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.

It's neat looking back on this game and seeing how a rushed project can go so horribly wrong. What's more agitating than neat is thinking about all the awesome games Capcom could be porting, but one of their most hated/poorly reviewed games ever continues to survive on Playstation 4, Xbox One, Playstation 5, Xbox Series X, FUCKING NINTENDO SWITCH because it's simply part of this trilogy. There are underpaid programmers out there that make sure this game runs from beginning to end just as shitty as it did in 2002 or whatever on the latest hardware because of this factor. It's so strange to think about.

Anyway, game plays like ass, but don't skip it if you're getting into the series. It's bad, but at least it's easy. You don't deserve DMC at its 3 if you won't have it at its 2.

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.

Shinji Mikami--the game's director--stated that Resident Evil 4 was "action horror" which emphasizes that the action took priority in regards of the experience. The Evil Within is like if they flipped that around. This "horror action" game is simply awesome. The monster designs are fantastic, the environment loves to flip-out and switch on a dime (sometimes with incredibly well-animated transitions), and the gameplay itself is very gratifying.

Granted, the introduction is total balls. Forced-walking scenario that plagues so many adventure games, and the scenario where you hide from the chainsaw-wielding foe only teaches you mechanics that are mostly-useless for the rest of the game. The story itself isn't exactly stellar, but there's a lot to figure out and see what kind of person Ruvik--who I argue is the real main character--really is, and what he wanted out of his actions. The Kidman DLC helps you piece everything together more easily, too.

It bummed me out when this game was new and nearly everyone despised it, but I think over the past few years, it received more of the recognition it deserves. It's not the most modest or eloquent horror piece ever made, but it's still a really fun gorefest by a bunch of Japanese devs that got inspired by Western films. That's an energy I'll always adore. I also respect the ambitious aspect ratio, showing Mikami's team wanted to do more subtle--but more meaningful--ways to show how much they were inspired by cinema when making this game.

A great action platformer with a buddy-cop story that's really fun to see unfurl. Ratchet & Clank ups the ante of typical platformers, by giving our fuzzy hero an assortment of destructive weapons to take on the oncoming foes!

This would be a considerably humble game compared to the sequels, as they emphasized more and more on the gun-toting action as time went on. However, all four of the mainline games on Playstation 2 would shine in their own ways. The first game being with its emphasis on platforming fun.

The birth of true car combat! Twisted Metal 1 came from a bunch of misfits from Utah that barely knew how to make games, but convinced Sony to give them nearly $1M to show the world what they've got!

The combat is very sluggish, but has an nice, arcadey feel when you get into the groove with faster vehicles. It's a real touch-and-go kind of strategy, as standing around can usually lead to a quick death. Set someone up with freeze missiles into a special attack to prove the victor!

The story itself is very lacking, with only a pre-game description and ending text for each character involved. However, there were live action cutscenes that were meant to be part of the package, but removed before finalized. These scenes can be easily found online.

While Twisted Metal 1 proved humble beginnings, it wouldn't be until the 2nd game that cemented this series as pure American ingenuity to aid Sony as a console monster.


One of the best third-person shooters ever made, even now. Max Payne showcases simple, easy-to-understand combat with creative ambition. The bullet-time mechanic is world-changing! All while keeping the action intense and fast-paced.

I also loved the gruff noir story of a man seeking revenge, only to dig up seedy, underground corruption of countrywide scale! All while not giving a shit, and cracking jokes along the way. It's undeniable that Max as a character is full of charm, even in the darkest scenarios!

The PC version is the way to go, just make sure to look up the fixes to get it to run swimmingly!

Few things were more baffling to me than the hype this game managed to garner, despite looking like a boring collect-a-thon with slow gameplay and tedious enemies to shoot from the very beginning. From what I recall, people were convinced this was going to be some Metal Slug successor because of the art style, and they didn't pay attention when the devs involved cited SPECIFICALLY the Metal Slug games on Neo Geo Pocket, which were less run-n-gun and had more emphasis on exploring.

Regardless, this game is worse than those. It doesn't help that I really don't like Paul Robertson's art, which I find the be nothing if not obnoxious. The game functions perfectly fine, but I still have a hard time thinking of anything remotely enjoyable about this. From what I see, though, that initial hype was long forgotten and a lot of folks see it for the mostly-miserable experience that it truly is.

Shit sucks lol

You know those games that people describe are "so bad, they're great"? If anyone describes Deadly Premonition in this way and tries to make it the main selling point, they have no fucking clue what makes this game a worthwhile experience, and probably just follow meme shit like a mindless trog.

Yes, a lot of the game design is bizarre, and some of its presentation can get unintentional laughs out of the player, but this game would not be revered as an absolute classic if it didn't have something genuinely endearing about it. The characters are incredibly charming, especially York himself. The atmosphere is interesting, and while the gameplay is far from stellar--its the tale of murder and mystery in Greenvale that really makes you want to keep going.

Still, I'm not one to ignore the jankiness, and it doesn't take much to realize this project was something the devs were trying to get off the ground for a long time. It's a case of a past-gen game that happened to get shoved into a current-gen (at the time) console. In another world, this would've fit perfectly in a Dreamcast or PS2, but at least the framerate is better.

Xbox is still the way to go when it comes to playing this game, especially Series X.

A solid sequel that is sure to satisfy the Dead Rising fan in some ways, but seriously lacking in others. Dead Rising 2 definitely feels like a step-up in certain ways, such as the much larger plaza you can explore, co-op mode for its entire campaign, and the concept of combo weapons is one I welcome with open arms. Unfortunately, the story feels much closer to Hollywood schlock than the first, and tries too hard to pull at your emotions in order to get a reaction out of you.

The gameplay and presentation are noticeably worse as well. Controlling Chuck doesn't feel as fluid (gotta do more than simply letting us move while aiming), none of the regular weapons hit hard (to further encourage combo weapons I suppose), and the visuals just don't look as colorful or charming. The zombies themselves also don't have much weight to them either, and I didn't find the rogue gallery to be that interesting this time around, with the exception of Slappy.

I think a lot of what makes Dead Rising 1 great is inherently from a mindset of Japanese creators going for an Americana theme. The Canadians behind the sequel just don't have that mentality, which is a bummer.

TIR kicks ass, though.

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 . . .

The Japanese title for this game is SHIN Contra. As in, TRUE Contra. Which is perfect, because this game is the ABSOLUTE PEAK of the Contra series. This was a very interesting period for classic franchises, as many wanted to approach the 6th generation with a darker, more sinister-looking approach. Contra: Shattered Soldier really wanted to separate itself from the more colorful "Alien Wars" and "Hard Corps" it had already established back in the 16-bit era (while erasing the shitty PS1 games from its continuity).

With the help of Ashley Wood--best known for his work on Spawn--the original creators of Contra III and Hard Corps made an AMAZING game glazed in a run-down industrial atmosphere full of disgusting alien beasts, and big brutish bots ready to take you out in a single hit! The music throughout ranges between high-velocity techno and head-banging heavy metal, mainly composed by Akira Yamaoka--not just the sound director for the original 4 Silent Hill games, his first job at Konami was composing Contra Hard Corps!

The gameplay itself is phenomenal too, it feels PERFECT. They simplified the gameplay a bit by removing weapon drops. You only have 3 different guns, but are free to swap between them anytime and don't lose them if you get killed, making death a little less detrimental. Of course, this doesn't mean the game is easier. It's probably the hardest Contra game of all to clear perfectly! They also added a mechanic where you can keep the angle of your gun, but continue to move. This made angling your shot much easier with this new option! Something I wish new run-n-gun games have but NEVER acknowledge.

It's tough-as-nails, it's fun, it's disgusting, it's brutal, it's . . . Contra. You're an idiot if you don't like this game.

It's 1999, and the developers behind Silent Hill were demanded to make a sequel. The parties involved apparently only had two options.
1. Leave the company.
2. Make it depressing as shit instead of scary.

Toyama--the original game's director--took the first option, while everyone else stuck around, excited to make a new experience on the next-gen hardware. While Silent Hill 2 still has scares, the inner-turmoil inside the mind of James Sunderland and the people he interacts with are what truly makes this a memorable experience. A harrowing tale of a desperate man allured by the calling of his late wife, and anyone with half a brain won't even question why this lonely man continues to fight otherworldly creatures for a chance to see his wife. "I guess I really don't care if it's dangerous or not. I'm going into town either way."

It's funny seeing old reviews of this game on magazines back in the day, as they disparaged the story for being "confusing, vague, and never explaining itself." because the story itself is why people love this game so much, and why it's revered as a classic today!

The gameplay isn't groundbreaking in any way, but it's serviceable, and easy-going for a survival horror. Everything else is what makes this game an incredible experience, including the demented sound design, emphasis on exploring the town's amazing atmosphere, solving brain-teasing puzzles, well thought-out scares, and (mostly) great voice-acting!

I can't wait for a dogshit remake to come out in my 40s.

EDIT: Looks like the dogshit remake is coming out much sooner than that. Whoopee.

Genuinely awful experience, despite what reviews back in the stone ages said. It's no wonder they went back and fixed their numerous mistakes (from the terrible slowdowns to the boring enemy/weapon placements) about a year later with Metal Slug X. Please avoid this blemish on the run-n-gun franchise and experience it the way it was meant to be played with its immediate remake.

I also find it weird that they still port this game separately. I get game history preservation, but unbeknownst folks probably feel tricked into wasting 8 dollars at times.