A very short 3D beat-'em-up that puts you through a series of discrete arenas, with various interactables and comical weapon pick-ups. Has tons of personality, and the various routes and characters give it replayability.

An overtly nostalgic depiction of childhood summer days. Like a kid on vacation, you're free to do many things but forced to do none. The dreamlike, pre-rendered backgrounds are an achievement on their own.

Kind of a weird beast. I really like the roster (Kizuna Encounter?! Buriki One?!) but the game feels very high-execution even for KOF. There's that Playmore-era look where everything's a bit off, too.

The "Tex Avery meets Universal Monsters" art direction is just unparalleled, a stroke of genius. Good thing it's my favorite 2D fighter, too. So eccentric, dynamic, acrobatic, and yet insanely easy to get people into.

Some ideas were greatly improved by Dark Souls, but there's a lot to love here: intricate, discrete stages; eccentric puzzle-bosses; magic that feels great to use; less focus on intensive dodge-combat; intoxicating atmosphere.

The woodblock-painting art style is honestly breathtaking, and the comedy mostly lands. But this is a fifty-hour Zelda-like with repetitive field combat and like a straight hour of tutorials at the start. Best of luck to you.

Its spooky FMV scenes, competent writing and voice acting, pre-rendered Gothic ambiance, and Celtic synth-folk OST are all quality. I just can't put up with the excrutiatingly slow and frequent turn-based grid-combat.

The department-store and luxury-hotel backdrops give it a sort of "kids movie" charm. The gameplay is simultaneously rock-solid and hard to imagine how someone came up with. A true arcade classic in that way.

I love Grandia's semi-real time combat and it really shines here. Unfortunately the campaign is just awful, it feels like the writer fell into a coma after the end of Disc 1. I almost recommend playing it just for the combat.

Easily the worst commercially-released game I've ever played, as I don't tend to go hunting for garbage. Runs and looks like shit, controls are a complete disaster. Apparently just a port of HotD 1-3 is too much to ask.

Ultra-stylish "rail-shooting adventure" and a pioneer in intellectualizing online otaku culture. One of the most "post-9/11" games ever. A cyber-noir wasteland of wandering neurotics. Hilarious and point-'n-clicky.

Borderline psychedelic color palette, really nice to just look at. Kind of a walk-'n-gun with a neat, tactical pace. Some pseudo-3D sections that aren't so fun. Overall feels a little short and lacking a strong conclusion.

Really gorgeous-looking "cinematic platformer" with that slippery Prince-of-Persia movement. Works okay for the most part but boss fights are a total wash, you just have to wail on them and hope they die before you.

2008

A middling puzzle-platformer that insistently announced itself as a maturity moment for games. Not a fan of the art style, either. To be fair this type of game is extremely not for me, but we all played it at the time.

You can find multi-hour videos painstakingly comparing the original with the remaster and the general conclusion is that the remaster is worse, which is probably true, I haven't bothered to compare.