This game's pretty unrealistic because Vincent can drink three glasses of coke and rum and be only a little bit tipsy while I did that and threw up 9 times on the toilet.

Despite that though it's a pretty good puzzle game. I dunno why Atlus sprinkled so much Transphobia in this game though.

I think the story can detract a lot of people from the gameplay, as I think the level design is still very tight in all versions. However even playing them, I do believe these games are just worse versions of Awakening across the board, and the fact Nintendo wants you to pay for all three paths is just plain greedy. You can definitely skip this one and not feel like you've missed out on much since Three Houses made this game practically obsolete.

Many philosophers have often asked the question, can a benevolent being such as God truly exist if that benevolent being allows atrocities to exist in it's world?

Me: "Yeah this is basically an unfinished game with so many bad levels and it's actually stupidly egregious Capcom thought they could get away with making Dante's sections just Nero's in reverse."

Also me: "Neros combat.... Dantes combat.... good lord this combat..."

Can't wait to see how Toby Fox will blow my balls off again

Hideo Kojima explains in one video game why he really, REALLY loves Bladerunner

The story is some fantasy b-movie levels of shlock, however without spoiling them I do like a lot of the twists here FFV introduce to the Final Fantasy story formula before the later games would expand upon them.

But what makes FFV shine for me isn't the story, but rather it's amazing gameplay here. This is by far the best gameplay the mainline series has seen yet and that's all thanks to the job system and the bosses.

The job system is simple enough to understand while also being complex enough for unique customization. In a nutshell, All four characters get jobs as the story progresses and each jobs have certain skills you can unlock and equip. However what makes the job system unique is the fact that you can switch jobs at anytime for any situation, and any skills you unlocked for the jobs you've been using can be equipped to any other job as a sub-skill. Or you can go as a freelancer and use any skills you've collected. This not also makes your characters so much more customizable but makes it so if you wish to grind it's much more rewardable.

This is all backed by a fairly challenging game with some stellar boss fights that uses the active time battle system Square developed to it's fullest potential to create some unique fights here. There's not a lot of dungeons that drag on for too long, and because of that, FFV is for me the most fun Final Fantasy to play, and I find myself replaying this one more and more.

Also Gilgamesh is based.

This game is like Top 2 best racing games of all time but that single-player mode gave me a childhood trauma that will never be repaired

(Note: If you plan on playing this game, pick up the Japanese version. It runs notably better than the PAL version Sega put up on Steam. You can switch regions from the Genesis collection once you put the JP Rom in the game's files.)

From the outside of it, Alien Soldier seems such a tacky and generic name for another Run N' Gun in the Genesis library, a game library that's just swarming with arcade-like shooters. When I booted the game, I was immediately greeted to an onslaught of text explaining this nonsensical plot to me for about 5 minutes. Then once I made it to the title screen and had a look into the options settings, I was given the choice to play the game on both "SUPEREASY" and "SUPERHARD". This has only foreshadowed what I was getting myself into.

Once I hit start, I had the option to select 6 different weapons which the game nicely showed me what they did before I put them in my four weapon slots then the game asked me how I'd like to display my characters info, how much ammo he had, and the enemies health, for which the game had 23 different options for, all can be toggled as meters, exact numbers, or to keep them hidden entirely. Action games to this day don't even have that much customization for displaying vital information. Then the game gave me a little warm-up room to show me the controls. You have a shoot, a switch that allows you to switch firing from in-place to freely move shooting, a parry, a weapon wheel, a full screen dash, and a jump. All of these only mapped to three Sega Genesis buttons.

I then actually got to play the game and the first run of it was rather loud. And I don't mean the music, I mean it was loud in every human sense possible. The game shoots you in immediately on the word go and you shoot everything at a million miles per hour at big alien creatures with explosions everywhere with a busy pixel-art background. You take some damage here and there, you learn your jump can stick to the ceiling, and not even a minute goes by and you encounter a big purple centipede boss before you have a full grasp on the controls, which at this point didn't really click with me yet. I then died to this simple centipede over and over which made me step back from the game to really practice the controls.

Then I beat the centipede and from there, the game shows its true colors.

This is not your simple run n' gun affair like Contra or Gunstar Heroes, Alien Soldier is a boss rush disguised as a Run N' Gun game. From even the first level, the game's moment-to-moment levels are short and are just there to serve as a way to reward the player with some health pick-ups or upgrades to their weapons or to introduce the player to new mechanics before the next boss fight. There's not a lot of fluff here, the game knows what it is and doesn't waste the player's time getting to what it shines in.

The game's controls and mechanics don't make a lot of sense at first, but sticking with it, any problem I could have had a solution to it. Weapon upgrades cycle between what weapon you'll get, but if you shoot at the tank with a weapon, it will automatically switch to the weapon you want. Health pick-ups are actually not limited to the levels, most of the bosses will often have projectile-based attacks that, if you parry them, will drop health. Not also it makes a lot of the fights in this game surprisingly fair, it's also an ingenious way of teaching the player to master its parry mechanic, which is vital to beating the final boss.

The weapon wheel feels confusing to look at, but there's also a linear menu on the top right that the player can look at to get a better sense of which way they should press to get the weapon they need. And you will be switching between different weapons a lot, as bosses will deflect certain weapons while being weak to others, making every weapon viable while not being the definitive weapon to use. They also have ammo, which drains faster if the player toggles the gold armor to move freely while shooting, so there will be times the player will have to be prepared to switch weapons.

The game's bosses are easily the highlight of the experience. All are animated very nicely and give audio cues to telegraph their attack patterns so the player can respond with a dash, a jump, or a parry to plan out their moment to attack the boss. They all hit like a truck, even on "SUPEREASY" but they never feel unfair. They all had strategies to them the player needs to plan out and master. They all are uniquely different in strategy and using the game's mechanics to the fullest, to the point where I can say this game has one of the best boss-lineups I've seen since I've played Devil May Cry 3.

This is all backed by stellar Genesis pixel-art and effects and a pretty good soundtrack. I normally don't like the Genesis sound chip because it either sounds like a lot of static in my ear or just plain fart noises layered over each other, but Alien Soldier uses the sound chip to its advantage, creating some kick-ass tunes on par with Sonic 3 and Knuckles.

There's a lot to cover here that I may have missed, but the bottom line is that Alien Soldier feels as if a Heavy Metal track had become sentient. It will constantly barrage you with loud vocals, guitars, and percussions that you may not get on your first listen. But something allured me back to it, and now I rock my head back and forth to what it sings to me.

I was surprised to see by the end of the game learning that the game was only developed by one man for the majority of its development, and even after getting a crew to try and finish it, the game was released only halfway finished. Maybe if the developers had more time, they could've had more time to maybe develop more stages or write up a less bizarre story. But as it stands, Alien Soldier feels more complete than 90% of the Genesis library. I will definitely be returning to this game more often.

I love Dragon Quest. I always compare the games as the hot chocolate of RPGs. It's a fairly soft, comfy, and enjoyable RPG experience that has left me with hours of Disney-like joy. However, playing Dragon Quest VII is like drinking 12 cups at once. You just feel sloshy by the end of it. By far one of the most poorly paced RPGs I have ever played.

Whoever designed the Rage mechanic in this game has felt no comfort or love from another human being

This once happened to my buddy Chris

The best Mario game and it ain't even a platformer