It feels good to play within the moment, but the disappointment of Resident Evil 3 can be felt when you realize how there's so little to offer in terms of how the story has been remade from one generation of gaming to another. But at a certain point, I can't help but feel as if my biggest disappointments to be felt with Resident Evil 3 just feel like it's so short to the point that playing through it ends up making you feel as if you're rushing through it rather than being encouraged to come back.

With Resident Evil 2 already being short as is, at least it felt like there was always something fun to come back to whenever you went to backtrack. I can't really say the same for this because the linearity ends up feeling so restrictive, and playing through it feels more like going through Resident Evil's greatest hits.

But it's fun seeing Jill Valentine in action again.

The perfect real-time strategy game in my eyes. As a kid, I remember that I've spent several hours trying to figure out new ways to get everything done in fewer days but it's so easy to play Pikmin 2 wanting to produce as much Pikmin as you can in order to make everything so much easier as you go in caves - but it's the way that you realize how well you know every colour and their own traits that makes the whole game so much fun to play through.

This recent run, I've played the whole game deathless, as I've attempted so many times over the years. Not my first time accomplishing the game as such, won't be the last. But I think that I'll only want to keep playing the game over and over again to see if I can achieve that even faster.

Boasts some of the best and most atmospheric first-person gameplay that I've ever seen, yet also some of the most underwhelming boss fights and frustratingly designed levels that we've seen in any Resident Evil video game. There's a lot to love especially in just how playing the game feels like; but all these good elements that this game boasts never really reach their full potential because the lack of challenge in most of these boss fights really takes away from the urgency in just about every other factor here.

I don't think I can talk about the ending without saying what hasn't already been said, but it's where the game becomes at its most frustrating. The entire ship sequence is hard to navigate and it just gets really boring walking through it numerous times and the constant enemy appearances become less scary than they do annoying. To an extent I can say this does apply to the enemies in the rest of the game, but the manner in which they appear can be too unforgiving for their own good - and while much of Resident Evil is built around resource management, there's an extent where this ends up becoming a bit too much.

Still, I enjoyed playing this fine enough but the more it went on, the harder it became for me to say I loved it.

The controls certainly feel a whole lot more rough around the edges than they did on the GameCube eras, but it's not like I expected much else given the direction of the Super Monkey Ball games ever since. I think what's really keeping me from loving this in the same way that I did the zaniness of the first two Super Monkey Ball games just comes down to the fact that while it's definitely a lot more graphically pleasing - there's another aspect that just feels missing and perhaps it's just the fact that the way the stage tilts around only makes a chunk of the game feeling like you're controlling a rock.

And to a certain extent, that's always been the point of Super Monkey Ball. You're struggling to keep your balance like you're actually rolling around, which has always been the greatest charm of these games while they were very minimalist and inexpensive. But ever since these games got bigger, they just lost a lot of that.

Either way, I'm just a sucker for the stages that I loved playing when I was a kid so being able to revisit them as an adult felt really nice.

Being a remake of the first Yakuza video game, it serves its purpose extremely well. It's always fun just wandering around Kamurocho through Kiryu's eyes, but of course, it's the story that makes Yakuza Kiwami notable. Most of the combat being lifted from the exact same engine as Yakuza 0 ends up being what both works in its favour and its greatest hindrance.

It's great because the combat will always feel great to experience, especially for players who are looking for a way to enter the Yakuza series. But at a certain point, it also becomes stale - when the Dragon of Dojima was at one point your strongest fighting style before becoming nearly useless here.

That's not to say the Majima Everywhere system isn't a welcome addition, but considering how many encounters it takes overall to make the most out of Dragon of Dojima, there comes a point where it starts to become exhausting. Plus, the lack of QTEs in here compared to Yakuza 0 doesn't exactly make everything feel nearly as intuitive.

This was my first Yakuza game and I feel like I'm only going to continue playing the series. But it's also a game that I feel like I've done so much more within the side content than interacting with the main story yet it still provided that same sense of fun either way.

Nonetheless, the combat system in this game is only a small part of what's made Yakuza 0 so fun to play but as someone who's only gotten into this series it's hard enough to not fall in love with Kazuma Kiryu or Goro Majima as you're playing the game. Colour me excited to explore this series more.

Make no mistake, Sekiro is not an easy game and admittedly it is one that I have struggled with when my only experience with other FromSoftware titles at the time came from completing Bloodborne. But the more I stuck with its combat system, it suddenly became much easier for me to get through and I fell in love with it almost instantaneously.

It does wonders when it comes to easing you into the difficulty curve, giving off a sense of satisfaction after taking on some of its most difficult bosses but I think what makes Sekiro: Shadows Die Twice such an astonishing accomplishment comes from how it's the Dark Souls team being willing to change up a familiar formula.

But also, it's such an engrossing narrative experience that only ever feels like you're made to be a part of history that will inevitably end in tragedy. And in that process, it makes you feel like a shinobi on the run.

This was the first Castlevania game that I've completed and I also managed to finish the game with 200% map completion, but experiencing this was truly a beautiful narrative experience and one that I'm only excited to come back to.

Sure, the backtracking can be a bit much, but it also just helps that the map is always so much fun to head back into and explore to find new secrets coming one after another. Now I need to make it a priority to finish more from the Castlevania series.

The first Devil May Cry game which I've completed, but it also fits to say that there was never a single moment where I found myself getting frustrated by how intricate the combos for every fight, but that's also where a lot of the fun came in - learning how to time your movements and your attacks so that it doesn't anymore feel like mere button mashing.

And also, I think it helps that the changes between each characters and their combat styles still adapt perfectly when you switch from one to the other. I could only see myself coming back to this game more and more over time because it's also the first one where I'd also felt its story played out in the most rewarding manner, after a myriad of difficult fights.

I haven't played many other JRPGs quite like this - in that there's always a reason to look out for more to do with knowing how the chronology of this game's story flows but also in how it makes you want to change up the course of history as quickly as possible. Not like there's much else to say about the game's story as we'd expect from Square Enix during the 1990's, but the entire experience is one that mirrors just about what anyone could want from even the best Final Fantasy games.

And that'd only be scratching the surface, especially when you're looking back at how much it lifts from the Final Fantasy series in order to become its own thing. From the battle system, the way it utilizes the New Game Plus mechanic to allow its players to witness multiple endings wherever they please, and also its expansive lore, Chrono Trigger is far more than just one of the best video games ever made - it's just a beautiful work of art all around.

The maps are bigger, unfortunately the full-motion video cutscenes don't come back - but on the whole it also feels a lot more refined by comparison next to the first of the recent HITMAN games. It retains everything that we love about these games, though the size of these maps allow for more freedom to pull some incredibly funny kills.

And it's also just fun to come back to these levels trying to pull off as many challenges as possible. Can't wait to start out HITMAN 3.

The sole fact that these maps are as big as they are can get overwhelming, but a huge part of what makes them so fun to play in HITMAN comes from how you're always encouraged to experiment to find creative ways to kill your targets. And these games do such a great job at setting up the targets' backstories so that you'll always find something more to learn about them as you keep exploring the levels.

It's also just fun to come back to most of these areas trying to get a Silent Assassin rank (except for Colorado, which is just agonizing in terms of its difficulty), which makes it so fun. The always-online functionality unfortunately seems to be the biggest downside, but there's a lot of fun to be had nonetheless.

The perfect idea of a game that you can put on in the background if you're ever stressed out from whatever's going on in your day because it's so pleasant to play through, and it's also very easy to make it through each area very quickly. Among other things, it's also easy enough to land a 120% perfect game with just such a short amount of time because of that: though sometimes you're also wondering if there could be a lot more than just that being offered.

The story isn't great (not like that's really a fault, when it's not the central point of the game), the humour doesn't always land - but it knows how to be fun enough just to pass the time.

My rating for this primarily might be influenced by nostalgia, but having played through the whole game for my first time in over ten years I feel like I can only ever be wowed by the way in which it blends together the Final Fantasy and Disney elements with relative ease, yet that's also only a part of the fun that came by.

It feels like the perfect text for a JRPG, from the way in which it incorporates the worlds where every Disney characters inhabit would build an entire universe where they can co-exist with Final Fantasy characters and the like, but the roots of what I find makes Kingdom Hearts work as well as it does can only be brought down to the ways in which it instills that sense of wonder by allowing for that interaction with those figures whom we've only ever found ourselves loving as we grew up.

Some of the mechanics still are a bit rough (even in the Final Mix version, they show their age) and a few boss fights are relentlessly frustrating (the Ansem one-on-one has always been one of my least favourites as a kid), but I can't help myself when a game like this just brings back so many great memories from growing up.

It's easy enough to fit a game like this into a single play session because of its short length, but it's also hard to just simply want to keep everything to that extent given how bleak everything in INSIDE shows itself to be. Yet it's also that simplicity of the game's mechanics that ultimately make it all the more worthwhile.

The puzzles are simple, but as you figure everything out - what makes INSIDE work can only be best summed up by the fact that there's no clear idea what comes afterwards. It's the fact that there's no clear idea how this universe works that makes one want to continue on with the game, and the bleakness just makes you wonder where it'll all end up.