One of the benefits of playing a western anime game is that tropes that are more easily identifiable and understandable by western players are filtered through the natural surrealism of an anime aesthetic, leading to some bizarre audiovisual dissonance that nonetheless is interesting. That's why the one redheaded chick here is the best girl, she works only as a character that can exist in the weird space of western anime games. The other girls are pretty nice and there are some standouts, but of the girls I completed she was by far the most interesting. Unfortunately completing a girl's route is pretty short and deterministic, but the number of options does make up for the lack of scenes with some of the girls. The gameplay itself is an actually pretty strong match 3, not a favorite of mine but well-done enough.

Delta Mega pokemon designs kinda hit if imma be honest

A game for fans only, pretty tedious enemy placement but the sheer amount of Gundam stuff here is impressive, from the missions to the suits to the pilots, though the one more and tension systems make the game pretty easy. If the idea of Domon in a Brave Commander means anything to you it's worthwhile, otherwise it's a safe skip.

Playing this WAD made me realize how underdeveloped nuDOOM's maps are, its totally possible to build 20+ minute maps akin to nuDOOM's missions and still have the fundamental map mechanics of non-linearity, secrets, traps, combat puzzles, and just general Carmackness that made retro DOOM so excellent. I'm not in LOVE with these maps as I am with some other WADs, but they're in general very good, and they're a nice foray and entry point (for me anyway) into the more "longform" DOOM WADs out there.

This review contains spoilers

Classic late game SRW fatigue hit, don't particulary care to see the finales of Yamato and Trailblazer since I don't like these works normally, and certainly not under Banprestio's optimism. Unicorn was decently enjoyable, far less saccharine than the OVA, and the inclusion of Jerid's and Kamille's character arcs to the storyline was great. Can't comment much on Ange since I didn't take the route splits, but Banpresto's knack for world-building seems to have rationalized Ange's world for better and for worse. For better because the lore of Cross Ange is now connected with a lot of the metaphysical/cosmic lore of Getter and Mazinger, which plays to the inherent strength of SRW as a cross-over series. For worse because this connection makes this dimension/time-hopping sci-fi epic even more convoluted and takes away from the inherent goofiness and stupidity that is the point of Cross Ange. The Full Metal Panic plot was quite good, even as someone who is slightly familiar with the product, the narrative was akin to a decent 80-90's shojo in all the best ways. Nadesico was Nadesico, didn't seem to really shake up the formula in a great way; same deal with Brave Express, though admittedly I stopped before the Black Noir reveal. Can't comment much on the Mazinger/Getter plotline since apparently the finale takes them to a whole nother level. Not a bad game at all, and is a good step forward after Banpresto has enveloped themselves in the Z series for the past decade or so, but nothing that is really outstanding.

Neat little 'irreality' game by the guys behind Alan Wake, Quantum Break, and the Max Payne writer. Remedy, at least from what I've seen, have always had a keen sense for aesthetics, and Control exceeds the mark. It doesn't always hold-up to it's own standard though; they're some areas that are way too rote and generic for this type of game, but there are some really strong areas and levels, with the Ashtray Maze being probably one of my favorite levels of the 2010's. The combat starts a little slow albeit serviceable, but with the access to each successive psionic power the game really opens up. By the time you have levitation, combat has evolved to a dynamic, fully 3-D spectacle of particle effects and psionics, with debris flying everywhere, makeshift cover quickly appearing and disappearing, and a variety of engages and disengages as you switch between your pistol types. It's actually quite difficult as well, with health regen only occuring on enemy death, so knowing the proper weakness and counters for every enemy type is crucial, enhancing the combat stakes even further.

The narrative is unfortunately carried very heavily by the direction; the director was behind Alan Wake so you know you're getting best-in-class stuff, but Sam Lake isn't in his Max Payne days anymore. By way of being a supernatural FBI story, there's some portents of metaphysics and bureaucratic critique here, but it fails to be meaningful in anyway, and the story just plainly falls flat on its face in the last 2 minutes, despite an excellent 1-2 hours beforehand. Still the direction is excellent, and as an audiovisual experience there are really some striking visuals and sequences, as well as the frequent use of visual imposing that is well-handled. Definitely my least favorite of the big weirdo trio in 2019, but a very strong game nonetheless.

Love SOME of the aesthetics here, like episodes 2, 4, and 5. There's also some really impressive exploring levels here; the map inside the castle is one of the best DOOM maps I've ever played, wrapping around itself and providing a variety of different viable paths. Same with E1M6, which has the similar massiveness and variety of paths. The less expansive levels still have some punch to them, usually in way of some interesting encounters or some type of gimmick. The custom monsters are mostly successes, only the mutated mancubus feels more like an HP sink than a legitimate threat in most cases. The main thing holding this back is some unnecessary difficulty via traps and instant-death traps, as well as some less than stellar levels as it heads towards the end. Still a pretty cool map pack.

Surprisingly fun, there's a lot of futuristic weapons and mechanics that go beyond the typical hitscan ironsights 90% of COD gameplay falls into--wallrunning, jump jets, verticality, and just having your wits about you more than ususal. Unfortunately activison greed corrupts this game with lootbox weapons that are straight up just better than what'll you have in most cases, which is a shame because I do really enjoy some of the design decisions here.

Really nice combat-focused DOOM wad, the early levels are pretty middling but around map 7 or 8 the encounters become a lot more open-ended and creative in how they're solved. Really good Cyberdemon usage as well, they're always placed in a situation where their presence ratchets up the challenge but doesn't feel overwhelming. In fact the whole map pack is pretty challenging, occasionally dipping into slaughter terriority, but there's enough ammo placement and upgrades to make it manageable. If you're a fan of the vanilla DOOM combat loop like I am this is definitely a creative and fun time; it's like the combat equivalent of all the DOOM wads over the years that prided themselves on being as Carmack-esque as possible. Combat Encounters are what this WAD lives and dies on though; if your preferred WADs are on the level-design, experimental side this won't do much to do alter your opinion.

This game is (mostly) a total piece of shit with several points of hard-coded errors and non-working mechanics, and yet it's still my favourite RTS of the ones I've played. I find that other strategy games have a certain heavy-handedness to them; either the early-game is too long and dull for any real strategy to take place or the late-game is too complex and tedious for me to sit down and full enjoy. I understand the nuances of RTS mechanics and game theory sort of demand this typical acceleration of how a game should go, but my low tolerance for slow beginnings means my enjoyment of the genre is limited. DoW takes that typical RTS curve and throws it out the window; this game is built all around out-snowballing your opponent, and, if that doesn't work, kiting them into oblivion. It's a hilariously stupid approach to an RTS game and one that is super micro-heavy, but its stupidity is so chaotically engaging and varied that it carves out its own niche charm in the genre. Wrap it up in a nice bow of the already absurd WH40K aesthetics and then tie the knot with some even further demented mods and you've got yourself a very unique RTS entry.

1) the game, while certainly not good-looking, was not as ugly as I had anticipated; some character models are bad, but not egregiously so like they were pre-release. Some character models even look quite good, such as Monster Hunter's or Venom's. The addition of DLC costumes gave Capcom the chance to improve some character models as well, with some characters such as Dante or Thanos looking far better in their DLC costumes than their vanilla models.

2) The active tag system and 2v2 fighting ended up being even better than I thought; with active tagging pretty much every character can become the enabler for a mix-up or the character doing the mixing, and vice-versa, meaning that any combination of characters in the game is viable. While some teams are certainly stronger than others, team composition as a whole feels less dependent on finding what assists I need for a point character and more dependent on what play style or characters I as a player like best. The 2v2 focus also meant that the lame duck problem and the rubberband problem are both sidestepped, since, ignoring comeback mechanics, a 1 v 2 comeback is far more likely than a 1 v 3 comeback. 2v2 also meant that resets and setplay are important than ToDs, which can be a good or bad thing depending on how you feel. I personally prefer the former.

3) The actual netplay system of the game was great. There's proper rollback netcode, a lobby system that allows for both KoTH matches and persistent rematch sets, somewhat decent matchmaking, and a decent ranking system that actually punishes ragequitting. All of these together make netplay actually much less stressful and volatile than other fighting games, and perhaps the least inherently stressful on the market, which is very high praise considering the state of modern fighting games' netplay

Ultimately I think this game has unfortunately suffered the same fate as UMVC3 where certain aspects of the gameplay have become so prevalent and dominating, and with the game unlikely to see any updates, that online netplay will eventually reach a point of frustration and stagnation for all but the most dedicated. Which is fine, not everything lasts forever, but this game is legitimately deep, expressive, and y'know, actually playable over the net, which few other fighting games can claim.

The dream game for the baseball history nerds/stat nerds, tons of cool features like having the option to simulate every season all the way back to 1871, full international teams, minor leagues, and of course the ultra maximalist stats and options for any sim game. Macro-manage from trades and scouting budgets all the way to micro-managing pitcher's fastball tendencies. I've always been more attracted to the arcadey and athletic version of sports games than any of the numbers below the belt, but this game has a certain undeniable charm to it. Like, the sheer amount of options and decision-making you can do is impressive, but the game is also very flexible in regards to how much of these options you want to have direct control over. It's really a 'you get what you put on' type of sim game, which is really the only respectable approach to sim games TBH. On account of being so open-ended, some people in the official forums of this game compare OOTP to being a robust and accessible text-RPG over an actual hardcore sports sim; it's a comparison I can understand but one I'm not quite sure I fully agree with.

All in all, the only thing I can say for certain is that Trevor Story is out for 9 months, will probably not sign an extension if we miss the playoffs this season, and that German Marquiez is the most inconsistent 'star player' I have seen in a sports team in a long-ass while. Go Rockies.

If you ever played a JRPG and thought "man, if you gave these high schoolers a diagnosable DSM-5 disorder this story would be fucking lit" you'll probably really like this game.

If you played a Trails/Tales game and thought "man, these combat systems are really good! But if they would add in lower margins of error, more focus on A.I. prediction and turn timing, a little bit more focus on team synergy in exchange of character depth, and then mixed in some kusoge jank the combat would be godlike" then you'll LOVE this game.

Anyone else, you'll probably better off listening to the Love Scope, Sin, Distorted Happiness, Cradle, and ONBORO from the OST and moving on with your life.

Love the woman who designed MAP11, will check out her other stuff. I don't have the patience in my life for MAP16&MAP17 though. Hitscan & Archville ambush map into a close-quarters slaughter map? No thanks

this is some of the most insane gun-based activity I have ever seen, and I'm an american. very difficult but in a way that makes me laugh along when I lose rather than get upset because of the unique challenge of the minigames. one minigame has you shoot an alarm clock that matches the given time, which sounds easy enough, until all of your options are in analog, all of the other options mismatch the hours and minutes hands, and you have 3 seconds to decide. Best played with a bud.