2009

The art in the cutscenes is so badass. The game itself is very low budget but I thought it was kinda charming. The space harrier mode was a good addition.

I liked this game a lot, its got cool action and badass music. The bosses are definitely janky though, I seemed to cheese the final boss and only needed to hit it a few times.

Alan wake repeatedly does a bunch of errands for several women until the errands do themselves. You cannot drive a car.

Silent Hill 2 creates a beautiful and awe-inspiring world out of rust, decay, and soundscapes. It drew me in, captivated me and urged me to continue exploring its grimy halls and bloody streets. My three play sessions went long into the night. What fascinated me most about this game was the use of sound. Sounds dominated my experience and I would often react to those more than the visuals. There were many, many points where I would stop somewhere and just listen to the incredible cacophony and revel in it.

The huge variety of sounds and how they are triggered in the game has me concerned about the upcoming remake. Are they really going to put in the attention to detail to capture that same feeling? Does a game like this need to be remade in the first place when it's basically perfection? It's a shame that something like 'artistic expression' is seen as something that needs to be updated and re-sold for modern audiences.
I only bring this up because Silent Hill 2 isn't just a game. It's Art.

It's fun to figure out the levels. You get a surprising amount of movement abilities and mechanics, and there's some clever level design and boss fights. The polish is quite high for a game boy game, lots of animations and flourish. Maybe it's too easy, I ended the game with over 50 lives, but I think being able to just casually play the game without any worries like that is just fine.

While this is an improvement over the previous Spyro game, the game still struggles to be any fun. I felt like Spyro was my day job and I had to meet the collectable quota. I didn't think there was anything noteworthy.

This one is really odd. It's a somewhat ambitious platformer where you wander around a mostly open level looking for items to use in certain places. Almost like a metroidvania, but not as big and more linear. Sometimes you have to use your limited web shots to solve what are almost puzzles but they are not communicated very well. I liked the attempt at making something unique here but it's not great. Having to go gather all your items when you game over is dreadful because you need to die a lot to figure out how you're gonna hang spidey from a web just the right way to get through a roller coaster.

Kind of a janky action platformer that I thought was let down by the level design in later levels and the frustrating web slinging movement. It's a pretty early Game Boy release though and I still had some fun with it.

Simple 1vs1 fighting game on the game boy, but it was too easy to beat the AI. You can just zone it out with a fireball. It's interesting that it has experience points and leveling up though.

Fun and neat game, for short you could say it was a feet game. I liked using light in different ways and the story was pretty interesting. I actually wish the driving segments were longer for some reason.

I like this game more then Balloon Fight

I love the way yoshi jumps, flutters, throws eggs, grabs things with that tongue, it all just feels so good. The graphics and style are some of the best this industry ever witnessed, great music, inventive and unique levels.... minus half a star for crying baby (actually because the game is too easy and I would have loved more challenging platforming with these mechanics) ;)

It's interesting how much I liked TP2 considering how different it's strengths are compared to the first game. The puzzles tend to ask much less from you than the first game, but the spectacular environments and storytelling made up for it. A different experience for sure, but still excellent. Maybe there will be another agonizingly hard DLC coming up?

Not a lot stood out to me, felt like more of the same.