It's probably a little better than Little Hope in reality, but I just could not begin to care about what was going on.

Kinda janky and a little bit more linear than other titles in the series I have played, but there is a certain charm to this game that makes it quite fun to play.

Endless charm still left in this one. I love the overall wacky nature and all the different ways to engage with the environment. The puzzles and just finding studs in general is quite fun. It does feel a bit dated by this point if I compare it to some of the newer Lego games, but still enjoyable for the most part. Except for the vehicle levels. There are way too many and I dislike the vast majority of them.

Apart from TT fleshing out the hubs more than previously this LEGO game is a downgrade in every single aspect. Basing half the game on the worst movie is already a detriment, but the game itself isn't all that great as well.

Some baffling design decisions like making the vehicle missions (that everyone has complained about in every single LEGO game) even worse somehow. Traditional longer levels that included both puzzles and combat are now split into short ones that do one or the other which severely hurts the combat focused ones. Combat in LEGO games is there to give a touch of variety in between the puzzles or when you are moving along the level, but being dropped into an arena just to fight waves of enemies multiple times throughout the game is just boring. In addition every big section of the game is followed by a completely made up giant bosses that are all very similar and repetitive. This stands out esp. strongly because the adventure focused puzzle missions already have minibosses that are better every single time. Each of the 6 mission sets also follows a very rigid structure of 2 Puzzle levels (which are mostly great, but still worse than in previous games), 1 Brawl (boring), 1 Vehicle Mission (Bad) and 1 Big Boss (bad). It just becomes incredibly formulaic.

In the end the small glimpses of stuff done well like the traditional LEGO humor just don't do enough to make the game enjoyable.

This would have probably been miserable to play regardless, but doing it right after FF1 made it even worse.

I do acknowledge that a lot of ambition went into making this game, but while some of the core ideas were solid, most of the execution felt quite poor and led to almost constant frustration throughout the runtime. I guess this sometimes comes with the territory when you try to experiment and offer something completely different.

Like many others my biggest gripe was likely the progression. Maybe not even so much the mechanics of how it worked, but rather the way it constantly made me feel. The game sells the progression as what is essentially ultimate freedom - the more you use a certain ability the more it levels up and all equipment can be used without limitations. It should feel very natural, but instead it caused an almost constant feeling of dissonance for me. I felt a need to always use abilities I did not need in my current encounters just so I could level them up for future battles where I actually needed them. This made everything feel very hollow for me. There's so much choice with cool magic, but realistically you need to pick 2-3 favourites because unless you spend the time casting something constantly it will be relatively useless.

In addition to this many of your characters stat upgrades are somewhat random. If you get hit enough your health may increase a little after the fight. Same with dodges, MP and probably a few more things. The added randomness and removal of actual levels ended up almost completely removing my excitement at seeing my characters progress.

Naturally not loving both ability progression and stat progression meant that combat started feeling incredibly hollow after a while. Which brings me to the next point. There's so damn much of it. There is a random encounter approximately every 4-5 steps you take. In addition to that the dungeons in this game are about twice as long and filled with maze like dead ends and confusing stairs. Two things that absolutely do not work together. I would have liked to explore the maze, but there's a constant feeling of being penalised with 10 random encounters any time you take a detour.

Since progression seems to be the keyword for my little rant here I'll also add that map progression took a massive dive in this game. In Final Fantasy sections of the world map were unlocked in clever ways to guide the player more naturally and offer a sense of being on an adventure. For the most part this is gone in FF2 and the majority of the world map is open from the very start which removed a lot of the sense of wonder I had while playing the first game.

I have more gripes, but I figure I've already ranted enough about my experience and probably come across more negative than the game perhaps deserves. The biggest praise I can give this game is definitely the music. Nobuo Uematsu is a genius and listening to the iconic soundtrack made everything a little more bearable. It also looks amazing and I love all the sprite designs. The story - while not being perfect - strives to be a little darker which was interesting to see. It's still not something I want to judge too harshly in these early games which is a whole conversation of it's own, but they are getting closer to crafting a proper narrative. FF2 also introduced a lot of series staples like the Chocobos so it was cool as a fan of the franchise. It might even have more iconic elements than the first game as far as the identity of the series is concerned. I just wish that I had enjoyed the actual gameplay more.

Probably one of the most influential racing games to exist and it's still just as fun to play as it was 20 years ago. It was perhaps made a tiny bit redundant by its masterpiece of a sequel, but it still remains very special to me.

I actually think this is a really fun game in many aspects but I will say that the PvE is so damn boring that it brings down my enjoyment a lot. It feels like after around 40+ hours you have seen it all. Now I will say that I really enjoyed those first hours but ultimately there just isn't enough meat on the bone. It was still very cool to see the territorial aspect and I love the gathering/economy. I might revisit this in a few years to see how it has evolved.

Yakuza Kiwami makes me happy and frustrated at the same time. The happy side almost wins out, but not quite. The characters and the story are great! I was connected to everything that was going on and always wanted to push forward.

That being said most other aspects come with caveats. Kiwami gives you something with one hand and takes something else away with the other. The combat is fun, but the bosses can be annoying and the game really likes to stun lock you keeping your character immobile for much of it. The side content can be interesting, but a lot of it feels like busywork. Majima everywhere was brilliant, but is so drawn out that unless you grind it you can forget about keeping up with the final skill tree.

The first half of Ys I is just lovely! It's a very cozy world with a sweet cast of characters. Slowly leveling up and trying to make it through while exploring was wonderful. The map also isn't all that big which I enjoyed. All of this is supported by a relatively satisfying combat system and a ridiculously good soundtrack. There's just something very charming about it.

Then about 50% through the game you hit the level cap, and the rest of the game becomes one of the most obnoxious gauntlets I have ever been put through without any clear rewards. Some of these bosses took me dozens of tries as they combined massive difficulty spikes with unforgiving mechanics. I did enjoy figuring out the 'trick' for some of them, but then you had to repeat that 20 times in a row trying to get to hitboxes the size of a needle without getting hit yourself. Now this could have been mitigated a little by playing on a lower difficulty. It only effectively changes the HP, but you'll have to endure the pain less.

That being said I still view Ys 1 fondly due to the start. If the sequel improves on the weaker elements then I am in for a great journey!

Ys II kept the charming nature of the first game and fixed nearly everything that I didn't like about it. Better bosses, better environments, the combat feels snappier, and the addition of magic gives the player more options. It's just all-around a better game to play. And the music continues to be amazing! I still don't enjoy the massive labyrinth type areas near the end, but the game was enjoyable enough for that not to be a massive issue.

The storytelling, world and atmosphere Remedy has created here is incredibly compelling, although I do wish that there was more to the gameplay. There are a lot of cool combat moments all throughout the game that stay brilliant, but it's mixed with large amounts of throwaway enemies that you have to kill over and over again with the same weapons which can become a bit repetitive at times.

There's some charm here, but I just can't get past the driving. It feels incredibly stiff and I was mostly left feeling frustrated instead of having fun.

Call of Duty plays and feels like a slightly enhanced version of Allied Assault. It is clear that the team knew how to make an FPS game that feels mechanically strong. The set pieces are awesome and finally being able to aim down the sight is a godsend. However, a lot of these improvements are made hollow by some pretty annoying checkpoints and the enemy AI being particularly laser sighted. It just felt unfair a lot of the time. The campaign structure itself also suffers a bit from jumping around aimlessly. The missions themselves are often interesting, but there is little connective tissue and it doesn't hit as hard as it could.

I also played some MP which I had fun with although the server availability is pretty bad so the choice of maps was rather limited and I was dealing with high ping so a lot of that precision from the SP version did not apply. That being said IF you get a good populated server it is actually pretty fun and somewhere in that low 7 range.

After a row of weak entries Hot Pursuit manages to recapture the fun that Need for Speed used to possess.

This game had so much promise but is ultimately brought down by lack of variety and content. Car variety is awful, no tuning, and the inclusion of people shooting at you while racing brought my enjoyment down. That being said this game included some of the most thrilling moments I have ever had in a Need for Speed game and the highest highs (The entire snow region from start to finish was 10/10). The tracks are gorgeous and fun. Best looking scenery in the series. The sense of speed is such an improvement from most titles and weaving through the traffic just gets your heart pumping. If there just were more types of racing and just shit to do this would have been one of my favourites but I just have too many nitpicks to have a positive mindset looking back at this game.