My absolute favorite fighting game of all time, GG as a series seeks to be a video game representation of metal as an expression of freedom and individuality and this game does the most to fulfill this goal not just in its art direction and writing, but down to its bare mechanics through options like Roman Cancels, DAA, FB, and each characters bizarre individual mechanics. This is a game that's so cool that even when I get hit with a 2-0 where I didn't even touch the opponent, I can't feel any negativity because even seeing it happen felt so goddamn cool.

the music is great as always but the game in every other respect feels like a departure from what i loved about previous gear games, it all feels too clean, simple, and slow for me to continue feeling anything special for it. i really did hope the game would eventually reach the level of XX or Xrd through updates but around the time of jack-o i realized that this was likely never going to happen.
i can be grateful at least for it introducing people to the previous entries, though i still feel disconnected from everyone that sticks to it since it hardly feels like the same series to me anymore.

edit: dropped by another star with the recent build up for a new character drop making me realize this is the first time ive actively wished for a game to not include a character i like

Definitely one of the most creative and fun entries into the more proper roguelike space, I haven't touched it since January as my focus shifted to other genres, but I have trouble imagining it doing anything but getting better.

While +R remains my favorite, there are few changes this game has made that I could consider downgrades to what +R had. Has my favorite iteration of Faust.

A nearly perfectly compact roguelite that understands and takes full advantage of the arcadelike nature of the genre. My only critiques are that rolling style feels absurdly better than the others, though if this is something that only applies to me it may instead show how well the alt styles match different players, and that there is no reason not to drop a combo after 25, and that not doing so is outright detrimental.

Gitaroo Man is a game made out of and bursting with love for the guitar and what it can represent as an instrument.

While COOL mode in the Parappa games is funny and still remains as a neat novelty in those games, the use of a guitar in this game, where the individual button presses now allow you properly riff on the backing track, feels like a full realization of what COOL mode was meant to be.

i played this shit via 3ds inject and it lagged on the hell level lol

he wasnt lying, this really is a recreational program with light jrpg elements

this game feels like someone heard about bullet hells and decided to make one without touching another entry in the genre

oh how i wish i could play this for the first time again

Tonally, I feel like this game loses a lot of what I loved about the first, everything feeling far less grim and grounded, or as grounded as a game about space gunmen collecting power granting items can be, but the absolute achievement that was porting over the gameplay and feel of RoR1 is something that has to be commended.
if i have to choose one place where it really does downgrade from 1, its that where in 1 your character choice and their abilities are always relevant even into looping runs, in 2 after your first loop, the majority of characters become hold M1 and press your other buttons when they get off cooldown.

I have bought this game 10 times over on 4 different platforms

if i hated roguelites and wanted to make a game exaggerating their worst elements, this is the game id make