MrBreada
1996
Sonic the Fighters is a bit different. It doesn't resemble any fighting game that I've played before, which made it stand out to me.
The game is very simple controls-wise. It has a punch button, a kick button, and... a block button?!
I'm used to a whole different brand of fighter, so a block button is unusual to me. But there's more! It's not just that your block, or rather, your shield, is activated by a button press instead of holding back. Your shields are a limited, finite resource!
Blocking is simply not something to overcommit to, 'cause they can also break! If it happens enough, you're defenseless!
If you're feeling extra risky, you can even sacrifice one of your limited shields and enter Hyper Mode, which gives you a little sparkly aura and makes you more powerful. Needless to say, this game encourages you to be on the offensive, and I think I like that!
Aside from the unique way they handle shields in this game (that I probably wouldn't want to be the norm in a fighting game, despite my intrigue), I found the game to be quite simple to learn. The console port has no Training Mode, which is regrettable, but the cast's inputs are not difficult to learn at all. I'd say there's several attack sequences that feel too much like you're mashing, though. That, plus the attack inputs just being (P) and (K) means that you could, quite frankly, play Sonic the Fighters with an NES controller. Probably be pretty good at it, too!
Enough about the mechanics though. I must also point out how lovely this game is to the eyes. It's so freaking kooky, dudes! The characters are polygonal, but not in the way you'd regularly see... they've got squares going on, man! My description doesn't really do it justice, so have a look. It looks spectacular, both in a still like this and as it moves in-game. The slapstick animation is something you just don't see every day, and it's a treat. Some characters have grabs that initiate very, very funny animations, most especially ones where one character uses another character's trait against them (e.g. Tails carrying you in the air and slamming you on the ground, or Amy pulling Espio's chameleon tongue out and whacking him in the face with it like a tape measure). It's a stylistic choice that honestly defines the game, and I do hope you get to see it in action. With friends, too, maybe? Fighting games are twice the fun when you play with your homies, after all?
The game is very simple controls-wise. It has a punch button, a kick button, and... a block button?!
I'm used to a whole different brand of fighter, so a block button is unusual to me. But there's more! It's not just that your block, or rather, your shield, is activated by a button press instead of holding back. Your shields are a limited, finite resource!
Blocking is simply not something to overcommit to, 'cause they can also break! If it happens enough, you're defenseless!
If you're feeling extra risky, you can even sacrifice one of your limited shields and enter Hyper Mode, which gives you a little sparkly aura and makes you more powerful. Needless to say, this game encourages you to be on the offensive, and I think I like that!
Aside from the unique way they handle shields in this game (that I probably wouldn't want to be the norm in a fighting game, despite my intrigue), I found the game to be quite simple to learn. The console port has no Training Mode, which is regrettable, but the cast's inputs are not difficult to learn at all. I'd say there's several attack sequences that feel too much like you're mashing, though. That, plus the attack inputs just being (P) and (K) means that you could, quite frankly, play Sonic the Fighters with an NES controller. Probably be pretty good at it, too!
Enough about the mechanics though. I must also point out how lovely this game is to the eyes. It's so freaking kooky, dudes! The characters are polygonal, but not in the way you'd regularly see... they've got squares going on, man! My description doesn't really do it justice, so have a look. It looks spectacular, both in a still like this and as it moves in-game. The slapstick animation is something you just don't see every day, and it's a treat. Some characters have grabs that initiate very, very funny animations, most especially ones where one character uses another character's trait against them (e.g. Tails carrying you in the air and slamming you on the ground, or Amy pulling Espio's chameleon tongue out and whacking him in the face with it like a tape measure). It's a stylistic choice that honestly defines the game, and I do hope you get to see it in action. With friends, too, maybe? Fighting games are twice the fun when you play with your homies, after all?
1995
Chrono Trigger is a game that doesn't take itself too seriously with its story, but it has just enough to motivate and charm the player. Its gameplay is one of the few instances of the ATB system that I can tolerate, making use of position-based attacks and teamwork to boot. The game's got snappy pacing, to boot. I strongly recommend this one, it will not waste your time.
2004
This game's age shows. It's a very short RPG. The level cap is 30, there is only one party member, and the world is not that large. You could beat this game in less than one day. In the meantime, you'd definitely be able to see some of its appeal. But be warned, aside from the somewhat intuitive puzzles, you'll be spending most of your time with this game grinding against Slimes.
This RPG, for being early, hits just the right notes. It's a snappy game that is more competently designed than its predecessors, and aside from an encounter rate that's just a few bits too high, it's a journey that'll test you just enough for you not to lose interest. I suggest checking this game out.
2019
Kingdom Hearts III is a game that's a little rougher around the edges than its predecessors. Performance-wise, story-wise and even gameplay-wise. However, the charm of Kingdom Hearts hasn't been diminished enough for this game to be bad on its own. It's worth playing and the worlds are as nice as ever.
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