Intensely feedback-heavy anime fighter with some mechanics that feel gratuitously complicated. The story mode is a bloated visual novel but there is lots of it. A very complete package if you're into this sort of thing.

It nails the visuals and music, one of my favorite worlds to just inhabit in recent years. The campaign is a chore, combat is plain bad, and stages aren't all that well-designed, but it's a good hangout game regardless.

On PSP there's some squinting and finger-spraining involved, but on Vita it's pretty comfortable, and the new content is worthwhile. A solid port of a great game (and its sequel), I just wish they'd get a re-release.

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.

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

Its eccentric character classes, refreshing presentation, and surprisingly tasteful (and replayable) campaign are compounded by substantial resource-farming and puzzle-solving side-games. A DRPG life sim.

I get why people hated this game, but as a very classic and straightforward Pokémon experience on the Switch it suited my needs perfectly. I don't hate the chibi presentation, but it definitely looks low-effort all around.

Cool, action-centric take on the RE formula with presentation too good and campaign too short to get tedious. That timed sliding-block puzzle was unnecessary. The new non-tank controls are hard to say no to.

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.

Cave never misses with the art (this time the theme is Steampunk WWII Dogfighting), but there's something about horizontal shmupping that feels like it doesn't suit their design philosophy. It's good, though.

The cel-shaded models and character designs, paired with the stylish post-diluvian setting, are great to look at; but animations can feel "off" or sluggish for a fighter. The dual-meter system comes off as needlessly complicated to me.

Weird take on the match-puzzle formula where you have to encircle Egyptian artifacts in stone blocks to make them disappear. Hard to wrap my head around. The theming makes me think of a casino.

The Art Noveau Bug Wars presentation is beautiful, though the soundtrack's unremarkable. It's fun to sit through the wiggly bullet patterns with your deceptively small hitbox. A very "reactive" feeling shmup from Cave.

The newly-added content is pretty negligible (cute though), but otherwise this is a perfectly-fine remaster of a perfectly-great Katamari game, and the last one with a real edge to its humor. The DLC OST is a cheap move.

I love the interplay between repositioning your character and your cursor, a sort of stationary rail shooter that demands you survey the whole playing field as one. An excellent expanded remake from Tengo Project, as usual.