Too simplistic to be a truly great beat em up--but its crude sense of humor and beautiful sprite art makes it well worth a look--and that sense of simplicity makes it a delight when something new is thrown into the mix. Absolutely the ancestor of the 2020 game (which is a wonderful masterpiece, actually).

Not sure why everyone sees this as the red headed step child of the franchise--I like it a lot better than the overstuffed and inconsistent Sly 3. Second only to Sly 2 in my eyes.

Man, I love the magic of the arcade where you just stumble on something, put in a quarter, and find a new favorite. House of the Dead EX is House of the Dead meets Wario Ware meets No More Heroes and that combo is made all the more infectious by that "THANK YOU, WAIT, FUCK YOU" feeling you get cooperating AND rivaling a buddy on the opposite gun, mowing down each mini game. Plus that garish artstyle and manga styled transitions, chef's kiss. Part of me wished this was ported so I could buy it and play it over and over, but it's the sort of lightning-in-a-bottle arcade game that's mostly special because I'll only stumble upon it randomly and make it so far here and there.

The perfect Darkstalkers iteration. Effortlessly weaves combos, over the top specials, and Darkstalkers' iconic, idiosyncratic animation style in a fashion that teaches you its mechanics better than most fighting games even bother to. The combos I've been able to do as Jon Talbain are a thing of beauty.

I played a lot of Castlevania inspired indie games that just wouldn't click with me--and playing a real fuckin Castlevania made me realize that the hyper specific situations made by the game's eclectic line up of weapons and interesting enemies is what makes Castlevania one of a kind in the first place. Macabre, badass atmosphere and super interesting level design for the SNES era (MODE SEVEN CASTLE CYLLINDAR) are compounded by some of my favorite boss fights ever. I'm admittedly kind of a yo yo and not afraid to use save states on games like these, but this is truly the kind of game where any number of brute force retries won't help you if you don't grasp the boss characters' patterns and specific weaknesses. Presicely what I wanted this era's update of Castlevania to be.

choppy, edited together dialogue
AT LEAST...
--WE DON'T GET SHOT...
--IN MAFFS CLASS

What if every single time you lost a Pikmin your emotional attachment was such that it was worthy of tears?? Is a cruel, cruel question answered by this game in flying colors.

Wildly overrated, and I say that as someone who LOVES DKC 1 and 3. They went way overboard with the gimmicks, I feel like I hardly did any actual...platforming in this game--just suffering through strenuous "time to play as the bird the whole time!" levels that would be clever if they weren't just constant.

Ninja Turtles apply well enough to classic fighting games, and you could do a lot worse as far as Street Fighter 2 knock offs go--but you could do a lot better, too--namely, anything with Capcom's name on it

For the ostensible red headed step child of the Capcom fighting line up, I think there's a lot to like about this game. The characters are memorable and Capcom's trademark attention to detail and world building is on full display. The kinda chunkier physics I can see not being for everyone and it's not making EVO any time soon but it's pretty satisfying to play.

They really make every CPU weenie hut junior's and then Toguro makes you regret your own birth (in other words, this is an impeccable adaptation of the anime)

The best praise I can give this game is most Mario games make me go "oh fuck, it's the Boo level" and this one makes me go "Oh sweet, a Boo level!"

As someone who played and loved all three Danganronpa games at the height of their popularity five or so years ago, I thought this was a serious bummer--an exhausting follow up that insists upon itself far too much to be any good. DR has aged badly in some regards but I'd still consider 2 one of my favorite games ever, and this is a pale husk.

What made investigating bearable in Danganronpa was you weren't just pointing and clicking suspicious objects--you were learning about an extended cast of characters. You learned about the rules of the characters, how they operate, and how that narrows down the culprit. In this one, the second murder case doesn't even bestow you to learn the names of the suspects you're scrutinizing. The characters you need to distinguish to solve the mystery are always introduced in the same chapter they're put to trial, meaning you have nowhere near as much time to develop stakes, I don't really give a shit if these characters die. They're not a perverted invenor I'm weirdly endeared to.

For that matter, the narrative element of the Mystery Labyrinth does this matter no favors. In a literal sense, you aren't debating the actual characters and chipping away at their facade to a satisfying conclusion, you're arguing with their phantom in an alternate fuck all dimension. It's nowhere near as satisfying to deliver that comuppance to a guilty killer when there's so much separating you.

The jump to 3D the characters take is incredibly tacky. Instead of the expressive art of Danganronpa's colorful cast of characters, you get models that move with, more or less, the fidelity of Pokemon NPCs. I also just do not find Kodaka's character writing nearly as endearing as I used to. Maybe it's the different ratio of cast size and screen time, maybe it's because I'm five years older, but it was hard to consider any of these characters anything more than annoying eyesores.

I could maybe forgive all of that if this game didn't move at a snail's pace. The second trial has you investigate FOUR crime scenes, and as I stated above, the investigation is not interesting anymore. For that matter, using the characters' Forensic Fortes frequently recontextualizes crime scenes, prolonging investigations even longer because you basically have to comb it twice! The arguments flying at you in the metaphysical battles have this unexciting, sluggish movement with awkward timing that just made the whole thing a chore compared to the exact 'shooting' of DR, likely another folly of the leap to 3D.

All of that, in conjunction with the characters repeating lore and rules ad nauseum every chance they get, I found myself tapping A to get through dialogue already, and turning off the game partway into the second labyrinth deciding I'd just look up the killer on Youtube, which, to imagine myself deciding to do with Danganronpa, is lunacy. Master Detective Archives is a slow moving, pretentious game that your shinigami-bestowed life is too short for.