Vanguard isn't bad as a autoscrolling shmup from 1981, and I actually prefer it to many of the more complex shmups included in this collection (for example, the Ikari Warriors series seems to me to be very overrated, which might be because of how few people have played them recently). At least Vanguard is clear on hitboxes, the rules are simple, and there's some variety offered by four-directional shooting and demanded by how some of the levels change direction and pace. But compared to a lot of the arcade greats of the time, it's still on the mediocre side.

Ghost of Tsushima gets a lot out of polish and iteration on the mechanics of the genre and Sucker Punch's previous games. The core gameplay is fun enough to carry it for most of its runtime, which is more of a compliment from me than it might seem. The options for combat, especially at the start of encounters, are varied and enjoyable. Environmental level design compliments movement and is interesting enough to explore. The main issue is the writing, which is unoriginal in most respects.

I like a lot of things about this one. I think that it is, on the whole, a well-balanced arcade game whose parts work well together. Level designs force precision in jumping and firing. It plays very differently depending on if your throwing stars are powered up or not, and the shield is so effective because losing a life is so costly. Unfortunately, there are a lot of limitations (no autofire, for one) that make less sense. This is a game that would have been at home on the Genesis, warts and all.

A singular game for the N64, but one which, like most games for the system, shows its age. I'm glad that I played the Wii sequel first because it made me slightly more interested and it made the bugfuck sci fi plot make slightly more sense. It's a shame that the style and controls are off putting, because the creativity in design, boss fights, and good shooting amount to a decent predecessor to that excellent sequel. I would love more 2D/3D shmups in this vein.

A solid entry in the Kirby games, even if it hews a little too closely to the series formula. But there's a decent variety of powers to go around as well as some more rich attempts at environmental interactions. It's also jam-packed with small puzzles to the point that it can feel like there's one nearly every screen. The Squeaks are a cute gang and make for some fun races and fights, and MetaKnight is good as always. The final boss doesn't have much juice, though, which is a bit underwhelming.

Update: Last Spooktober, I blew a Leon B playthrough. This time, I blew through Leon A. Well, I wasn't exactly all that fast - at 6 hours, I wasted a lot of time. But by the time I got to NEST, I was rolling and the game after the sewer was all downhill. I think a little bit of the shine came off it compared to when I first played through with Claire, but this is still an excellent remake and an excellent game. I appreciated not only the differences in story and route (particularly Ada's bit), but also how much flexibility there is inside of the initial chapters in the police station. The action gameplay is very fun, the level design is enjoyable and rewarding even when running through the same hallways multiple times, and the dialogue is corny. That's good Resident Evil.

This is a lot closer in quality to RE2make than I had been led to believe. Sure, the level design isn’t as good, but the boss design is much better! The fast sewers, hospital, and NEST 2 are better than their equivalents in RE2make. It’s really just how good RE2make’s police station is that sets it above. Production values are through the roof on both though and so is the gameplay.

This is all about the details. The tablecloths that Luigi sucks from tables, the cupboards, themed rooms, and the legion of jokey minibosses. Big bosses are well above the standards of mainline Mario games. Exploring the mansion is, for the most part, a fun trip, but there's too much backtracking. Catching the 50 boos is a bit of a pain, especially those with higher health. The controls aren't great and there's way too much stun. Yet for all that, give me more games with character like this one.

Being able to play Killer Queen's uniquely multi-objective, single-screen, rock-paper-scissors-by-way-of-Joust online has been really great. It's such a shame that the servers for this one are going out of contract. Even more so because I can't say that I'm interested in returning to cramped arcade conditions to play with strangers.

There's something about Downwell that makes it one of my favorite action roguelikes. It doesn't have the art or complexity of something like Spelunky or the wild combinations of Binding of Isaac, but there it is. I suspect that it's the pacing that makes it work so well for me. Something about navigating the perfect combination of stompable enemies with those that you need to shoot is a blast. Rounds go by quickly, and I also like that it has a proper endgame. Playing this on Vita in tate is a delight.

The only good thing about this was that I could play a version of Civ on the Vita. Of course, that's pretty inessential when it was just a mobile port. Even worse is that it's a numbered sequel to the console-friendly Civilization Revolution that drops, rather than adds, features. Honestly, I would have preferred a straight port of Civilization Revolution.

Even though it chugs on the Switch, which restricts the gametypes I'm willing to play, this is still the Civ that got me back to the series. I haven't played a Civ for over a hundred hours since 3, but here this remains, for time, my most-played Switch game. How did that happen? One more turn syndrome. One more game syndrome.

Area X may be the best experience that has yet made for VR. The original levels play like they were made for it. I don't think a better rail shooter has been made yet, either. And it's a spectacular rhythm game. What can't Rez do?

While Catalyst is, for reasons only EA knows, somehow worse than the original, there's still a good game in here. It just doesn't quite come together. The open world running remains enjoyable and the more intensely designed levels contain decent puzzle-platforming challenges.

2016

This works as new DOOM. The Slayer's finely-tuned speed and arsenal carried me through a gauntlet of demons, and the glory kill system is well-balanced. I'm surprised by how much I enjoyed the platforming, too. There are times when it gets a little repetitive, but even those moments are carried by Mick Gordon's heavy riffs. I even enjoyed the van-art mixture of sci-fi and occult nonsense that powers the plot. It helps that the game doesn't take itself too seriously - we all know why we're here. To rip and tear, until it is done.