The Mega Man Battle Network series has been an interesting go from the start as I knew it eventually did start marketing itself with two different games with slightly different experiences. This encouraged me both to look at which one I should play through and trying to figure out what experienced of what I wanted. It's a small, but an effective strategy that I honestly like in the sense it gives me an excuse to play the game again and give me new experiences. While the Blue version of this game was supposed to be the "easier one" and the main reason why I played it; I really had a rough time with this game that I feel I wouldn't have experienced in it's sister game, White.

Thankfully, all the combat in MMBN3 is still roughly the same as previous entries as the only thing that ever really gets added was additional chips that weren't in the previous game due to the changing Robot Master roster. So a lot of neat experimentation can happen amidst the nerfs and buffs they gave chips between sequels and through neat trade mechanics. While combat didn't change appearance wise, the leveling up system and numbers and styles part did. Not exactly in a way that really made me miss the old version or like this new version of leveling, but it's certainly different. By having to put a lot of upgrades in a Tetris like box you get to feel like you're building your own navi pet, and kinda make this Mega Man more like your own. While I did feel this made me play the game in a less dynamic way from the previous two entries, I can at least admire the spirit of what they were going for.

What I can't say I liked tho is just how grind-y and obtuse the Blue version of this game can be. While both versions, Blue and White, don't different in terms of story, there were a number of changes to get to certain parts that really just ended up making Blue too much to deal with in my opinion. From having to figure out what chip needs to be dropped in order to trade and progress to just having to constantly go back and forth between different routes that really felt less intuitive than the previous MMBN entries. It's kinda amazing how these little changes not only extended gameplay time to an unhealthy degree, but were just outright infuriating to figure out without a guide. This is on top of the fact that the random encounter rates have always been particularly bad in the Battle Network series, so having to wait to progress the story simply because you didn't backtrack to get a chip or aren't fighting the right enemy really just made everything a hassle that came up way too many times to count. Then the game goes ahead at the end to add a weird final boss that takes more damage using a certain style that can be easily ignored in regular play over being able to use your constructed chip deck. Like it's not enough that you have to go through two phases of a boss, but the fact both formes are relatively different set up wise just kinda ruins a lot of fun this game's combat is know for.

Like I really do like the Battle Network series to a degree that someone is just playing thru them for the first time in their adult years, but Mega Man Battle Network 3 Blue would have made me quit if I was younger. The story is relatively fine to go through, but it really didn't hold me like MMBN or MMBN2 did. Heck, even Transmission gave me more interest in the series than 3's story. It's not bad, but it certainly feels more like going through the motions than previous entries. Then you put all that on top of some really annoying moments with a lot of tedious backtracking, and it just doesn't feel like a fun game to play. From my understanding MMBN 3 White wasn't like this, and while I certainly don't like to knock Blue the way I am with it's small changes, sometimes that's all you need when it comes to becoming unlikable and not fun to play.

Zone of the Enders is one of those games that stick with you in fragments and moments rather than as a cohesive game in your mind. It's not so much the game being good or bad, but rather just certain scenes being more impactful or interesting compared to the rest of the games rather blanketed mechaness. Not even a matter of the gameplay or graphics being particularly boring as a lot of the miniature viewed level design and rather bland enemies kinda feels that sentai vibe that the game has going for it.

Perhaps what is most interesting about Zone of the Enders tho is exactly the vibe it's going for through out. A lot of the game can feel more like an action super hero morning cartoon show, but the actual story and characters are anything but that. The story is quite serious, and the actual stakes and overall narrative can kinda go over head for those that were just here for "big robot fight now". Not even saying the game is nuisance with it's drama and stakes, but it's certainly more thought out with a lot of the game's information being stuff you either have to pull from outside material or stuff you have to context clue together. Does that make any of the story good? Not really, but it at least holds more interest compared to being outright boring. On top of that a lot of the over the top voice acting, and little moments through out the game can really highlight them over a game with more traditional good qualities.

Not to paint Zone of the Enders as like a bad game to play or even boring for that matter. I honestly had a lot of fun going through these miniature maps and blasting enemies all over and trying to fulfill my objective. The game also has a grading system to show how well you did giving for some much needed replay value, and in general the game has a very pick up and play style to it. Can't say the mission structure is always on point as there were a few moments where I got stuck on where to go, and some of the missions can really feel more like a chore compared to others, but it was more of an annoyance than outright something to complain about, well mostly.

I gotta say though, A lot of what I remember from Zone of the Enders is that ending scene and boss battles that went along with it. It's something that has stuck with me through the years and kinda continues to do so. So while a lot of the game feels like a blur of rather mild entertainment, I can't help but find this game to be rather remember-able overall. If you're looking for some solid mecha action, Zone of the Enders fills that, and will absolutely leave an impression.

Call me nuts for liking this game as much as I do, but I can't help, but think how ambitious and cool this title is mixed with a bunch of neat character and enemy designs along with some cool ascetics to boot. Star Fox 2 really saw the visual style and flow of the original Star Fox game and designed to match it with it's own unique twist and stakes.

Like if you look at the original Star Fox and look at 2, it's almost an inverted version of itself with having to defend a point rather than simply getting from start to finish. Due to RNG, player skill, and difficulty the layout of a playthrough will play out differently each time while it's a constant race with the clock to make sure you're not dilly dallying with each area you visit. As well, most playthroughs are roughly under an hour giving both a nice sense of pacing and urgency when going through each level or stage.

Where Star Fox 2 can fall apart for most is the all range dog fights that have a strong tendency to both get confusing and feel like they are purposefully wasting time. The sad truth is that their really isn't much a fix to it as the main problem is due to hardware, viewpoint, and the backgrounds they use for space. Thankfully, most fighters don't take that long to take down, and a lot of the chase missions with missiles are fairly easy on the eyes, but overall it's a pretty unavoidable fumble on the games part.

Thankfully, a lot of the main game's action is built around bases, and use of the arwing walker that feels rather easy to use and makes for an interesting combat vehicle. While I wouldn't say the bases have particularly interesting bosses, they are at least serviceable, and provide for a fine enough challenge. Although, when I think back on Star Fox 2's boss roster is fairly lackluster when compared to the originals stronger set up.

Still, I do think Star Fox 2 is a really neat fixture in both Nintendo's worst kept secret, and a dash of hope for an 8 year old me clinging for this game's release. It really did do a lot of interesting and neat concepts for the Star Fox series that honestly feels more impactful than anything Zero did as well as giving us the same kinda feel of the original SNES game. If you like Star Fox, I really don't see how you can go home not liking this one; just temper your expectations as it really is it's own flavor compared to our usual On-Rail Shooter.

The biggest take away that you can probably get from Spike Out is that it feels like Proto-Yakuza combat, and probably helped shape Yakuza / Like A Dragon series combat system. Aside from that though? You're really not going to get much out of this 3D arcade brawler aside from some wonky polygons, a bunch of munched quarters, and a mildly too long arcade run.

If you're a fan of beat'em ups, I think you will have a good time with Spike Out as it is an absolute delight to see in Infinite Wealth, but paying money for the actual game nowadays would probably be more painful both due to how it looks and how unfair it can be. Good for a run, but really not much more than that.

I'm kinda mad at myself for not getting into this game sooner. Legitimately, one of the most fun and interesting racers I have played out there! From it's aesthetic style to it's trick system to just really neat and interesting tracks that are put on display. Riptide GP Renegade may not have a lot of content like some other racers do, but it squeezes out so much of what it does have to give you not just a satisfying racing game, but overall game experience throughout it's career mode.

My only real complaint for Riptide Renegade really just lacks good music, and attitude to it's overall design. The game screams an aesthetic that rivals Sonic Riders in terms of racing, but there really isn't any vocal feedback from the game or rambunctious music to go along with it. Often I found myself digging everything I was seeing, but my ears just weren't catching up with the vibe. I get the game is trying to waver a dystopia type of synesthetic music, but it was killing the flow more than anything else. Which sucks because I wouldn't call anything in the OST bad, just doesn't fit for this particular game.

While I wouldn't call the amount of tracks we have for this game plentiful, I would call them each unique and interesting in their own right. From down hill races to dynamic tracks that change every lap to even just the way the game adjusts itself to give them a different feel with some new added element. Riptide Renegade is chaotic in a fun and practical way that makes you want to adjust yourself to be good while still giving you something familiar to focus on. It's these kind of elements mixed together with the trick system that really help innovative how someone masters the game, and honestly I'm kinda hooked on the way it does it.

Even the trick system, which usually is pretty barebones in most racers, is given a detailed moveset and benefits the player when executed properly. You can't just pull any given trick on a jump or pathway, and often the game has plenty of hidden places for you to perform tricks on to get advantage, or even make yourself a short cut. This isn't even getting to the amount of boost you gain from the tricks, and the system it uses to make sure your moves aren't stale. Like it really feels like I'm doing mix ups in my racer that kinda makes me go wild when Im able to pull off the full combo. Add in a level system that eases you into the whole situation, and you be impressed how well you are able to perform compared to how you started.

Riptide GP: Renegade is kinda just the bees knees when it comes to water racers out there, and honestly it's something I would put on par with the likes of Mario Kart and Burnout in terms of the fun and joy it gave me. If you're looking for a good racer, you won't be disappointed with this one, although maybe listen to something else while you play it.

Ultimately my big take away from playing Like Dreamer wasn't even the cute atmosphere or busty girls or weird nonsensical plot, but that I was improving in my shmup skills and really do like the genre. Not to say that all those things, the busty girls, cute atmosphere, or deranged plot didn't pull me in either. It's very much a mix blend of "Oh, this looks interesting, and oh because I was interested in the genre". I wouldn't even say that Like Dreamer isn't exactly an average game, but rather an exotic taste of weirdness that needs to be tolerated first before engaging with it. Like Dreamer is mechanically sound, very casual friendly, but if you don't dig the ascetics, than you kinda get nothing out of it.

Sea of Stars is absolutely captivating with it's charming sprites, older RPG attitude, and reminiscence tunes of the past yesteryear. It almost feels like the game is constantly shouting out to you that the '90s RPGs are back and they are better than ever. Not in a tone that feels like they didn't learn the lessons of the past decade, but to bring back all the good while retaining newer wisdom of the current gaming industry. It's a mixture attitude that really makes Sea of Stars shine, and give leeway to some of it's rather mild story telling and combat features that would otherwise plague it.

Not to say that Sea of Stars is just a pretty face, but it really does make an impression that ultimately sticks around too long. By the half way point of the game, you kinda seen all you need to see with the game's combat, and there really isn't much new in terms of interacting in battle. Mind the fact that, at least, the majority of attacks and specials feel useful or can be used in a way that doesn't waste the slot, but if you were expecting more innovative learning mechanics (akin to Mario and Luigi) or a cavalcade of spells (like Final Fantasy) this game's combat may start to bore you.

Aside from that, I do think the run time for this game is both slightly too long and slightly too short. With the way the game works in a certain twist I feel either the game should have had more in the back end or speed up the pacing in the 1st half. The characters and dialogue for this game are also toned weird with a lot of the side characters acting more personal-able than the main leds, and giving the two main characters too much personality to just be self insert protagonists while also being too stiff. It really isn't so much they are bad, but rather it feels like these protags were picked out in the '90s, and were unaltered compared to the rest of cast. Top that off with some oddball moments of the game feeling like it has more to say without really saying it, and sometimes Sea of Stars can really make you feel like it's a little raw in some parts.

Mind everyone that Sea of Stars is still an absolutely amazing game to look at with a lot of heart that shows throughout any playthrough. It may be a little rough, a little long, and a little boring, but I really don't see that deterring anyone from enjoying their time with it. The game has proper stakes, a good story to invest in, and music to bop too; it sits quite well with some of the RPGs that inspired it, and will probably be inspiration to newcomers alike.

Pokemon Picross is a prototype that was leaked via the internet, and while I can't say it's 100% a full fledged game, it certainly plays like one. From the extra bits you get from completing a Picross fast enough to the little story marks that seem to parody the Pokemon Anime at the time; Pokemon Picross really does come across as a fully functional game, perhaps more than some other Picross titles out there. It even uses a wide range of pokemon, music, and cutscenes. I was absolutely shocked to see a full credits sequence too, and honestly it pains my heart to think there may be more fully functional games out there that weren't released due to marketing.

Regardless, I don't have much to say about the Picross side, as much of the praise really just comes from the fact they didn't release this game at any capacity. Pokemon Picross plays just like any normal Picross game at the time, and while it does have a few fumbles for it's UI, ultimately it functions on a bare bones level. You simply figure out where to fill the picture with the numbers indicting where they are, and you're all done filling the puzzle. Absolutely nice brain teaser for a gameplay loop, but really not something I haven't seen before. Ultimately, Pokemon Picross just becomes a showcase of an average idea that is made more exciting by putting an IP on it, and while I like Picross, I can see this being a harder sell for kids.

Final Fantasy IV: Interlude feels more like a bonus for buying Final Fantasy IV The Complete Edition over actually giving anything worthy of substance. It is rather neat to revisit the characters again after the events of Final Fantasy IV, but as a plot there really isn't anything hanging on here that you will miss between IV and The After Years.

On top of that, the game completely reuses assets and settings without any ambition to it. Nothing really changes between when you visited these places in IV and during interlude, and it really makes for a rather static and empty map in the long run. The game would have greatly benefited from being more on rails or at least as a small set of cutscenes, but what we get is a mild adventure of more Final Fantasy IV gameplay, and some unresolved issues. If not for the fact this was a free, and had a neat little dev. room area I would say this is Final Fantasy at it's lowest, but really it just feels like some last minute extra that was given with little thought to it. If you're a fan of Final Fantasy IV, you might find some enjoyment to it, but really you aren't missing much if you can't get your hands on this game.

Another cozy, queer friendly visual novel? It's that NomNomNami dev again isn't it!!!! Seriously, this dev always got such lovely hits and ways to express their characters that just tickles yourself in a way that makes the characters feel real in such a short amount of time. You mix that together with alternate endings, proper character interactions, and multiple games within the same universe and it really makes for some fun world building that kinda domino effects into her other games.

I don't think Syrup and the Ultimate Sweet is Nomnomnami best work, but with the larger cast of characters, multiple endings you can get; certainly gives the story enough breathing room to start making these characters endearing to you. While there isn't much path straying in this visual novel, the interactions are consistently different when you make certain choices. On top of that, the game is absolutely just filled with fluffy, gumball vibes of music and sound effects that really help yourself immerse in the soft vibes the game sets itself.

Syrup and the Ultimate Sweet is a great start for anyone touching the NomNomNami gaming universe, and for those that have already touched some of their games it makes for a familiar welcome home that sticks around a bit longer than usual. While I don't think there is much here to keep everyone entertained, Syrup and the Ultimate Sweet ironically also being short and sweet sorta of work for itself. Match that together with a built in ending finder, and it's charming characters probably means you'll be getting your full dosage of Syrup from this game. Any game that compels you to 100% in such an entrancing way is great in my book.

Plushy Pixel certainly seems to have had more time invested on her then a few other characters boards, but she is still pretty lackluster overall. Her boards are rather interesting tho, just not really up to the level of Latex Usagi or Kitty Lock, which again, are just kinda neat over the usual bit. While her boards are pretty free and loose, the fact she has a bunch of enemies to capture and control, mixed together with a few neat visuals would kinda put her levels on the top of a relevantly bottom set of the DLC levels. It's really not saying much as again there is very little personality or charm to be had here. Qix gameplay can be fun and addictive, but sadly this streamers boards still don't cut it.

I can't express enough how the DLC description makes the girl sound way more interesting than she actually is. Evelyn certainly looks like a boss lady, but she has next to nothing in terms of personality or charm that usual pin up bosses do. On top of that, she doesn't really have good poses or pictures. I know I consistently say this about Celebrities Hacked DLC, but it only feels AI generated. There is very little soul or personality when it comes to the pictures and it heavily relies on it's Qix gameplay. You add that with some rather mediocre boards, and we get some pretty bad content. The biggest problems with Evelyn's boards is the rng of the canon type enemies she has along with the enemy placement. While her first two levels weren't particularly hard, the 3rd level kept catching me off guard with how their canons worked. They didn't seem to run on a proper timer and sorta de-sync after a few shots, making predicting them rather annoy over difficult. It's clear the game wasn't tested well, and these levels in particular needed that.

Armour Lilly's boards just seem to add a bunch of junk in order to make capturing it harder than usual. Aside from that, we get a nice new enemy that slowly chips away our pathways, but nothing much is done with it. Once again the actual girl we are trying "to get" pictures of looks like a rather generic white girl that's been through AI generating and not much else is really here.

Noir Petal's boards seem to feature a new mechanic that makes for part of the board that is cleared to no longer be safe. Aside from that it's the usual affair of having to avoid enemies, and capture parts of the board that you don't have yet. While her being last in line for the levels to pick from she doesn't seem to have much difficult when it comes to her boards, and I argue they are some of the easiest out of the whole game, DLC included. Aside from that, her pictures are particularly one note, and probably the worst of the bunch as far as I've seen.

Why is she designed like a One Piece character? Scarlet's boobs are probably the biggest of the DLC bunch, but the rest of her proportions are weird. Aside from that, Scarlet's boards are rather mundane and don't really do anything interesting. You just have canons firing at you and the occasional speedster enemy trying to get you. Really they are just simple boards with nothing else to really say and nothing cool to make out with it.