An enjoyably goofy entry in the series. Learned some lessons from RE7 re: spacing out your optional content, but still drops the ball hard towards the end. A lot more replayable overall, though. Neat hub town, too.

I have mostly the same issues with it as with every post-RE4 title, but it's shockingly great otherwise, especially the whole police station stretch. Looks good, too. The Ada section does kinda feel like a chore.

In a way it's more interesting than the RE2make because it approaches an almost RE6-ish combat system, but it's also just a worse game overall: in pacing, set pieces, etc. Nemesis encounters are too telegraphed.

I adore the atmosphere, stage designs, storytelling, basic combat, pretty much everything. My only real complaint is that this didn't need to be an RPG; that certainly would've helped with the lack of build/weapon variety.

I think it's fine, but it's kind of boring. Star missions are too rail-roaded, it lost the "playground" stage design of earlier titles. Not a huge fan of the hub world or the Disney-ish musical direction, either. A little corny.

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.

I dig the "isometric platformer" layout and the fact that it has four-player co-op, even if that's a mess sometimes. The amount of unique ideas you see per stage is dazzling. A great game if your friends are committed.

The weird, plastic look to the character models and the oddly dark, low-energy stages can't take away from the amazing roster picks and overall fun factor. Zero interest in the Marvel competitive scene, though.

2001

It's not that I think it's the most profound thing ever, but I think that when you play it you're reminded of how little the average game trusts the player's intelligence or capacity to tolerate ambiguity. Really beautiful.

The terrain navigation makes the long stretches of horseback-riding and exploration between boss fights a good mix of "engaging" versus "contemplative." Incredible use of harsh bloom and PS2 rendering capabilities.

I was prepared to love it. Trico feels too much like a piece of moving scenery; his refusal to cooperate doesn't work when you can't "get around" the obstacles presented. The story and art direction seem overly-referential.

The juxtaposition of detailed pre-rendered objects with foggy, low-texture environments is deliciously uncanny. The hub town strikes a good balance between "dungeon" sections. A really impressive survival horror debut.

It's great how it balances adventure and town-building elements with interconnected dungeon-crawling, although more could've been done with both aspects. The tone and art direction cement it as a personal fave.

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.

Those vibrant solid-block textures do wonders for the dingy and water-damaged Venetian setting. The diegetic branching-paths system is fun to uncover as well. Not a big fan of the reused boss at the end, but whatever.