Hugely disappointing follow-up to the original game. Of course, maybe it shouldn't have been knowing Mikami was replaced as director, and the lead concept artist, Ikumi Nakamura, was completely absent from this project as well.

From the cornball story, to the horrible voice-acting, to the complete lack of a grimy atmosphere, to those canned animation dialogues that look ripped out of a Tony Hawk game, to the horrid enemy designs, depression hit me like a bucket of water fairly early into the game . . . and that bucket kept refilling.

The gameplay is overall fine, but the structure and design of the open world (if you want to call it that) is awful. I can tell they're trying to go for a really actiony Silent Hill 1 vibe, but it doesn't work for me at all. Exploring the town is very uninteresting, and the nonlinearity only harmed the pace.

Overall, I think the biggest misstep was trying to emphasize on the characterizations, which a lot of sequels fall into. The world never felt like a daunting mystery, but harassment from the villains that feel more appropriate for Goosebumps fodder.

Who doesn't know gosh-darn Mario, and what could I say that hasn't been already said?

It's great. And ESPECIALLY for 1985, the controls are responsive and excellent. I sometimes go through the game without warps and remind myself how tough it actually is. Super Mario Bros. wasn't the first platformer ever made, but it's certainly the one that would change the face of it forever.

An improvement to the original Parappa the Rapper in every possible way! The music, the characters, the gameplay, everything about Um Jammer Lammy is so clean and fantastic! I also think the nature of the presentation is a lot better, having Lammy basically play a Jazz game imitating the lyrics with her guitar. And the fact that there's an entire hidden "Parappa mode" for nearly the entire soundtrack just makes it all even better!

Seriously, if you love Parappa the Rapper but never got around to playing this, you're doing yourself a huge disservice. This heavily overshadowed installment deserves so much more recognition.

What do you get when you have what is probably the greatest and easiest concept of a solid arcade game--giant monsters smashing buildings and eating people--and give it to Midway "let's make sure it eats quarters" Games? Rampage.

Besides the unfair design, I think the technology wasn't quite there to realize more of its potential as an arcade action game. It's far too slow and the visuals leave much to be desired outside of the monster's faces, which are well-detailed and articulated.

My favorite Resident Evil game of the franchise. The ultimate sequel, where just about everything was better! The visuals, the animations, the story, the mechanics, everything was so refined and it made for an unforgettable experience back when I was a kid! And it's still so great to go back to every once in a while! The centerpiece story of the Birkin family is one that always stuck with me since I was a kid, and I still love witnessing it now.

I also can't harp enough how fantastic its introduction is. No tutorial, no explanation of how it controls (unless you read the instruction manual). This game throws you in the deep end while shouting "good luck!" as multiple zombies on fire are walking towards you the second you're given control. A terrifying start. What a bunch of dirty, rotten geniuses!

An interesting action game with some great visual flair, but very cumbersome mechanics. Blood+: One Night Kiss serves not only as a rushed licensed property by Grasshopper Manufacture, but a stepping stone to the company's next big game known as "No More Heroes." From what I've heard, it was also a means of the game's director/writer--Suda51-- to continue exploring certain themes first created with an older Japan-exclusive game known as "Moonlight Syndrome." Not that I can tell you how exactly, as there is no proper translation of this game.

I got pretty far into this game, but unable to make progress in the open world. Seeing as how I can't read any of the instructions nor the NPC dialogue, that's all she wrote for now . . . also the header on this page is from the wrong game lol EDIT 2K23: Ya fixed it! At least for most of the screenshots.

1984

Bro why the fuck is this 30+ stages? Beating this in one sitting sucked so much lmfao

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.

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.

Amazing mod. Everyone needs to play it. Kind of hilarious how it serves as both a very dumb joke, but also a challenge for people that want to see how far they can get without collecting rings.

"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

A lot of video game sequels usually aren't unwelcoming to folks that are starting with said sequel, at least from a gameplay perspective. They usually start with the basics so you can understand the controls and underhand its challenge in order to save its throwing power for later. Hotline Miami 2 decided it didn't want to do that, and instead treat the game's difficulty curve as if it was continuing right from Hotline Miami 1's ending! The "Mario Bros. Lost Levels" approach, if you will.

By that, I mean Dennaton made sure even the Hotline Miami experts are bound to have trouble clearing the campaign on normal difficulty! And sure, it got frustrating from time-to-time, but I still found satisfaction in clearing the stages once I finally learned how this was meant to be played as I tweaked my strategy and patience.

What made it all the more rewarding to me was the story mode. While I certainly appreciate the mystique of the original game's writing, the characterizations and emotions provided through the sequel just felt more engaging. And that's usually something I don't exactly like, but the mystique was still present for this sequel! I also adore the "NG+" scene, which--to me--emphasizes how much this game applies the medium of video games to itself in a narrative sense.

I recall people despised this sequel, but I think it was a genuinely great experience, and a good means to end this duology.

What can be said about this absolute gem? The perfect Metal Slug title if there ever was one. Metal Slug 3 accumulated every piece of flawless design the team has concocted since the birth of this franchise and crammed it all tightly into an incredible experience that only cost a bucko 25 cents to try out, and probably half their college fund to finish! Unless you're trying to legitimately understand the game and the challenges it throws at you.

With that said, many consider the difficulty curve to be steeply unforgiving. I definitely thought so back when it was new, but absolutely adore it now. And the variety in presentation and artistry at display is simply stellar, this title contains some of the greatest sprite art in game history!

It's almost poetic that SNK shortly filed for bankruptcy and dissolved the original Metal Slug team shortly after this game's launch. I can just imagine the game developers readying for this production--fully aware of their fate regardless of the success this game could bring-- and thinking "This is our last show . . . let's give them one they'll never forget." And by god, they brought the HEAT for this. I still can't believe how much was stored for one of the greatest arcade experiences of all time.

Turtles In Time on SNES is a beat-em-up masterpiece in my eyes. It has some of the best design I've ever seen of this subgenre. This game was so good that it inspired Kamiya to make Devil May Cry! I think.

What really sets the SNES version apart from the original arcade release would be the core design. How you move, attack, and how the enemies interact with you is completely different. The options you have as one of four turtles makes movement feel fluid and if you're good enough at controlling them, you'll never lose your pace. The way enemies get stunned on impact encourages you to keep up your aggression so they don't get a chance to hurt you. Dissimilar to the arcade version, where they have i-frames after getting hit for no reason. Just like the last game.

The music is also vastly improved from the arcade counterpart, it screams pure arcade action even more than the arcade version! Hard to decipher, I know. While the obvious advantage in the arcade version of Turtles In Time is 4-player co-op, the extra stages and overall better design makes it the superior version by far.

Jak and Daxter is the collective effort of everything the Naughty Dog devs learned from Crash Bandicoot's hectic platforming on PS1, and even what worked for other cartoon mascot-centric games like Mario 64 and Banjo-Kazooie. In a lot of ways, this game is a culmination of those cores and smushed into a huge world full of collectables.

I take it people aren't too thrilled by how much this game was a collect-a-thon, but I personally enjoy it still, having 100%'d the game 4 separate times these past 20 years. I think the way the game centers around that aspect is what makes it work so well for me.

Jak & Daxter is charming, unique, and masks its loading screens extremely well, making the world feel seamless, which was incredible for 2001 consoles. Layer that with goofy characters throughout and a chatty Ottsell to keep you entertained the entire way, you're in for a good time.