hearing that the characters were actually good, and that some dating sims are weirdly complex.

Love Plus isn’t really complex, but the first chunk of the game presents you with just enough mechanically; for better or worse, it won’t turn your brain into mush. And the characters are indeed quite well-developed, especially for something that could be interpreted as bait for desperate nerds.

I actually enjoyed that ‘first half’ of the game. Building your stats by planning out your day, and divvying up your time with each girl to learn more about them was a lot of fun. Once you finally do start dating one of the girls, however, I quickly lost interest, primarily because the game no longer gave me a clear goal to work towards—I like at least a little bit of railroading in more laid-back games like this.

This opinion may lead to some worrying implications about how I behave in relationships, but I swear I don’t feel this way in real life. You have to believe me.

Neat game. Not really for me. I may return to it someday. Who knows?

The job system does most of the heavy lifting here. Builds aren’t as flexible as they would eventually become in 7, Tactics, 12 etc. though you can get pretty creative in 5; there’s still plenty to sink your teeth into.

I would say everything else is just varying degrees of decent.

The story is serviceable (with some funny moments peppered throughout, at least in the GBA localisation), the way it’s structured is perfectly adequate, the visuals are functional, and the music is good—sometimes great—albeit not quite up to the standard that Uematsu set for himself on many other games, and there also just isn’t enough of it; perhaps it’s to be expected for a SNES game, but you’ll encounter a ton of repeating tracks.

That’s about all I have to say about FF5. I like it. I’ll replay it some day.

I was a little cautious going into P5R; not because of any preconceived notions about the game necessarily, but because it was hard for me to imagine improving upon P5 vanilla, at least in terms of gameplay.

Fortunately for me, Royal’s series of small gameplay improvements add up to make something that I think is somehow a good deal better than the vanilla version.

My biggest issues with P5 vanilla were all writing related, and sadly I don’t think much improvement has been made in that regard.

Some party members are still more-or-less benched in favour of others (Makoto gets so much to do, and I just don’t find her very interesting. The fabled ‘Atlus new girl syndrome’ I’ve heard about is also at play here, although I do kinda like her). Leading with the most despicable character in the game still robs the rest of the game of its weight. The game’s exploration of vigilantism flirts with the complexities of such subject matter—the morality of vigilantism and its ramifications—and then promptly forgets about said complexities, instead preferring an approach that’s very naïve. In the new third semester, they try to get a little more morally grey, but once again its exploration of the ideas it presents are quite simplistic.

Persona writing has always shined in its individual characters—explored through ‘Social Links’ and whatnot—and it’s still mostly fantastic here.

I think the level design could be a bit better, too. And all the hyper-contextual platforming linearises the levels a little too much for my liking. Also the grappling hook is pointless.

Everything else about Persona—the time limits, the life/dating sim elements, the combat, etc.—is as great as you expect; if you’ve played one, you get the deal by now.

It’s still not as good as P5 could be, but it’s about as good as it’s gonna get, and in this case, ‘as good as it’s gonna get’ actually means pretty amazing.

Edit: I forgot to mention Akechi is an edgy loser and I should be allowed to bully him.