A concise meditation on memory, dreams, and the act of retrieving them. The game pulls from and directly cites conversations director Julian Palacios (which you can read about here) had with their grandfather who passed away by the release of the final build, but the product is a generous collection of spaces to reflect on even if the approach isn't totally within my taste. Promesa is more similar to looking at a painting than any other game I've played, which carries many negative and positive complications for me. Worth the 40min to clear once and certainly will call for your time afterwards, even without hitting every possible scene. For fans of LSD Dream Simulator looking for the Pixar Animated version of that game.

There aren't many puzzles and what's there is very boring. The witch trials start as a really interesting turn on the Ace Attorney, but they begin to drag quickly and are missing some excitement without the investigation step. The whole thing starts to overstay by the end, but holy shit is the high from Professor Herschel Layton and young Phoenix Wright pointing at the same time completely unrivaled. The game is pointlessly too long, but it's also a totally sufficient thing if you pretend it's manga (it is).

The core system is here and it's still good and while the combat situations just aren't as thoughtful as the greatesr hits of the main game, I think an epilogue that still depicts the world in conflict is quite fun. I come to Takahashi primarily for character beats and broad strokes about people and cultures moving from one place and time to another and this handles that in a much more succinct way than most of the Xeno- project. Someone get this man to make short(er) games again please.

A crumbling and obtuse beauty, Xenogears sticks most of its small character beats in ways that elude NPC writers still today while evading legibility on most of its other parts. This game is many piles of half finished ideas in combat mechanics and world map progression dressed dressed up with a phenomenal soundtrack and the best game-original mecha I've ever seen. The vision is here and, despite absolutely hating the bioessentialist turns of the last act, many narrative turns in general, and the moment-to-moment play of most of the game, I find -gears to be well-rounded and exciting RPG until your personal crumbling point. I think the jump to long form narration is actually fantastic and the Disc 2 issue is moreso that the game forgets that RPGs need to have an intentional route through gear and skill progression.

The ways that this game is all over the place is really enlightening as to why the Xeno- enterprise was conceived as many episodes. I think this game, the rest of the Xeno- project, and Takahashi as a maker overall would largely benefit from doing many 2 hour-ish episodes instead of what happened with Xenosaga or whatever is going on with Xenoblade.

Proudly declaring that the max jetpack, the bubbler, and the fire were the greatest buttons to press in Cave Story. The greatest moments for me are really intense about examining those tools, but the mostly pantomimed plot and lush set pieces are also total home runs. Addresses the problem of Cave Story's true ending being behind very difficult content by making the additional story content extremely slight instead of making the play less difficult. I think this move says very constructive things about access and capability.

Poke your pointy squid around for an hour or eight using the swim from Cave Story. If you play this game and tell me you dislike it I'd call you a liar. Studio Pixel at its finest.

With one of the most divisive jumps in games, Cave Story is a stage based run and jump affair. This game up and down constantly because of uneven level design and weird permanent changes to playstyle that are simple to stumble upon your fist time around. Regardless, it's an absolute odyssey orbiting rebirth and atonements that can occur when you struggle against a difficult task.

A Studio Pixel oldie that's right at home in mobile. The brief soundtrack is superb and the guys are very fun to catch once or twice every couple of days.

Solo dev project of Yuji Naka of Sonic, PSO, and NiGHTS fame. A pretty okay 2048 physics puzzler with some extremely hostile ads and not very good fake Halo menu music. I really quite like the game, but the container is extremely unpleasant.

An extremely pastoral and methodical take on the adventure-mystery game where the mystery is the melodrama of AnoHana with a bunch of 30 year olds. The sheer amount of areas to scroll through (thanks Matsue tourism board) and a lot of UI oddities can produce some frustration, but the meat of this game is an earnest mulling over the slowness and the arbitrary nature of meeting people, growing up, and growing apart. The routing of the game is mellow while the logic steps of being super confrontational with people you only know via 15 year old written descriptions is right parts absurd and exciting. Max mode is goofy but so is the rest of it. I think the game really didn't need multiple endings and could have been a much cleaner thing if the normal ending was the only ending with some expansion, but you gotta get the VN trash ppl in I guess. Don't bother playing the bad routes, they're not as absurd as some other places on the internet would make you believe.

You press the button, fist bump plays, there's a war on the moon (?), and you go shwoom. A delightful, inoffensive, and goofy time if you let it be.

An adventure mystery game with a healthy breadth of verbs boiled down from a text command released for early home PCs. Portopia, in its verbage and roundabout area connections, come together to articulate how miserable casing people and points of interest as a beat cop would feel like. The short form writing of the era effortlessly conveys the NPCs' insistent lack of cooperation while the few images of the game still call upon the cinematic in their simplicity. The point is friction. The game is not poorly composed, it is a singular jigsaw puzzle with a very specific solution, completely indifferent to your victory. The maze is odd, but obviously serves to express a great final challenge in an otherwise sparse system and isn't very hard if you just bust out pen and paper (or just check the guide because we live in the future and you can do what you want). I'd also say the obtuseness of the pixel hunting is incredibly overstated if you spend at least a couple of minutes (in an extremely short game) poking at the obvious locations. The nature of finding truth is all trial and error, so persevere.

I love the GC controller and the feel of playing a good song is great, but I think it's a very limiting format and something radical needs to change for the game to move in significant ways. The library is in great shape but songs are still hit or miss. Good buttons to smack though.

The maimai library wasn't very good before finale. The controller is one of the most absurd inventions of modern gaming and while I'm in love with it, the charting of this game at this point doesn't guide you to the higher difficulty very well. It seems they've figured this out with the new mid screen tap notes but I don't even have regular access to Finale.