Pretty delightful take on the stage-based 3D platformer. Each monkey is its own mini-puzzle and you get a steady stream of new gadgets and powers to play with. Looks and sounds fantastic, thank you Soichi Terada.

As with every single RE game the final stage is bad, but apart from that this is just incredible. Tactical survival-action with beat-'em-up mechanics and some of the best set pieces, boss fights, and overall pacing, ever.

Breathtaking for a single-dev effort. Kicked off the "indievania" craze and became the blueprint for that kind of environmental storytelling. Remarkably well-balanced for keyboard play, feels almost awkward with a controller.

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.

The first few hours really are wonderful: the weighy movement, interlocking level designs, plaintive Symbolist environs, cryptic writing, shockingly good voice-acting... drops the ball hard towards the end, but it's a classic.

Really fun to just get lost in. The world feels sprawling, disjointed, and massive (because it is). Lots of odd weapons, features, and area-specific aesthetics to play around with. Jank as hell of course, but whatever.

The least-good, or maybe least-replayable, of the trilogy. It's gorgeous obviously, and has some great boss fights along with some great bespoke levels; but it's way too linear, backwards-looking, and unfriendly to non-melee builds.

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

A messy and unintuitive "open-world RPG" in everything that pertains to storytelling and quest design, but pure wish fulfillment for people who just wanna run around skewering lizardmen and cutting giants off at the knees.

Sort of a hectic puzzle game I'd file alongside Katamari, except this is more about hiding from pursuers and activating traps. It's got a great little cel-shaded/Y2K look, but it's light on content and never really hooked me.

Severely lacked personality and was just an all-around lame fighting game, albeit with some crazy roster pulls. For all of Brawl's faults this was the point in the series where you started to feel like you were feeding on slop.

If you've stored this away in your memory as little more than a tech demo, you should go back and recall how crunchy the combat feels, how fun the stages are, and how appealing the clean. low-poly look can be.

The campaign is a huge slog, but as a party game with reams of "content," there's no beating Ultimate with DLC. The meta seems horrible; a suitable punishment for competitive Smash players. "A chillout game."

An absolute mess of a fighting game, but a curiously great co-op and single-player experience. I remember this game for the unparalleled hype it generated before release and for The Subspace Emissary, pretty much.

It was a huge relief to play a good RE game again, even if the fodder enemies are tiring and the whole last act is garbage. The survival-exploration gameplay and bayou-horror ambiance of the first hours is solid gold.