Bio
Video game enthusiast, obsessed game soundtrack collector, amateur video editor

I'm always up for a challenge, or something different.

I'm more forgiving towards games I play than the average player, sometimes to a fault.
Keep that in mind if you look through my ratings and reviews.
Personal Ratings
1★
5★

Badges


Loved

Gained 100+ total review likes

1 Years of Service

Being part of the Backloggd community for 1 year

Listed

Created 10+ public lists

Full-Time

Journaled games once a day for a month straight

On Schedule

Journaled games once a day for a week straight

Popular

Gained 15+ followers

Well Written

Gained 10+ likes on a single review

Gone Gold

Received 5+ likes on a review while featured on the front page

Pinged

Mentioned by another user

Organized

Created a list folder with 5+ lists

Best Friends

Become mutual friends with at least 3 others

Busy Day

Journaled 5+ games in a single day

Noticed

Gained 3+ followers

Liked

Gained 10+ total review likes

Epic Gamer

Played 1000+ games

Elite Gamer

Played 500+ games

Gamer

Played 250+ games

N00b

Played 100+ games

Favorite Games

Mother 3
Mother 3
Front Mission Series: Gun Hazard
Front Mission Series: Gun Hazard
Radiant Silvergun
Radiant Silvergun
Bulk Slash
Bulk Slash
Panzer Dragoon Saga
Panzer Dragoon Saga

1270

Total Games Played

023

Played in 2024

063

Games Backloggd


Recently Played See More

Super Mario Advance 4: Super Mario Bros. 3
Super Mario Advance 4: Super Mario Bros. 3

Mar 26

Eliminator
Eliminator

Mar 23

Dive On
Dive On

Mar 23

Zugya
Zugya

Mar 23

Splatoon 3
Splatoon 3

Mar 18

Recently Reviewed See More

This is so smooth to play, this game is short and it has some rushed or thrown together aspects but it's really enjoyable despite that.

This is a beat-em-up that plays on a single plane, there's fighting game commands, dashes, throws, and a variety of moves that add some depth to the game, there's the usual meter and super moves too.

What makes this worth playing is how fast and smooth it is, linking together attacks and reacting or countering enemy attacks feels very satisfying, dashing into a jump/dash then dashing again into a rushing attack just feels very much like maneuvers from a good fighting game.

The player and most bosses and enemies also have long range attacks at their disposal with multiple levels of attack power based on the input, with air/anti-air versions too.
You can throw enemies around and juggle them, it's cool to find another game that has all the best aspects of something like Guardian Heroes (which I've read was inspired or influenced by this game)

The enemy AI moves around quickly and can counter the player attacks easily so bosses and even most average enemies put up a good fight, it's a difficult game but it didn't feel horribly unfair like many 90s beat-em-ups and didn't rely on boss I-frames, long range grab/throw attacks or overly long health bars like so many games like this do. I personally find most games in the genre kind of exhausting and hopeless to even consider beating on a single credit, it's always great to find a game in this genre that seems like the devs thought more about making the game fun for even casual players and wanted players to have a good chance to beat the game, this game pushes back but not too hard, there's an Easy and hard mode with unlimited continues if the player wants more or less challenge.

So, it's true this game is extremely short, and it ends abruptly
I'm ok with that, in some ways it benefits the fast pace and makes this much more replayable, but it's going to be a deal breaker for the average player and I think the devs knew it would be unacceptable to release this with such light content, so this also features a VS mode and I think that's very important to consider with this game as it does add a lot of value to it.
All the movement and attacks are carried over into vs mode, I've played some games that had this feature as a disposable extra or novelty, often these extra vs modes on games like this are shallow and underdeveloped
however this plays just like any other high quality fighting game, now this isn't just the main 1 player mech vs one of the bosses or something, no they put in every single enemy and boss in this mode with all of their moves, even the small filler enemies that have one attack just.
And of course it's unbalanced but that doesn't stop it from being enjoyable with a 2nd player, it's commendable that there's so many playable characters that all play and move differently.

As if that's not enough, with a simple code the main mode can be played with any of the boss characters, and even more are added to the vs mode, there's a fantastic amount of replay value with so much variety added from this feature, it really elevates this from an alright game to an amazing one.

This is a remake of an old PC game, I actually enjoy the remade music and most of the visuals here despite the basic low-budget feel some of it has.

The robot designs specifically are very appealing, the design in general has a late 80s OVA look to it that I enjoy, there's nothing impressive or deep going on in terms of tech here, the backgrounds are flat and kind of blurry and there's barely any moving parts to it, the custscenes have some nice art in them but they're extremely simple and amateur, it shows how little time or budget was given to make them.

There are some negatives but it's mostly presentation, even so I appreciate that the game is so focused on gameplay and that's where nearly all of the effort and polish went, I'd rather play a really satisfying game with mediocre presentation than a boring one that looks great, anyone looking for a decent story or lengthy campaign should look elsewhere.
This game is all about Substance over style (though again the mech designs and settings definitely have some style).

The truth is, if it has a giant blue mech on the cover I'm going to buy it anyway, I can't say it was worth $290 US, but I wasn't disappointed and I'm very glad to have this game, I'll get my moneys worth even if I have to play through this 50 times or play the vs mode with CPU or a friend for hundreds of hours, I don't think I'll get bored of it.

Sometimes I forget just how far back true 3D games go. I mostly find these games fascinating and endearing with how simple they are, I haven't really played many early 3D games from this era.

I was surprised to find this old rail shooter I've never heard of, with neat wire-frame graphics. It has a lot of similarities to the Star Wars arcade game while having what feels like prototype versions of gameplay styles from X and Star Fox.

The visuals are well done overall, with a cool futuristic opening and launch sequence, also very good and memorable soundtrack.

I was really caught of guard when the game suddenly ended after about 10 minutes, the game is like one continuous (changing) level, not just flying in an empty void, there's an asteroid belt, then planet surface, and tunnel section, before ending in a boss fight. Again it's very simple and has all the tropes you'd expect from a space themed rail shooter.

Most wireframe based games were very plain and lacking in personality, one aspect that really elevates this game is the style it has to it, the ship designs and small details had some thought put into them.
Playing this felt like delving into a completely different time and place within games, it was a very unique experience, even more so since my experience with this Platform is very limited, something like the X68k really had a very specific and entirely different gaming "ecosystem" from what was being seen on console.

It's somewhat rough to play and has some unrefined design, considering this predates games like Star Fox and Panzer Dragoon it's not too surprising.
For example the main projectile the player shoots moves in a cumbersome circular pattern and often the environment gets in the way, it was hard to hit anything.
Enemies can shoot the player from off-screen or even from behind, and the movement has lots of momentum to it.
Playing this took a minute or two to acclimate to it, and I did get hit by a lot of cheap shots. The game is kind of saved by it's brevity, and the very generous health bar, and on the two occasions that I did get a game over it was quick and easy to get back to where I'd lost, it makes the game very replayable.
The game has limited lock on shots that help immensely with hitting enemies and the framerate and movement are very consistent for the time, it's kind of impressive how smooth it feels to play this.

It really comes across that the developers enjoyed making this it's very much the same kind of passion for games I felt growing up with the original star fox, if it were condensed into this tiny very focused game.

It has some rough aspects and limitations, but in the end I think it was still worth experiencing even just for the novelty of it, and I just can't get enough of wireframe / low-poly games so I was going to get something out of this anyway, it ended up being a pleasant surprise overall, I'll probably regularly replay this one.

Everything from how fast and extremely short the game is, the stylistic intro and ending, and the carefree upbeat music feels like it comes from a completely different era that's long since passed, it just feels so sincere.
https://www.youtube.com/watch?v=TykN4vXukpA
The main ship design, for what it is looks pretty cool too.

The way the ending shows your ship escaping and getting picked up while this victorious/somber tune plays is not something I'll forget anytime soon
https://www.youtube.com/watch?v=m0G_CFoXfcc

There was something so specific about this game that I haven't really felt anywhere else, the way it's designed is so of it's time in the best possible way to me.
This is the kind of game I dream about it's so flawed and limited in specific ways that just make it stand out even more than it would have otherwise, it adds some "character"

If you're curious about early 3D stuff or just want to try something different, at only a ten minute playthrough there's not much to lose in trying this, and at worst it will be an aged time capsule of early 90s 3D games.
Despite everything this doesn't just feel like some experiment, there was ingenuity sure, this game has some real "soul" put into it.

It all started with a game company by the name "VISIT" that I had never seen before. I'm always looking for more obscure music to listen to for the Snes, I'd been searching for random Japanese games to see if I'd find some undiscovered or forgotten masterpiece in game music, (much like Last Bible III, Wagyan Paradise, or Waterworld before they had caught on and found popularity) and somehow I ended up on a game called "Tarot Mystery"
I suggest finding the music for Tarot Mystery to get an idea of what impression I got from it.

It's truly wild to me that a game like Tarot Mystery existed in 1995
Its a horoscope/fortune reading game with no more than 20 seconds of content. It's so daring and avant-garde for a game studio to put out hyper-focused and unconventional software like this.
Genres such as visual novels, music visualizers, and any kind of software tools, were not popular outside of Japan and most developers of the 90s were focused on polishing proven concepts and iterating on what worked before, experimentation and niche ideas like this were very rare at the time. For what it is I noticed the amount of effort it had, with the unique visuals and musical talent/direction they didn't have to go so far with something like this.

Overall, it stood out to me how mysterious and unusual the atmosphere of thas game is, and I had to see what else this studio had done.

And that's where I found this "quiz game" Shinri 2, and I was not prepared for what I was going to experience.

Have you ever just wanted to isolate the hypnotic backgrounds and off-beat tunes of Earthbound, and just take in the atmosphere while letting your mind wander? Do you enjoy the subconscious ethereal experience of L.S.D. Dream Emulator or the unnerving cozy horror of Yume Nikki?
There's a lot about a game like Earthbound that stands out and I will never forget, some of the animated battle backgrounds were so visually distinct and creative.
I'd always wanted to just be able to flip through them in some kind of easily accessible menu while perusing a sound test.
I never would have known that I'd basically find what I was looking for by random chance so many years later, and I'm still awe-struck that it exists.

Shinri Game 2: Magical Trip is so hard to describe, it's so many things. relaxing, mesmerizing, liminal, hostile, cursed.
Getting this game and powering on in my console feels like stumbling into some forbidden ritual, the game is so otherworldly, it feels subliminal.

This game has a sound test with 42 backgrounds to choose from and 22 audio tracks, there's also a mode with presets that loop through specific set background animations to a specific theme.

Going back to the Earthbound comparison, if you've experienced the final battle in that game, or the sound stone eight melodies screen, some visuals and audio from Shinri 2 gave me the exact same feeling that game did, it was noteworthy enough I took the time to capture it and share it here so you can understand what I mean, from a real game/system unedited...

(before I can show anything I must give a warning to anyone reading this, the visuals I've picked out are completely safe however)
I can not stress this enough, if you have any photo-sensitivity or epilepsy of any kind, even just motion sickness,
---------------------------------- DO NOT PLAY THIS GAME ------------------------------------------

this game was made before awareness about epilepsy became widespread and commonplace. I'm not exaggerating, some backgrounds change and flip every frame while flashing between opposite colors 60 times a second, they're really hard to look at, I've never seen such harsh visuals, don't take this lightly.

Some Calm sound and visuals
https://youtu.be/slZ83evfNP0
Hostile, unnerving
https://youtu.be/vFEEfe5c5-g

Some other themes very much bring to mind the visuals and sounds of L.S.D. Dream emulator on playstation with very unconventional music:
https://youtu.be/0hQuITm-g5A


It can be dreamlike and unnerving
https://youtu.be/9zoN3hmQ36U
https://youtu.be/YPuPQONQj4g
https://youtu.be/P4tM5DhS2qU

I did mention earlier this is a quiz game.
The quizzes are supposed to be the main part of the game, however I don't understand Japanese so this is all lost on me.
There seems to be quite a lot of it, around 20 quizzes that each can go on for a long time. As the player answers questions the tone changes with background and music to fit, at the end I think it gives some kind of explanation based on what answers were given, a psychological exam of some kind? I can only speculate here.

I can't engage with a significant portion of this, because I can't read the language, so I can't reasonably give it a rating.

This was such a unique experience, and I will probably end up putting on some of the presets while doing something else, working, playing a handheld game, ect. What strikes me about this specifically is that it feels more like an experimental art piece, and it's not trying to be anything more than that.

The Super nintendo/Famicom is a console I've very thoroughly explored and I'm at a point where I've played every notable game in the library. I'm at that point now, Digging into the deepest most obscured parts of this console to find what's left.
I'll try just about anything as long as it's different enough. Strange, Abnormal, Surreal, Ambitious, sometimes just terrible, generally speaking in just the last five years I've broadened my game preferences so much and found so many unforgettable and unique experiences that I would have ignored years ago.

I want to explore more creative outlets myself and put my own vision out there somehow but I've always struggled with thoughts that some ideas I have are too unusual to succeed or too much of a risk, and that everything I try will be misunderstood and ridiculed. Games like these inspire and motivate me with ideas that there is no real limit to concepts or ideas within any art form and that any idea can be done right with the right approach and execution.

There's this very specific kind of off-beat experimental vibe that comes with these games especially in this Snes/early PS1 era, there were people that wanted to just put their vision out there regardless of trends, an unfiltered and unapologetic raw experience. It seems like just about any idea could be approved and sold to the masses no matter how niche, small scope, or eccentric it was. I'm grateful for the indie space because games like this otherwise don't really have this kind of presence anymore and I kind of miss that, there were so many games from the 90s and early 2000s that were really pushing boundaries, it felt like anything could be a game and anyone could make them if they just had the passion and ideas for it.