2014

Definitely felt like an event when it dropped. The photorealistic graphics were put to great use, and the severely limited play-space encouraged discovering its secrets. A real you-had-to-be-there kind of thing.

Pretty fun, dual-wielding rail shooter for the five people who had a PSVR to play it (one of them was my roommate at the time). The slaughterhouse level is pretty disturbing. Zero actual relation to Until Dawn.

A pretty basic SNES-era JRPG, with Capcom's typically charming sprite work. Some neat overworld exploration as well. Otherwise very by-the-numbers, and random encounters are annoyingly frequent.

Not a fan of the art direction at all. The super-detailed textures hurt legibility and contribute to getting the player stuck in geometry. The meaningless added collectibles amply miss the point of the original.

The psychedelic low-poly visuals and eclectic Shibuya-kei soundtrack are works of genius. The core gameplay is wonderful and performs almost without a hitch. One of the great games of its generation.

Its scope is massive, regularly swapping you between three whole teams with interlocking storylines. The pacing and balancing suffer for it. The overall story is also pretty boring, as is the presentation for that matter.

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.

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.

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'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.

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.

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 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.

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 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.