I really enjoy that a narrative is added, however slight. The length in this one is just right, solving the tedious retreading of robot masters from 3 by adding Cossack's castle. The weapons overall feel more useful than 3 but still don't live up to the fun or memorability of 2's. Bright Man's power is totally useless outside of draining it on Pharaoh Man. The UI finally got it down though, as switching weapons is smooth and quick (you can finally do it while jumping!).

Then there's the charge shot. This really hurts the pacing of classic MM. You can tell enemy HP is designed around it, and it makes most of the other weapons pointless to switch to. I'm not sure if it's due to charge shot, but the level design also really lacks the sense of urgency the series had before (i.e. Gemini Man's level). Levels are slow and honestly, frustrating to plow through with endless spikes and pits.

The series has always punished players for jumping before looking, but the enemy placement in 4 has virtually every enemy aiming to drop you straight into a pit. There are also some ridiculous enemy design's/counters (Whopper on Ring Man's level) that ended up making me feel frustrated in an unfair "this is a bullshit simulator" kind of way for the first time in the series.

My other main qualm is with the design choice of the final level. After the boss gauntlet, Wily's 2nd form is an absolute slog to power through without drills. For the first time in the series, it HEAVILY punishes you for not playing conservatively with your weapon's against the robot masters in the gauntlet. Wily's 3rd form has a similar issue where you have to farm Imorm's to refill Pharaoh-shot to full if you used it in the Ringman fight. Difficulty is fine, but these decisions are baffling since they weren't in place before and would easily be remedied with a couple large Weapon Energies.

I ripped into it, but I did still enjoy this one. Toad Man and the acid rain is awesome. The length here is PERFECT due to having 2 castles and new characters. The OST is still enjoyable but imo the worst in the series up to this point, except for Skull Man's theme which slaps.

I'm conflicted on 5, because I really enjoy playing through it but there are some huge caveats. It lacks a lot of the frustrating bullshit found in some of the previous games; there is way less reliance on insta-spikes, pit enemies, and high health drones that force you to use your charge shot tediously. On the other hand, it has maybe the absolute worst weapons in the original hexology and the robot master skillsets are a little underwhelimng. The megabuster is the best weapon to use 99% of the time, charge shot or otherwise, and is even the preferred weapon for the lackluster final Wily boss.

The level design is also fairly bland and very "hold right to win" on some levels, very specifically Wave Man's. Cool concept, bad execution with the boat. There's also a way higher reuse of enemies, frequently just putting them in a vehicle that matches the robot master and filling a level with them.

Despite the misgivings, it's pace is quick, controls and gameplay from start to finish are consistent and tight, Proto Man being the "enemy" is cool, and most important of all, it still just feels fun to play. This ones Wily's Castle is one of my favorite ones as well. OST is better than 4's. It doesn't break new ground in the series, but it's an enjoyable and it's vastly over exaggerated how bad it is compared to some other entries.

I cannot believe Dr. X is actually Dr. Wily.

Anyway, this one is my favorite. I really love the changes made and the Rush adapters are fucking cool. Tedious to switch between, but Rush Jet adapter is SO fun to use and this is the first entry where Mega Man's armor changes along with them so it feels significant and gives more incentive to change.

The game is comparably easier than virtually every entry before it, but the level design isn't as uninspired as 5 and there's more variety. This makes it almost comforting to play, which is a different but welcome Mega Man experience. The world tournament concept is neat and allows for some really memorable robot master designs as well. Weapons all feel fun competent (except for plant shield, but when are the shields ever worth using?). I really love some of the Wily OSTs in this one and find them stuck in my head frequently.

As a final entry in the original 6, it's a little lackluster, especially the final Wily being virtually the same as MM5's but easier and him just going to jail at the end lol. Overall as a stand alone title though, I love the concept, level designs, adapter additions, and fluid, comforting gameplay so much that this one is my favorite.

X is a near perfect platformer. It moves along with an absolutely astounding soundtrack, phenomenal theming, and progression-based upgrades driving the game. The weapons all feel fun and useful, which is something the classic series really struggled with on the NES.

X is a game all about improving, and the player growing alongside X feels so fluid and natural that it's hard to beat. Sigma is difficult final boss that leads to the kind of catharsis you can only get from games like this once you finally get that last hit in. My only change would be to have the dash be default.

Silent Hill 2 is a classic that I don't think can ever be trumped for me. This is my top "Games as Art", and a large part of that is because it exists in such a poorly aged time capsule. So much of the game's charm comes from clunky controls, technical limitations, and unintentionally bad CGI. These things just can't be replicated in the same earnest way on modern hardware. But here? They all work together in a cacophonous harmony to create the most beautiful and cinematic nightmare you've ever experienced.

It's such a haunting and melancholic ride that takes advantage of the medium; you being in control is integral to the dread, sadness, and confusion of the journey. Everything is so horrifying yet painfully heartbreaking, all wrapped in an atmosphere that never gives, accompanied by a wonderfully unique soundtrack. Masahiro Ito's art direction here is top of the line in this industry and in my opinion, hasn't been met head on since. The entire game from start to finish is lightning in a bottle. It's never subtle with its thematic musing on guilt and punishment, but that lack of subtlety is by design and so, so stylish, integrated perfectly into the aesthetic of the town.

The Enhanced Edition on PC is legendary, and absolutely the best way to currently play the game if you aren't just opting for accurate PS2 emulation or the original game on a CRT.

Not that bad honestly. It's enjoyable if you go in with an open mind and the side stories are actually decent and add some legitimate depth that was needed to make the characters more than walking tropes and themes. I don't think this was ever supposed to be some damming deconstruction of VNs like some argued, but I see how it could hurt perception of the medium for first time readers (of which Doki Doki had many of).

For a first foray into the medium, I think Dan Salvato did a pretty solid job. The writing can be a little too tongue-in-cheek but it never REALLY tries to hide or act like something different than what it is despite the cute veneer; a short story with some meta horror aspects and a slight focus on mental health. Honestly, I do still think it would have been a much better story if the meta stuff never kicked in and it stayed a genuine story on handling grief and recognizing mental illness.

2020

Haak cements itself firmly in the upper echelon of metroidvanias. The level design may seem uninspired visually, but the absolute confidence and fluidity with which the gameplay is executed lends well to the simple 2D world. It just feels good to play, with snappy mechanics and movement, both of which are so important in a 2D platformer of this scale, as you'll be spending close to 25 hours to achieve 100%.

There's a stellar map system, progressive upgrades, and a proper teleport system that leave you with close to zero secrets left to find after the final boss, which is a massive plus in my book. The game respects your time, and by the last leg of it you have and are able to utilize Haak's entire toolkit to its fullest, rather than snagging the final upgrade or two when there's nothing left to do. Bosses, enemy variety, and combat in general aren't particularly satisfying, nor where the game shines. Enemies are to be looked at more as platforming obstacles, and there isn't a single difficult fight to be found. The exploration, platforming, and engagement with the tools provided to you are where Haak really shows its prowess.

The UI is entirely readable and follows general common sense design, and there are close to zero bugs. There is a story here and it's not uninteresting, but the translation is incredibly stifled, which ended up being the only other detractor in my experience; there is no word of mouth at all in English for Haak. It's readable, but you're almost better off skipping the text unless it's improved; just let the gameplay speak for itself. Some may not be able to overlook this but the atmosphere, world building, and superb execution of mechanics are more than enough to wash down the lackluster translation.

One of the most enjoyable gacha I've played, with a story that is surprisingly good for the genre. The art is gorgeous, and the active chess-like gameplay is addicting, especially when you add in real-time PVP. Unfortunately, extreme power and feature creep make it just too expensive to feel gratifying to keep up with.

Always feels bad to drop a game permanently after putting 200+ hours into it, but C:S started to feel like it was trying to fleece me despite feeling relatively fair and generous for so long.

I'm not usually too big on retro FPS/boomer shooters but Cultic blew me away and stands on its own amidst the comparisons to Blood. It facilitates slower, strategic play, and really encourages switching through weapons, playing to their strengths. The level design is top notch and never overstays its welcome. After warming up to the mechanics, you can continue playing slow and deliberate, or you have the freedom to go full Doom Eternal, strafing through the levels to a gorgeous soundtrack while being encouraged to flip through your diverse arsenal, accompanied by the screams of burning robed cultists left behind in your wake.

The controls are tight, and enemy targeting isn't hitscan, which encourages you to take advantage of the fluid movement baked into the game. It really is whatever you want to make of it, but it's always at the very least badass and great to look at.

I remember renting this game from Blockbuster back in 2008 when it came out, and on the way home I had to shit so fucking bad that I was begging my Mom to drive home faster. I literally was in a half-standing stance in the backseat pleading with God. A moment that makes you truly realize time is a construct and that 5 minutes isn't always just 5 minutes. It was the kind of sweaty, painful, and restless experience that you never forget; I couldn't believe I didn't shit my pants.

Anyway, I remember that experience more than this game because it was so bad. You know a game sucks if even as a Sonic-obsessed kid you just have no interest in it.

Memories of 12 year old me watching George Lopez at 1am while playing Bomberman Land Touch! plague me at night when I can't sleep.

This game is utterly bizarre. It's totally narrative based, and there are a lot of straight up weird sequences, events, or characters that make the game feel totally alien all the way up to the end. I remember being immensely creeped out playing it but not hating the experience. It's a very contained game with very little to do overall, and its age really shows compared to some of the other shining DS titles of the same time.

If you tell me you like this game I immediately no longer trust you. Feels like shit to play, looks like shit, and has this awful card system. All it did was make me go back to L4D

Enjoyed this more the further along I got with it but it's still missing something. The spirit system adds nice variety but the movement and combat are very floaty. The general aesthetic is nice but the level and map design are just not there. This ends up making the whole game feel generic despite being rather well written, just like the title; Ender Lilies: Quietus of the Knights? You can't tell me that doesn't sound randomly generated.