whoever made the music reset every time you restart the stage i want them dead

lazy first unity project. functions better as a time capsule for early unity3d graphics than it does as a game. route scouting mechanic is a decent concept with no thought or effort put into it at all and it's the one thing the game is supposed to have going for it. Passable

scroll speed is a little choppy and the tracklist has too much filler... Bosses make up for it but compared to the true perfection of the third game i can't justify putting this on the same level

it's just a bad rip of trackmania's desert environment made in maybe a few months. i feel too nostalgic for it and its beautifully early-10s Unity aesthetic to give it any lower than a 4 even if it's just bare minimum arcade handling with some ghost time trials

Web version is unfinished and the mobile version is delisted everywhere so even if you want to grind to the ending you can't lol

the most evil thing created since people stopped making i wanna be the guy fangames

would easily be in my top 5 games if it had an extra year of polish. as it stands, everything about it is best-in-series apart from the glacial AI, mediocre car list, and missing map geometry. it's really hard to connect with a game that's so afraid to challenge you past the first hour

the DDI racer formula at its least interesting. 4 nondescript tracks replayed in the career 36 times over god knows how many laps, awful gooey handling, and maybe the worst sense of speed in any racer ever. at least it's the least painful in terms of framedrops?

save the world and battle royale aren't split so i'll make it clear that this is mostly because i love stw with my whole heart

new skins are pretty good but the unresponsiveness makes this extremely frustrating coming from remastered or live. play one of those instead

anything that lets me see more polyphony ui is a worthwhile experience to me. gameplay-wise, probably only interesting if you were there in 2003 waiting for GT4 to come out

unfinished mess but kind of intriguing. you have to take xans to not die but there are barely any on the map so you just have to run around on the brink of death trying to find some. Just like real life. i only managed to pick any up once but didn't even get to see what the collectable looked like... when your meter depletes your aim gets fucked up, but fortunately the AI can't hit a single shot and will just run towards you or "hide" behind a wall with half their torso poking out

the first 2 levels are playable because they're basically fully linear, the third is a maze of identical hallways and fake doors and completely unnecessary time pressure. i'll probably pick it back up if i really feel like hurting myself

unbelievable car list. me and my storia x4 against the world

This was never going to compete with GT (especially coming out after 4) but it's probably the most competent attempt at it on the PS2. i kind of get the idea behind the career progression but it's just lame to play through (especially the car change penalty) and the CPU are so painfully slow. i beat it in like 20 races and those difficulty issues put me off of attempting to unlock everything else after the fact

a dungeon crawler where the main threats to your life are food scarcity and having too much xp in your arms. my favourite fighting game ever and i vowed to never attempt to finish it

very very cute-looking. unfortunately i tried for way too long to get past that initial wave of pain points and little frustrations you always get with games in that Q? Entertainment vein and just could not get with it.

feels way too common with SCE projects for people to say "oh it's just a tech demo lol" and that definitely doesn't apply here even with the runtime. it really is impressive not only how much they managed to wrangle out of the console graphically so early into its life, but also in how beautifully overdesigned all of its UI/UX is

Surprisingly playable for data design interactive's standards. same issue as classic british motor racing on the ps2 where it's an obvious backport from the wii and it can't run for shit, but i know you're not going to play this on real hardware so just turn the internal overclock in pcsx2 up. genuinely fun and responsive handling model kneecapped by the lack of bounce when you hit anything and no respawn button. you lose like 10 seconds just fucking around whenever you clip an obstacle. at least the ai is incompetent enough for that not to be a real issue?

i assume this is completely unplayable on wii with the motion controls lol