I have never played the TCG despite having tons of the cards as a kid, so I learned how to play through this game. I wasn't all that impressed with it. I don't really understand the obsession with using coin flips for almost every move. It seems like the pace is often dictated by your opening hand. The outcome of a fight was either an easy win or quick loss, and most of the time it sided on the easy win. There was just one close fight I had near the end of the game that was pretty fun. The presentation was good, but no world to explore left it feeling like a small game compared to other pokemon games.
1986
Having grinded out a near perfect run of the endgame, the last four stages of the game that you have to redo when you die, the success of my run was still down to luck of the health pickups. This alone makes the game kind of bullshit. I played the Jp version with a new english TL hack. When it wasn't the final stretch, I actually quite enjoyed this game.
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?
I just replayed this on a whim to indulge in some nostalgia. It's still quite fun to pick some random pokemon and see how they do against the elite four. Something I didn't notice when I was a kid is that psychic types are so powerful because of a lack of moves that are super effective against them!
Memorable and remarkably ahead of it's time. A lot of time is spent wandering around figuring out where you can go after you get a key. I think the world is too big and there's not an easy way to know when you can open one of the hundreds of doors. But once you get far enough into the game it narrows out and is a lot of fun. I was really charmed by the dramatic flair and humor. VRAM 01K
2001
A barebones WWII third/first person shooter that seems to be going for something tactical but I think the draw distance gets in the way. It's a very short distance to the all encompassing fog and most enemy encounters are you staring at the fog waiting for the silhouette of an enemy to appear. It's very possible that I did not understand how to play the game though, as I had to turn it down to easy to make any progress.
1999
1991
A neat little Game boy shmup that lets you jump between two layers. If you press select on the title screen, you can choose between three playable ships. This just alters where your powered up shots go though. I like that it uses a health bar instead of lives because you can take different amounts of damage, and recover health from one of the powerups. It does run into the sprite limits on the game boy though, and occasionally something important might turn invisible. It also features two anime girls so this is a must play.
1997