Afrojr
This game was pretty meh overall. Nowhere near as absurd and wacky as Superstar Saga, and the babies didn't offer as sharp of a gameplay shift as Bowser does in Bowser's Inside Story. Not very challenging either, the game stays pretty straightforward from start to finish. It is still M&L at the end of the day but the one plus I will give it is the twist revealed at the end.
2004
After 6 games in the series, this is still my all-time favorite of them. Its got the core favorite characters right in the forefront (Maya, Gumshoe, Edgeworth), only 1 wack filler case (which even has some worthwhile funny moments in it), a great villain in Von Karma, and the game just keeps on giving with its true final case, Rise from the Ashes.
I envy anyone playing this game, let alone the entire series, for the first time.
I envy anyone playing this game, let alone the entire series, for the first time.
2005
2005
Always felt like Sonic Rush gets overlooked or is just under appreciated. It finally provided an answer to the ongoing problem with 2D Sonic games, running full speed into enemies or traps that you can't see because the camera's too zoomed in. Now, you can just boost to protect yourself in those scenarios. I guess the bosses do suck and those combat arenas you'd get forced to do only slowed the game down. Sonic and Blaze didn't play much differently between each other, so doing a repeat playthrough as the other doesn't add much.
Other than all that, this was a fun time overall and definitely a highlight in terms of Sonic games. And that ost SLAPS.
Other than all that, this was a fun time overall and definitely a highlight in terms of Sonic games. And that ost SLAPS.
Its because of this game that I've lost all interest in 2D Mario. Completely bland and basic level design and barely any challenge to boot. There were at least alternate level exits and hidden worlds to find, which is probably the only plus I can give it. And holy shit, those freaking 'Bahs' all throughout the ost. Awful.
2006
For just being a rhythm game, I got super hooked into this one. The game's decent enough on Normal difficulty, but the true addiction came in Hard mode and re-mastering the song patterns, made all the more complicated. And they picked some earworm songs to play with as well. Still remember the hours spent listening to Jumping Jack Flash and You're the Inspiration. The harder difficulties, the funny scenarios you get to watch, and just the Agents themselves, really escalate this game to something special-tier.
I should rate this lower but Farewell, My Turnabout is just TOO good. Best case in all of PW free. Besides that, I've got a soft spot for Turnabout Big Top, mainly for how bad I felt for the true culprit. No, I don't care about the tears.
I still absolutely hated the logic behind some of the courtroom puzzles of Reunion, and Turnabout. And I can't even remember anything of worth regarding The Lost Turnabout.
I still absolutely hated the logic behind some of the courtroom puzzles of Reunion, and Turnabout. And I can't even remember anything of worth regarding The Lost Turnabout.
Great end to the original Phoenix Wright trilogy, but goddamn the filler cases man. Fucking hated The Stolen Turnabout and its main characters, Ron DeLite and Luke Atmey. Recipe for Turnabout had its annoying parts too, but I can't get over how silly of a concept on why that case even needed to happen the first place. On that note, Godot was a great antagonist. First and foremost, he was funny. But he also had a well-written backstory and motivation to him, though his actions were a bit far-fetched in the final case.
Now that I think about it, didn't really like Turnabout Memories either. IDK why T&T gets all the praise as the best PW...
Now that I think about it, didn't really like Turnabout Memories either. IDK why T&T gets all the praise as the best PW...
Definitely deserves props for its unique battle system, but they really don't push it too far in terms of complexity. It is fun figuring out your own combo through mixing and matching characters and incorporating summons as well. Story's a joke but at least its lighthearted and doesn't take itself too seriously. No small part to the numerous titty jokes sprinkled throughout the game. And the titties themselves.
2009
2005
Step down from MMZ3 but about on par with 2. I miss Recoil Rod but the Zero Knuckle had some merit to it. Mostly being using it on enemies with axes so you could get that weapon variant and enjoy its power and range. The levels in this game don't stand out in my mind like MMZ3's did, but I do recall the bosses being stiff challenges. Without focusing too much on the story, the final fight and resolution was a good sendoff for the series.
2004
2003
A significant step up from MMZ1. Smart decision to go back to the traditional 'Robot Masters' gameplay loop and have individual levels with traditional bosses at the end. Music was on point here as well. Not gonna comment much on the stories in these games, as who really cares, but it was kinda sad to see what happened to one character at the end. Main gripe with this game is the Chain Rod, as its actually a necessary weapon to progress but it's kinda finicky in terms of latching onto stuff.
2002
Decent MM game but it was rough around the edges. Didn't like the hub world and having to traverse from the whole left of the map to the right to get to a given area. Half of the bosses weren't traditional MM bosses with unique attack patterns, but rather just big machines to slash at. Really hated the fact that every death in this game resulted in a Game Over. And that one timed mission in the factory was some bullshit.