5th and 6th gen enthusiast (I Bench 315). Linear level design is king!!!
Favorite Genres:
Survival Horror
5/5 - A Higher Art of Immutable Beauty
4.5/5 - GOATED
4/5 - Excellent
3.5/5 - Great
3/5 - Enjoyable/Good
2.5/5 - Mid
2/5 - Minimal Merit
1.5/5 - Bad, but inoffensive
1/5 - Terrible
0.5/5 - …
Personal Ratings



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Gained 10+ likes on a single review

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Journaled games once a day for a week straight


Gained 15+ followers


Played 250+ games


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Become mutual friends with at least 3 others


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Favorite Games

God Hand
God Hand
Shin Megami Tensei: Nocturne
Shin Megami Tensei: Nocturne
Resident Evil 4
Resident Evil 4
Ninja Gaiden Black
Ninja Gaiden Black
Resident Evil
Resident Evil


Total Games Played


Played in 2023


Games Backloggd

Recently Played See More


Jun 25

God Hand
God Hand

Jun 11

Ninja: Shadow of Darkness
Ninja: Shadow of Darkness

Jun 11

Street Fighter 6
Street Fighter 6

Jun 09

Teenage Mutant Ninja Turtles
Teenage Mutant Ninja Turtles

Jun 02

Recently Reviewed See More

I don’t know about this one, guys. There’s no gameplay elements pushing me in any desired direction. Playing skillfully and precisely yields nothing more than circle strafing holding down attack buttons. Maybe I’ve given up too soon, but AC6 is boring and mid to me. Games like Vanquish and especially Gunvalkyrie do what this game does better.

It speaks volumes to a competitive game’s design when you don’t find yourself being frustrated with mechanics, cheap tactics, or dishonest characters. Every win feels earned and every loss feels like you could’ve done something better. Getting tilted in SF6 usually boils down to something along the lines of “I should’ve punished that!” Or “I keep dropping that combo!” Never once in all my sweaty ranked lobbies or bouts in the battle hub have I been dissatisfied with the game itself.
Street Fighter 6 is remarkably balanced. I haven’t seen such a tightly nit group of fighters in a tournament fighter in my lifetime. I main Lily, a consensus bottom 2-4 and I stand by everything I said in the paragraph above. It’s truly that even
This may be my favorite group of mechanics in a 2D fighter. SF6 is a metamorphosis of systems from the past three Street Fighters. Such a mismatch sounds like it could be disastrous or at the very least distracting or overwhelming. The drive system is genius and balanced well. The return of multiple supers is welcome and adds a new layer of depth. Drive impact can be abusable at low level, but it’s effectiveness becomes limited at intermediate levels. Drive rush is certainly powerful. Lots of players are complaining about it only costing one bar, but all I think it needs is punish counter state added throughout it’s entirety.
I didn’t expect Street Fighter 6 to be this good. After the disaster that was Street Fighter V (until it got really good towards season 3 onward), I was skeptical of SF6. I didn’t even pick the game up on launch day. I have to say that I’m so glad that I tried this game out. Easily my game of the year and could be the greatest fighting game ever made.

Well I mean, as a game, this is atrocious. Just scripted crap. But it’s just a mood setter for the final game. I’m still excited.