In order to enjoy it you have to actually play in co-op and ignore various tedious sections/bosses, and a generally idiotic tone. But it's still a co-op RE4-like, which to me is inherently pretty valuable, and it's done decently well.

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.

The "miniature shmup" combat was neat but this game's humor, writing, storytelling, art style and characters did basically nothing for me. I don't think I would've finished it had I encountered minimal resistance.

Visually strong remake with tons and tons of content, and some QoL life-savers. An incredibly easy campaign for how long it is. Delta Episode and the new Mega Evolutions were highlights. Solid, but why come back to it?

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.

Much as I hate its single driving section and a couple of its bosses, it's one of the most aesthetically delightful Capcom arcade titles. It's also the game you want if you love weapon pick-ups and dropkicks.

Cute, short puzzle-platformer. The faux-Andean setting would be interesting if it wasn't so flat and underdeveloped. Not much to say about this otherwise. The wind-based gameplay could be expanded upon, I guess.

It'll never be SoulCalibur II but it made up for it with a plethora of very meaty single-player modes, not to mention the now-famous character creator. One of the better console fighters of its era. Cool newcomers, too.

I really like the modular, route-based "difficulty" system and the various secrets it hides; adds a lot of replayability. Some of the stages are quite enchanting and there's a surprising amount of variety. Charming setting, too.

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.

Bangai-O's omni-directional shooting and cramped, sometimes maze-like stages can feel quite tactical at times, but the campaign slowly cranks up the intensity until it reaches the apex of Treasure's trigger-happy, joyous excess.

Konami's sort-of-overlooked answer to Final Fight, with brighter cartoon-punk art direction, breezier movement, and a generally greater sense of forward momentum (if maybe not tactical depth). Minimal BS, too.

Minimalist, ATB-system dungeon-crawler. Some interesting features, but the barren presentation and padded-out campaign really kill its appeal after more than a few hours. I need a little more flair.

Utterly unique maze-runner-shooter with constant gameplay switch-ups, sort of a slapstick routine in the vein of Chaplin's Modern Times and swashbuckling postwar adventure serials. Really weird, tons of fun.

I hate to admit that this is a pretty solid Metroidvania because I hate the character designs and general story. The WWII setting goes hilariously unused. Still, good bosses and a fun character-swapping feature.