Real lightning-in-a-bottle situation. Defined the platform fighter and set a new standard for single-player content, roster size, music, etc. The grimy art direction is debatable, I prefer 64's cleaner toyetic look. Epochal regardless.

It's a functional gun game but the move away from arcade-style gameplay kills any sense of challenge or momentum. The snarky grindhouse tone and grotesque art style completely miss what makes the series charming.

A simplified roguelike very much like Mystery Dungeon. Four dungeons, each with a different objective required to proceed, make dungeon runs short, crunchy, and varied. An ideal little game for handhelds. Funny, too.

This is definitely my favorite rhythm-gaming interface, so much so that I think it's ruined all the others for me. The cover songs are pretty shabby and it's a bit light on content, but what's there is pretty damn great.

There's a lot of things you can criticize it for, especially the camera, but the fundamentals of 3D platforming were laid out here. I also enjoy its trippy stages, some of them really nail the feeling of dreams.

A pretty basic SNES-era JRPG, with Capcom's typically charming sprite work. Some neat overworld exploration as well. Otherwise very by-the-numbers, and random encounters are annoyingly frequent.

The basic feel of its new grappling and riding mechanics is good, even if it takes some getting used to. Performance on Switch is impressive. But the whole gameplay loop feels too impersonal, sleek, with zero survival elements.

Having played Spike Out and gone back to this with a better understanding of the mechanics, I think it's pretty cool. Dig the theme, but it still feels very nasty to the player. Hopefully I can get someone to co-op with me.

Multi-player races are chaotic by design, there's a reason why this has survived so long as a couch classic. Battle Mode is also famously the most fun you can have playing a Mario Kart game. Enjoy the sprites-on-polygons look, too.

It's a pretty typical "bigger and better" sequel though it mostly lost the unique tone of the original. You still get some cool monster designs and environments. The story's pretty dumb, and the campaign drags on.

Immersive, vibrant environments and fresh new monster designs coupled with an excellent campaign and an optional "Expedition" system that works sort of like an "endless dungeon" mode. My favorite MonHun.

A sort of tonally incoherent setting, some silly platforming, reused and/or awful bosses, and some uniquely annoying enemies. It is overall not a horrible experience, but not something I'd go through again.

Despite looking like a late PS1 game the art direction and grimly-comical tone are fantastic and the brief campaign length is wise. The timed-hits combat system is engaging and I never really tired of it.

I get the intention but I don't really appreciate turning Dark Souls into a sort of white-knuckle kaizo action game. But thematically I do love this DLC and it has two of the best boss fights in the entire series, so.

An okay translation of PSO to handhelds, albeit with some bizarre QoL downgrades and a tedious "Saturday morning" tone/story that really clashes with the series' iconography. Was probably fun online, I never got to try it.