A brilliant run-n-gun game that's marred by the Genesis' controller. Contra Hard Corps is designed and presented as an incredible step-up from Contra 3, as everything is refined so amazingly, and aspects of the formula have been expanded, such as the branching paths that lead to completely unique scenarios and each character having their own unique set of weapons.

The only thing, in my opinion, that stops it from being the best game in the series, is its controls. It manages to utilize everything you can do in the previous SNES game, but that game's controller had 6 buttons, which the game used nearly all of them. Now that they only have 3 buttons to work with, their means to make these functions available is creative, albeit bothersome when you're in the thick of shooting up your foes. It's hard getting used to these kinds of controls, especially considering they're unique to the rest of the franchise before and after.

Regardless, it's worth getting a hang of them and seeing the incredible scenarios this game puts you through, blazing with amazing graphics and explosive gameplay! A must-play for any fan of the run-n-gun franchise!

1993

It's almost indescribable what Doom did for the industry and future generations of video games. It may not have been the first FPS game, but it's undeniable as the most influential. So many aspects of this game would inspire countless creators, including artists and game developers.

It's also modded and morphed more than pretty much any other game out there, with people still lovingly designing stages and mechanics for Doom to this day! I think it helps that the game itself is STILL awesome. Paired with very simple gameplay, it's responsive and has great feedback with every action you perform (varies among versions, but I'm mainly talking PC and any modern official port). It's about getting lost in these hellish halls as it is blasting demons in the face, all wrapped in exquisite sound design and kickass music!

Yeah, not really saying anything new here. And I probably never will. I just love Doom.

One of the most unique visual novel experiences back in 1999, and it still rings true today, thanks to its 2016 remake. The Silver Case starts out as a fairly typical crime drama, mainly following a unit of cops and detectives that treat crime like a literal disease, doing their best to wipe out those who commit it! However, it slowly unfurls into this obscure tale of corruption and deception, and provides biting commentary on society, the developing youth, and corporations as you witness indescribable things that are hard to comprehend with . . . until this weird shut-in with a dumb hairstyle explains it all in plain text between bar visits.

The presentation is very unique, although it makes a little hard to follow at first. I always recommend jotting down the names of characters and maybe some traits, because these very basic names are a little hard to follow at first, especially when they nonchalantly refer to characters from their first OR last names at times. And for a game that has no 3D character models to speak of, the game sports a lot of style through its visuals and audio ques. Through limitation, Grasshopper Manufacture saw opportunity to get creative!

It's very interesting to experience this game years after I played the other works of Suda51 that made a name for him in the West (No More Heroes, Lollipop Chainsaw, etc). Of course, the more I learned about the creator, the more it fits perfectly with what he likes to present . . . at least, when he's directing these things. This is a side of Suda I want to see more of in his games today. I hope to see that's what we can expect from him in the future.

I've played the recent remake of Wild Guns on-and-off, but decided to stop and play the original through to the end, just to better understand the initial game. And, frankly, it works! It works a lot better than I expected it to.

I was a bit miffed by the idea of a rail shooter with a d-pad, but this team designed the game around that, for obvious reasons. And they nailed how to make it feel good while keeping the confrontations challenging. It's easy to see what's coming at you, but will you make the leaps and jumps to avoid enemy fire, or risk yourself in order to land more damage? The gameplay has a certain rhythm to it, and it'll be really alienating to anyone that's played similar games with a lightgun, but it's pretty easy to understand and have fun with it! The whole game is a shooting gallery, after all, which fits the Western style perfectly.

Speaking of which, I also adore the aesthetics, which went for a tech-Western feel. I like how most of the machinery and robotic foes aren't too slick, but just really goofy and sometimes dressed as ol' West outlaws themselves! Everything is so big and bulky, feeling more steampunk than sci-fi to me.

My only complaint is it's just a tad too short. Even for a game this challenging, I was a little surprised that I was able to complete the game fairly quickly. I'm not sure if that calls for more of a challenge (guess that's what hard mode is for) or longer stages.

A rhythm game that was so shitty, Courtney Love sued Activision over it. No wait, it's because they let the Kurt Cobain model be utilized for any song, not just the Nirvana tracks.

I'm not going to give Guitar Hero 5 points for "playing just fine" since it changed literally none of its format from 4. That work was already done for them. The visual aspect is so lacking and oddly dark, and all the guest appearances feel pathetically hollow, more so than in the previous game.

This installment has some good stage design and fun fights, but goddamn does it lose so much good faith from me with its last few stages and how much they drag out ending the game.

I don't give a fuck about the twist setup, what a huge waste of time with obtusely designed scenarios. God, someone at Capcom back in the 90s was laughing their ass off making these stupid-ass traps.

Extremely short, but satisfying platformer that does the bare minimum of telling the story of the film, while adding some extra bits for the sake of having more stages and bosses. Aladdin feels a bit slippery at times, especially if you hold the run button down the entire time like me, but it feels just right where you can blast through the stages with your platforming skills, like I try to.

I wish there was a bit more variety, but it's still pretty good as it is, and the music is especially charming. It was a little golden period of Japanese devs working on Western IPs and making some dope ass games out of them.

Compared to the original game, Rampage: World Tour was a complete overhaul that simply improved the foundation already set by the original 1986 game. Including but not limited to;

-Faster gameplay
-More responsive controls
-More combat options
-Unique, cartoonish art style
-Hot scientist lady with big tits: https://pbs.twimg.com/media/Dt3dro_WkAEKCTD.jpg
-3D renders of monsters transitioned into sprites
-Music (original game didn't even have that lol)

So yeah, that's awesome! The problem is, the core gameplay itself is something that can't really keep my attention for more than a few minutes. However, I played this a LOT as a kid, so it was probably something with mainly kids in mind. Although I can't even imagine a kid really sitting through 100+ stages at an arcade.

It's just a game where it's not really destined to be a long-lasting experience, just something closer to the idea of 'video game made up for TV show.' If that makes sense. Still, for what it is . . . it's alright.

A genre-defining survival horror game, the original resident Evil is a historic entry that would change the video game industry forever. I still remember the first time the zombie turns to look at you and my 8-year old self getting scared out of his wits! It wouldn't be a few years until I went back and played through the game myself, and it still got some good scares!

The controls certainly take some getting used to, but it all clicks in once you understand it! It might be a little harder for others to get enveloped into this experience, but I think any horror fan should at least give it a fair shake. They won't regret it!

The first Guitar Hero game without Harmonix's soul, and it shows. Guitar Hero III is certainly a competent game that tweaked the feedback and mechanics a bit, but doesn't really sport any visuals or style I found charming. It all felt either generic or forced, and I think slapping legendary guitarist Slash on the very front of the box kind of tells me they were more interested in gaining sales through recognition in the rock genre, rather than trying to sport its own rock aesthetic. They surgically removed Harmonix's soul, but forgot to replace it with another.

The soundtrack is overall fine, certainly sports some classics, I just don't really care for the game's refusal to evolve its core design, and the visuals are nothing if not garish to me. This rock god known as Guitar Hero would only roll further and further down that hill . . .

A significant change in direction and tone for the franchise, The House of the Dead III was somewhat more gritty, and took itself a bit more seriously than the previous titles. At least, that's how I see it. The zombies are gorier, there's less kooky types of enemies (but still present. A zombie security guard the size of building with a skull-bejeweled club and a big stupid-ass Sloth is still goofy stuff) and the story seems to try taking itself more seriously, topped off with voice-acting that sounds more genuine and with a sense of direction.

The gameplay itself is still rock solid, despite the shotgun being so big and bulky. I also like how much more score-oriented this game is compared to the 2nd title, encouraging quick kills and finding collectables. All-in-all, it's a fine entry to the series, and the end of this franchise's high-point, in my opinion.

Also, all the zombies sound like dogs and monkeys.

"Plays Hotline Miami for 30 minutes. Hmmm, what if I ripped this off wholesale, except I give it no art style? Oh, and I'll make it insanely racist for good measure too!" -Head of Dagestan Technology

I've played hundreds upon hundreds of hours of this game where at first I was merely enjoying the game, but it devolved to the point where the only "fun" I was having was actually winning an online match. Awesomenauts is a cool, 2D MOBA with a charming art style. However, the competitive scene just gets really frustrating, especially for someone like me that doesn't really play MOBAs at all. I was pretty high-ranked too, but it's been a while since I've played it. The enjoyment I used to feel from this game is long gone.

If a sequel was ever announced, I would get it at launch like the whore I am.

Probably the most overrated beat-em-up since Final Fight 1 or Turtles In Time (Arcade). Scott Pilgrim vs. the World: The Game is chock full of awful design that includes--but not limited to--terrible hitboxes, poor pace, easily-exploitable shop/item mechanic, boring sprite work that rivals the likes of Coke Music and Habbo Hotel, boring scenarios, and the cherry on-top of this is a soundtrack by Anamanaguchi who's music I can only describe as "fake video game music made for movies/television shows."

I know I'm an outlier in this, but I can't help but think most people's actual enjoyment comes from mashing buttons as a brainless beat-em-up and an obsession over sprites when it equals "OMG RETRO!" If 'Stranger Things' is the embarrassingly obnoxious love letter to 80s culture, this poor beat-em-up is the same for video games.

1992