The "fixed" version of 2 swings for the fences with some set piece-y bosses, alternate routes and secrets, and a pulpy, paranormal flavor injected into its World-at-War cartoon antics. My flawed series favorite.

Its painstakingly-shaded depictions of warfare and machinery are like zooming in on the details of a Brueghel or Bosch painting, so full of humor and pathos. Compared to its sequels, fairly grounded and 1CC-able.

Beautiful but restrained, appropriate for a game about the Bakumatsu. It doesn't really open up until you engage with the parry system and Speed/Power dichotomy. Feels like a farewell to an era arcade design.

I don't know anything about Sgt. Frog, but this is a very serviceable Power Stone-like. The cel-shaded models with thick black outlines and the clean, fresh-looking environments make a nice impression.

Yes ha ha Morrigan sprite, but this is an outstanding feat of balancing. Six selectable playstyles in conversation with each other over a staggering team-based roster, and still it feels like a footsies game.

I think this game's infamous busted-ness has earned it a MUGEN-esque reputation, but really an astounding amount of fine work went into its massive roster of deep cuts and crowd-pleasers alike. Messy fun.

This was like the perfect confluence of fluid and attractive visual feedback, intensive but intuitive input mechanics, a substantial single-player campaign to teach you the ropes, and just top-notch presentation.

The expanded job system and more lenient laws give you so much freedom for team composition and just dicking around. But some other changes are frustrating, and the story's a wash. Kind of pointless.

This was like drugs for 12-year old me. The job system satisfied my urges for categorization, customization, team-building, and "imagining cool personalities for my characters" in one fell swoop. Bloated, though.

So much beautiful, faux-Star Wars world-building and painstakingly-crafted art assets, all in service of 120+ hours of busywork, aggro-kiting, MMO-tier side-questing, and unlocking licenses for wearing hats.

Basically you're making your way down a neverending corridor of mind-boggling Polynesian-fantasy dreamscapes with state-of-the-art animations and rock-solid turn-based combat. Sometimes the dungeons suck.

Intense, rainy-day-techno ambiance. The lock-on shooting de-emphasizes combat in favor of platforming and exploration. Hunting for Artifacts is a chore, but otherwise this is brilliant. Amazing soundtrack, too.

This is a very "me" thing, but I don't like how many newer fighters revolve around one universal forced-reaction mechanic and everything that builds up to it. Feels a bit one-note! Also, the OST is embarassing

Online action-roguelike with vaguely Souls-like combat and extremely hot character models mucking about in the grime. Really, a dream; too bad the difficulty was balanced around its awful F2P model. God!

Cel-shaded anime Lost Planet spin-off with Monster Hunter-gameplay loop.... It's a tragedy I missed out on playing this online; single-player's way more tedious than your average MonHun. Should give it another go.