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

Had game consumers (and devs) not fallen for the "length = value" lie or the dopamine drip-feed of immanent RPG mechanics, these are the levels of quality we'd be rolling in at all times. We didn't deserve SEGA, the industry's dumbest most beautiful child.

I once saw a streamer promote his playthrough of this game by promising viewers that he openly cries during it, which to me is a good summation of how the game approaches mental health.

Its conveyor belts of scenery and obstacles are so well-considered. You start off running on tall grass against a screaming sunset. You drown in a sea of blood and return as a demon! The best rail shooter ever.

I'm just floored by the quality and sophistication on display here. Those FMVs and machine designs are incredible. As an adventure game it's also very engaging thanks to some survival and navigation mechanics.

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.

2010

Under its rote combat is a campaign crammed with novel gameplay and story-structure ideas that raise questions about virtual violence and the player-avatar connection, all set to beautifully spare art direction/heavenly music.

Maybe it's not this game's fault than I'm burnt out on Soulslikes but it is Fromsoft's fault that they took the AAA open-world bait. I'm tired: of Berserk memes, dark-fantasy bro-stoicism, "over 100 hours of content," etc.

Fascinating "rail shooter-meets-ATB" combat system, brisk and well-paced cinematic story, rich and mysterious sci-fi world, organic and adaptable customization systems... Not perfect, but pretty miraculous. Especially pre-OoT.

Every day I wake up and remind myself to outlive Keiji Inafune.

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, ending tries to shock-and-awe you into submission.

The high school rooftop stage with its blaring harmonica theme is, to me, the purest essence of shounen. A really great busted fighter, with an unforgettable cast and setting. Super loose and accessible, too.

It's like a natural evolution of RE4's tank-action combat, where you run up to the enemy's face and engage in real, blow-for-blow Tekken-style fights, with custom combos and eight-way dodging. A Tokusatsu Western.

A dangerous hub of online radicalization and intra-Latino violence. It's embarassing to get pinged for a match in a game whose controls you are barely figuring out. Love to be discriminated against for being on wi-fi.

Part of that Y2K style that used awkward 3DCG and pre-rendered textures to tell sci-fi stories about machines/souls (Garage, Kowloon's Gate, Malice@Doll), attached to 3D Mystery Dungeon. Too obscure, but fascinating.