Outside of the good graphics and overall presentation, this is a pretty frustrating game, and arguably, one of the most difficult games on the SNES.

This is immediately felt when you play the first level. The enemies respawn very frequently, you're really slow, and the worst of all is the double jump and how they decided to go with it.
Double jumping quickly turns into a hard to control glide, and combined with the wide areas you need to jump through, together with badly placed enemies, be prepared to die and repeat the levels a lot.
These issues become more and more evident and annoying with each passing level, turning this into an unsatisfactory to beat game.

The game is a definite improvement over the first one in terms of art style, music, and audio design. This time it also included some point-and-click elements, which, at least for me, didn't feel like they added anything to the experience, but didn't detract from it either.

Without going into too many spoilers, the story takes place shortly after the end of the first game and explores the psyche and struggles of the main character with far more depth.

The game is pretty short and there are 5 different endings, but getting them didn't feel very intuitive, at least in my opinion.

Sometimes, we must ask ourselves if a journey is worth finishing, however short it might be. The feeling that you'll see no improvement is there, yet you've already reached the halfway point and decided to see it through. And it wasn't worth it. This was a slog.

When you think of X-COM, your first thought will be of the tactical RPG series, not an arcady 3rd person shooter. And just like Ys Strategy, there is a reason why this game is rarely talked about by fans of the series.

The one word that sums up this game is lazy. The UI is lazy. The AI just charges at you without much thinking. The bosses are bullet sponges without much more to them. You don't even have a manual save option, the game just saves after you finish a mission. The mission design almost always revolves around either searching for and destroying certain enemies or finding and saving humans. And you'll have to sit through that for 35 missions. It only takes around 6 and a half hours, so it isn't long, but it becomes painful either way.

The story has no structure and you're just a random robot named Enforcer who together with a scientist, whose name I didn't bother to remember, fight aliens in all sorts of locations - arctic bases, football pitches, and sewers (you don't even get to meet the Ninja Turtles there) among others.

The gameplay is like an AliExpress Serious Sam. It's pretty fast-paced, you have a lot of enemies that will charge at you, and you need to beat them. You unlock a few weapons over time, but slightly before the halfway point, the enemy and weapon variety dries up and the level design is just there.

The only reason why I'm giving this a 1.5 is because, as crazy as it sounds, I found the game to be enjoyable during the first 12-13 missions. Shooting and going through hordes of enemies was fun, at least for a time. Had the game ended there, despite all its issues, I would've thought it was alright.

Overall, it's rushed, flawed, and overstays its welcome. Unless you're a superfan of the X-COM series and want to play through all of its games at least once, I strongly suggest you avoid this game.

A pretty challenging beat 'em up, divided into 28 levels and ready to show you no mercy.

You'll need a lot of patience and to be prepared to die quite a lot. It isn't an easy game and getting used to it can take a bit. Once you do, it can feel satisfying, to a point. I would recommend playing it in shorter sessions to get more out of it. Especially since the most difficult parts begin in the second half of the game.

Combat isn't terribly deep, but can be fun at times. You have a variety of moves to unlock and they can be chained to make some neat combos, but there is something a little puzzling. The game doesn't have mid air deflect and dodge unlocked by default, which is awful. These are very important moves and there isn't enough money to buy a lot of the good upgrades anyway, so it's being a little unfair with that.
When you attack an enemy, you'll also get a prompt which involves pressing two buttons. One of those buttons varies in length, which makes little sense and can make the difference between winning an losing a level depend on luck.
There were also other luck elements involved. Sometimes, enemies could drop items that restore your HP or not. It's the same for an item which allows you to summon mercenaries.
Making levels rely on luck luckily only extended to the last quarter of the game, but those are the hardest levels anyway, so it was quite frustrating.
Another issue which emerged was deflecting. Basically, by deflecting, you not only take no damage but also stun the enemy whose attack you deflected for about a second.
Unfortunately, beginning from the 2nd half, the game decided it would be a good idea to add plenty of instances where you'll be in a tight space, surrounded by a lot of enemies whose attack you can't all deflect, so even if deflect 1 hit, you just have to take the other 4.

Story is just there and music is alright. Nothing wrong nor outstanding with those.

The game somewhat reaches the status of a hidden gem, but the design of the later levels don't do it any favours. It becomes more of an unfair challenge rather than something that's satisfying to beat. If you see this game on sale and are looking for a challenging brawler, check it out. Otherwise, you can safely skip.

This game felt weird and despite it being really short, (10-15 minutes) the developers mentioned they would make it into a more expansive game, so this can be considered the demo.

It's simple enough. A walking simulator with some small survival elements. The setting is post-apocalyptic.

The artstyle is both a detriment and a positive.
It establishes a good atmosphere and with the entire landscape being snowy, the game only being in black and white isn't a bad idea in theory. Unfortunately, this also makes it frustrating.
The game has invisible walls and you'll have to roam around to get materials to start a fire, otherwise you'll eventually freeze to death and lose. The artstyle itself makes it difficult to know when to stop and where the proper in-game boundaries are. It took me a few tries to properly figure out how to navigate through it.

The survival mechanic is alright, but the devs should add a meter showing how close you are to freezing. I once died right before reaching the end because I had no idea how long I had and that was really annoying.

It has potential and I'm looking forward to seeing the full game.

An alright and very short puzzle-platformer, where by illuminating a part of an area, you change its layout which ultimately allows you to get to a level's end.

It's a neat idea which could be expanded into a larger game, as the current one only has 3 levels.

A very short post-apocalyptic visual novel, which seems to center on the themes of loneliness, endurance, freedom, and acceptance. The game doesn't give too much info and is open to interpretation, however.

It's a short, minimalistic, and sad visual novel.
It has some pretty heavy themes like trauma, mental illness, and how difficult they make doing what seems like even the most simple of tasks.
Due its ambiguous nature, it's open to a lot of possible interpretations.

At its core, it's an alright and very short puzzle-platformer, where you use various math operations to remove, add, increase the size of or reduce the size of blocks.
Puzzles are overall pretty easy and the game introduces these operations at a pace where it never gets confusing.

Unfortunately, the game suffers from a few technical issues which make it annoying to play. There are visible frame drops (at least on Windows 10) and the controls and jumping are unresponsive at times. It sometimes took me pressing the space bar thrice before the character properly jumped.

Overall, not a bad idea and could be expanded into a fun, complete game, but due to its current technical issues, I wouldn't recommend it.

To get the obvious out of the way, this isn't a good Devil May Cry game and the writing in general trying to make the characters edgelords made going through the story a little hard in places.
There are other decisions which were questionable, like Dante's redesign making him look more akin to a highschool jock. And not to mention the game's ending. That came out of nowhere and was a travesty.
There also were some occasionally annoying camera angles which made things a little frustrating. Luckily, most of them were only present in mission 17.
Although it happend rarely, enemies got stuck in certain places and that make a few combat segments a little awkward.
Then there was the issue of being able to accumulate a high amount of style points simply by button mashing, which indirectly discouraged coming up with cool combos and sticking to more basic moves instead.


With that said, if you can ignore that this game is called Devil May Cry and try to treat it as its own thing, it's pretty enjoyable gameplay-wise. I personally had a pretty good time at least.

You have a pretty good variety of weapons and the game throws new stuff at you pretty often, which means it never gets monotonous.
Some weapons might not be your thing and that's alright, as you can, in most instances, remove weapon upgrades from one weapon and place them on another if you don't quite enjoy what you invested in.
While the overall combat isn't as deep as one might be accustomed to from this series (don't expect to be making that DMC5 combo video we all saw in this game) there are still some pretty neat things you can do with all the weapon variety.

The Overall level design is good. Areas, more often than not, have some pretty cool set pieces and visually look good.
Opinions, from what I've read, seem to be mixed on the platforming sections but I personally enjoyed them.
Bosses also felt fun to play against.

Overall, not a good DMC game, but a good game( though still with a bad story) when you try not to pay attention to the franchise it belong to. You could say that that puts it in the category of games like Quake 4 and Doom 3, in a way.

It's in parts a shooter, a turn-based game, an action game, and an RPG. BRS blends these things well enough and creates a combat system which is fun to play. You aim, you shoot, use skills and can pause to use various items, but you can't move in a normal way and have to dodge instead. You can't just spam either, as trying to brute force, although possible in some cases, will make you go into overload and not be able to do anything for a few seconds.
There is a certain rhythm you have to find in order to beat what the game throws at you. It's fun but what severely brings it down is the rather limited enemy variety.

The game is divided into 6 stages, each with 5 main levels (with the exclusion of stage 6 which has only 2 levels) and by the time stage 3 started, it already felt like the enemy variety began drying up, which diminished a lot of the enjoyment. The bosses at the end of each stage remained pretty cool though.

The story is anime, basically, and was alright. Without spoiling too much, it takes place in a post-apocalyptic setting.
I haven't watched Black Rock Shooter (which I probably should have), so I can't say whether it was a good or bad adaptation.

Overall environmental design felt ok, although with the exclusion of the last two levels, there weren't any memorable set pieces.

The game is structured in a way where it's perfect to play on the go. As I already mentioned, there are 6 stages and 27 levels in total. Each level can be completed rather quickly and with the exclusion of some bosses, it isn't that difficult. Beating the base game took me about 10 hours. Although it's short, I would recommend playing it in 1-2 hour sessions at a time, since the rather limited enemy variety can make it a bit of a slog otherwise.

An overall decent game with a fun combat system and cool boss battles, but stuff like the lack of memorable set pieces and limited enemy variety prevent it from being great.

A neat little JRPG which while not revolutionary, takes a lot of tropes from the genre and executes them well.

The graphics are pretty good and if you compare them to other games on the PSP, are amongst the handheld's best. There wasn't anything from the soundtrack which stood out though.

The combat system and overall structure of the game was pretty similar to Final Fantasy 1-3 for the most part, albeit very linear, though with a good amount of side quests to make up for that.
The combat also has a "unity command" which is basically like techniques from Chrono Trigger, which I liked.

The game is on the easier side, but the last 2 bosses were tough and you'll have to grind for a bit before being an adequate enough level to beat them without much issue.

The game also does a few small things which were cool. An example was the enemies looking exhausted which indicated they were at low HP.

An overall solid JRPG, though if you've played a large amount of games from the genre, you might find a little lackluster, since it doesn't do anything that hasn't been done before. If you haven't, this is a good choice to start with, as it's both casual and has a lot of tropes common for the genre.

A short and fun little platformer with good variety in its level design and a simple, but humorous story and cast.
Worth checking out if you're interested in playing through the PSP's library.

I don't have much experience with the Crash Bandicoot games, so I'm rating this one on its own rather than comparing it to other ones in the series.

It starts off decent, but it becomes apparent from pretty early on this both feels rushed and focuses on two distinct styles which don't mesh well.

The combat is not horrible, but it's very monotonous and not helped by the fact that the enemy variety is pretty shallow (most "new" enemies you encounter are reskins) and you're often stuck in situations where you'll fight multiple large enemies and have to button mash your way out of it. It's even more baffling that the combat takes up a really large part of the game. And the enemy's AI leaves much to be desired overall, so it can becomes a pretty miserable experience with all those factors.

And the game has limited lives per level. At least it only send you back to the beginning of a level if you lose all of them, but they felt unnecessary.

The platforming is there. It felt fun at times, but nothing in particular stood out from it. Had it taken up a far larger part of the game, I would've enjoyed this far more.

It's decent for what it is, a mix between a wrestling and a fighting game.

The roster, move sets, and game modes felt limited, so there unfortunately isn't much replay value outside of playing it with friends.
That doesn't work for me, brother!