DreadToaster
2007
2003
1998
2016
played the royal edition which is logged separately here but like, I'm not splitting hairs here, this game was ludicrously assembled. Against all odds, it works. Classic Square - far too ambitious and clearly a compromised piece versus the original vision but the decision to place the bulk of emphasis on hanging out with your friends instead of designing plot setpieces goes a long way. Most of the plot is in the last six hours of the game, not all of it makes sense, but the pathos is there because you spent thirty hours zooming around with the same three guys.
People told me for years that HL2 was worse, that it was limited, pretentious and unfair. Didn't feel that way about it at all. It is difficult, it is an actively aggressive game. It is also, much like the first, a game that twists your emotions and transforms the player into what it wants them to be. This duology is a nasty piece of work and Wrong Number is a great sequel and closer because it revels in the core contradiction of the series - that this obtuse, difficult and too violent game is addictive because its obtuseness, difficulty and violence is achieved with pointillist precision.
p.s. I know Dennaton cited Lost Highway as an influence on the first game but if another person calls this thing Lynchian, I'm coming to your house.
p.s. I know Dennaton cited Lost Highway as an influence on the first game but if another person calls this thing Lynchian, I'm coming to your house.
2012
Has incredible ambition but feels like the more tedious version of Ages. You can't tell me that the "Ages is more puzzle-based, Seasons is more action-oriented" pitch isn't just marketing speak to cover up Seasons' bad puzzles. Seasons still has puzzles, they're just perfunctory and dull! And while "Seasons has more action" is like, a nice pitch to a thirteen year old who hated brainteasers (which is what I was when I beat the game the first time), the cold truth is that Ages has an appropriate amount of action given this duology's limited screen space and frustrating lack of hitstun. Seasons' alleged focus on action doesn't square with the fundamentals of 2D Zelda design - at least the GameBoy ones. Seasons is too damn busy! Lovely color pallet though.
1989
1986
2016
2002
The problem with Tokyo Rumble is that the only way to gain EXP is by throttling dudes. I don't take too much issue with that in principle though even River City Ransom let you gain EXP by eating food and that came out in 1989. Tokyo Rumble is a shuffle backwards for the series since it doesn't fully double back into Double Dragon/Vigilante and just ends up feeling like a grindier-than-usual River City. Mini-games were fun though!