Definitely the best feeling 2D Mario game that I've played before. The running and jump animations are so clean and easy to read that it makes it much easier to get into a flow state to jet through levels in a very satisfying fashion. The badge system also creates a lot more methods of engaging with the platforming that really enhances player expression, even with some of them purposefully making the game more challenging.

A very effective horror space that somehow bypasses my thalassophobia. The ending is a let down for me, however, even if I didn't have much of an expectation for what it would be.

This game offers much of what makes the first Spider-Man game good: a flow state when swinging that is pretty much unmatched, a fun and diverse moveset for combat that allows for fantastic player expression, and boss fights that feel greatly improved from the first game as well. While the story doesn't quite hit the emotional truck-hitting weight of the first game, it does manage to tell an engaging story that had me hooked in the whole way through.

While that's all pretty great, and while I would consider the content of the main story worth the play, I do feel like this game has less side content than the previous entries. Whether that is up to putting more into the main story I'm not quite sure, but I did feel myself finding less and less to do outside of the normal crimes towards the end of the game, which I think will hamper some fun of getting around the city from the earlier sections of the game.

Definitely one of the most mid JRPGs I've experienced. It delivers on all the surface-level things you'd expect from the genre: flashy combat, great music, and memorable character designs are all here. Beyond those, however, the game doesn't do enough beyond them to justify further investment. The story in particular has some very flat characters and far too many gags for the sake of it (moreso even than other Tales games), as well as a large portion of the mid-game dragging far too much to the detriment of the investment in the overall narrative. When it came time for the final act twists and pulls, I found myself not caring much at all.

This is a classic game that very effectively holds up. I don't have much to say about this game that hasn't already been said, but I have heavy respect for the limited inventory system and puzzle design this game pioneered. It's tight and concise without much filler content.

After playing close to all of the Metroid series, I felt like I owed it to myself to try the other side of the "Metroidvania" coin. While it does have very ambitious pixel visuals melded with 3D models making a gorgeous-looking game, the heavy focus the game has on combat is not exactly the side of the titular genre that doesn't speak to me as much.

The base combat model and the variety of weapons available meant that I enjoyed finding new ways to fight the enemies throughout the game, but that kind of cuts into the platforming and movement side of progression. There are unfortunately only 5 major movement upgrades to help explore the castle, and once those are obtained there really isn't much change in the gameplay for the remainder of the playthrough. Because of this, rooms often don't feel as purposeful as those in a game like Super Metroid. The inverted castle in the latter half of the game truly stretches this problem even further; purely just a gauntlet of enemies and platforming made messy to where using the bat just becomes required to eliminate it entirely.

Definitely the better game overall compared to Klonoa 1. Level design, boss design, and overall presentation all got a well-deserved bump here. I do think that the sheer emotional weight of 1's ending will probably be the most impactful long-term.

A cute and inventive 2.5 puzzle platformer with fun levels, but with boss design ranging from only good to tedious (the penultimate boss especially). However, the game pulls an ending so gut-wrenchingly effective that I cannot and would not trade it for anything else.

Countless dandori issues, no fun issues.

It’s pretty good, but not excellent. Characters and presentation are for sure the best parts of the game, although I think the combat does not go as deep as I would like it to.

I think the stagger system is the main thing that keeps the game from feeling as expressive as other character action games. Compressing the max damage output you can have into just that small stagger window means you’re simply not doing as much cool shit during the rest of a fight.

Another (commonly stated) criticism is that a lot of the side quests are fairly bog-standard. However, I think they are effectively used to create a bedrock of nice and memorable NPCs within the hub town, giving most of them a nice character arc by the end of the game (FF14 also pulls this same thing over time, too, and I do like it there).

A fairly by the book Metroidvania with DoubleFine quippy dialogue. The level design is kind of just serviceable and the head-swapping mechanic doesn't do too much to challenge you even by the late game, but the 70s aesthetic adds a heck of a lot of charm.

Lighthouse horror simply goes the extra mile

A decent horror game that does explore plenty of complex themes, but doesn't quite resolve to answer them by the end.

I really wish I could recommend this game, but the controls and physics still feel a little rough. By around a third into the game, I had felt like I had finagled an unintended solution together with just about every puzzle.

Puzzles are interesting and fun, although the writing bits that try to emulate Portal's humor usually fall flat aside from a few gags.