hazys
As a financially irresponsible student, I mostly bought this game because it came out before the Wii U version. I'm giving it one more star for the novelty of a full-fledged portable Smash game, for how nice the thick black character outlines looked, and for Smash Run.
Too long, yes, but what a blast: charge-based attacks and dynamic grappling combine into an intense, crowd-control / proto-God Hand gauntlet, and the fashions and music are shockingly fresh. And it had four-player local wireless?! Really hard, but insanely fun.
Though I've no interest in the story or aesthetic, enough time has passed for it to come off as a charming artifact of the 2010s. A remarkably friendly and immediately-fun anime fighter, with tons of accumulated content making it a great-value release. RIP I guess!
Intensely feedback-heavy anime fighter with some mechanics that feel gratuitously complicated. The story mode is a bloated visual novel but there is lots of it. A very complete package if you're amenable to its charms, personally I found it a bit overwhelming.
2023
It absolutely nails the visuals and music, one of my favorite worlds to just inhabit in recent years. The campaign is a chore, combat is plain bad, and stages aren't all that well-designed, but it's a great hangout game regardless. Kinda wish they'd added multiplayer.
On PSP there's some squinting and finger-spraining involved, but on Vita it's pretty comfortable, and the new content is worthwhile. A solid port of a great game (and its sequel), I just wish Capcom would port it to the Switch in HD with online and so on.
1998
Yeah it worked like shit, you could barely get Pikachu to fish or hit a piñata, it was frustrating like 90% of the time, but I really miss these naturalistic experiments that tried to approach the world of Pokémon through messy, direct interactivity.
2024
Reviews of other games: The deckbuilder combat is certainly enthralling, but I'm not sure if it synergizes with the roguelike structure or if it's just a cheap and trendy cash-in, similar to yesteryear's Soulslikes...
Reviews of P3R: When I was fourteen years old I would lay in bed with my eyes open and ask for God to kill me. My brother left behind a beat-up PS2 after he went off to college where he would later die of an OD
Reviews of P3R: When I was fourteen years old I would lay in bed with my eyes open and ask for God to kill me. My brother left behind a beat-up PS2 after he went off to college where he would later die of an OD
Its eccentric character classes, refreshing presentation, and surprisingly tasteful (and replayable) campaign are compounded by substantial resource-farming and puzzle-solving side-dishes to the main, dungeon-crawling platter. A DRPG life sim.
I get why people hated this game, but as a very classic and straightforward Pokémon experience on the Switch, it suited my needs perfectly. I don't hate the chibi presentation, but they could've gone for nicer models and better color grading à la Link's Awakening.
2019
Cool, action-centric take on the RE formula with presentation too good and campaign too short for the tedium of its combat to set in. That timed sliding-block puzzle was unnecessary. The new non-tank controls unsurprisingly make combat smoother, if inelegant.
2013
Shortly after release I played through this with a friend who was beyond hype for it, and by the 3/4 mark not even he could conceal his disappointment. Lack of direction, undercooked mechanics, an ending that tries to shock-and-awe you into submission.
2001
Cave never misses with the art (this time the theme is Steampunk WWII Dogfighting), but there's something about horizontal shmupping that feels like it doesn't suit their design philosophy. It's good, I just don't feel very comfortable playing it, if that makes sense.
2005
Prime Dimps-core. The cel-shaded post-diluvian setting is fantastic and it's very accessible initially, though the dual meter-management systems are a bit puzzling or needlessly contrived. Definitely one of the coolest-looking fighters, its whole world is very charismatic.
1996
Weird take on the match-puzzle formula where you have to encircle Egyptian artifacts in stone blocks to make them disappear. I see the logic but it's hard to wrap my head around. The theming makes me think of a casino. Might just go back to Puyo Puyo.