Very cathartic and well designed, if somewhat short and a little unpolished.
I do have to subtract some points for that, because the first phase of the final boss giltched out and just stood there, taking punches as if it wished to be killed. The second phase glitched out too, because something made all sound effects disappear all together.
Odd, very odd, and I’d be more forgiving if it wasn’t such a short experience, but at least it’s a very sweet one, warts and all.

Aight, I'll just say it:
This game > Metroid Dread.
Prince of Persia: The Lost Crown is THE shinning example of AAA metroidvania.

It's never challenging, but it's pretty cathartic once you start upgrading your copy abilities. Wreaking levels is fun and looking for Waddledees is pretty relaxing. Even the bosses, while easy, are still pretty cool because they have varied movesets and super dynamic camera angles.

It's a quality title, but it barely manages to stand out from any game that emulates the Classicvania style. The bosses and level design are good, and the graphics are appealing, but there's a distinct lack of any kind of twist or surprise that could have given it an identity of its own.
Lords of Exile is also extremely short, with only 8 short stages. I was honestly expecting a 'Wily Castle'-esque sequence of stages after the 8th stage, but the game just sorta ends anticlimactically.

There's deffinitely stuff to enjoy in its turn-based combat, but the dialogue is abyssmal and there's a ton of it.

While not revolutionary in any way, UnderDungeon is packed with so much creativity and charisma. I picked it up on a whim and was surprised at just how thoroughly I enjoyed it. I particularly enjoyed the setting and humor, which pokes fun at capitalist work culture while still having a lot of heart and not being entirely cynical. The plot as a whole is very absurd, and the ending I got was both hilarious and depressing.
I also commend UnderDungeon for not being any longer than needed. It stops just short of becoming too formulaic, and even tho every scenario boils down to the same exploration formula, curve balls are thrown left and right to keep each of them interesting and novel.

Thank god the arcade version got released on Switch and I didn't just stick to emulating the TurboGrafx16 port, because 90% of Splatterhouse's appeal lies on its sound and visuals.
That's not to say that the game isn't fun. It's mindlessly simple, but so damn satisfying. There's even some decent challenge to be found on some of the later stages.

It bothers me that this game is advertised to have 5 different endings. It really only has 2 satisfying conclusions. The other 3 are just random death traps that boot you to the title screen.

That aside, this is probably the scariest game I've played. The Nun is truly terrifying, and even tho by the end I got very good at avoiding her, she still never ceased to send me into full-blown panic whenever she actually gave chase.

This game must be doing something right, because despite being pretty awful to play, I still felt compelled to finish it. I guess it has its charm, but it's really uncomfortable to control and its level design is anemic. It won't really satisfy but the most faithful of retro gamers.

Unfortunately, Retro Revengers is only half a game. You play the first 5 stages with a specific character each, and then you start over, but with all 5 characters available to switch to mid stage. Along with the boss rush at the end, you fight all 5 bosses 3 times each with no alterations, and they're not very complex to begin with. At least the final boss is pretty fun.

The 5 different characters are a neat feature, but not all of them are useful in most situations, and there's one I'd say is completely worthless. All in all, Retro Revengers is decently fun, but completely skippable

I thoroughly enjoyed Pikmin 4. However, I played through the original trilogy in the lead up to 4's release, and I'd be lying if I said this game doesn't make some tragic missteps in comparison, most glaring of all are the lack of difficulty and the egregiously aggressive accesibility.

I doubt the game would be much of a challenge for even newcomers. Oatchi alone, as useful as he is, makes short work of all enemies and even most bosses. He's still a very fun addition, but his implementation is kind of at odds with the identity of the series as a whole. When all your pikmin are neatly resting on his fur, it no longer feels like you're commanding an army like before. Bosses like the Beaddy Long Legs or the Man-at-Legs are rendered completly harmless by this. I wish more thought had gone into balancing the Oatchi factor in all encounters.

A game that perfectly recreates the experience of playing a crappy NES game. Modestly fun and clearly made out of passion, but its sloppy execution and cheap difficulty prevent it from being anything great.
Of course, the team went on to make much better things, so I can appreciate Oniken as the formative title it was.

Reminds me a lot of Shinrei Jusatsushi Tarōmaru. It’s deffinitely not as insane or creative, but I do love me some boss rush ninja action.

Overall, it’s fast, intense and ends while it’s still fun, so I recommend.

My survivor, Kyle Reese, set off along with Michael Jackson, Tommy Jarvis, Laurie Strode and Nancy Thompson. Sadly, Michael and Tommy were both taken by zombies early on. Laurie lasted a good while, but bandits grabbed her and Kyle Reese's good-for-nothing ass shot at the sky and she was killed.

And thus, Kyle and Nancy were the only ones left to bumble their way through half the country. Nancy was a real screw up, but at least kept good company, up until she too was taken hostage and slain after Kyle narrowly missed the bandit's head.

With just a couple hundred miles left and Kyle the sole survivor, he drove through the last few days of his journey while having loneliness induced panic attacks. I think he even became delusional, because at some point, a tire broke and the text said "Everyone blamed Kyle Reese".

Safe Haven at last! Unfortunately, Kyle couldn't gather all the fuel without a zombie munching on his ancle, and he desperately dragged himself through the mud. Right when his life was about to be snuffed out by a dismembered zombie, an armed savior shot the brains of the undead. As he reached for Kyle, a gentle smile came over his face, and he said:
"It's all over, you're safe".

Let me preface this by saying that Gravity Circuit is truly special. It has some of the best character control and level design I've seen in a while for a 2D action game, and it really showcases some of the peaks of the genre as a whole. That said, I think there's a good margin for improvement.

For starters, its influences are very clear to see. It's been called a Mega Man clone by some, and though it isn't meant as a negative, I say it's not too accurate. It may have all the trappings of a Mega Man game, but its style of gameplay is very distinctive. No, the aspect in which Gravity Circuit falls short of its inspiration is its narrative. It takes beats primarily from the Zero games, but unlike those games, the story here isn't told in a very organic way. The resistance base stand-in has no interesting characters or much meaningful interaction at all, and the game's second act has very little narrative development. The story's pretty much all told in the opening and in the last few stages. I think the overall story is interesting, but lacks consistency. I'm aware of the popular opinion that story isn't really the focus of these type of games, but I don't see how a better story would result in a worse game, especially when the main cast of characters are already competently written. For as great as the gameplay is, it's always the characters and story that stick in your head.

The other issue I see may sound weird, but I think there's a little too much platformnig. Don't get me wrong, it's all very good, but I can't help but feel like there was a missed oportunity to emphasize combat even further. Sure, bosses showcase it pretty well, but I wish every stage had less pits and spikes and more open areas with lots of enemies to smash into each other. You know, more reasons to try out all burst techniques, instead of sticking to the ones more helpful in platforming. Kai's moveset is begging to be pushed to the max with flashy combos and weaving through enemy attacks, but the opportunities are sparse at best, and enemies usually take a back seat to the environment. I guess the issue isn't helped by the fact that there isn't a great variety of enemies to begin with.

All in all, the few issues I had with the game don't detract from the good already in display. If anything, I'm more hopeful for a sequel to be released some day. It would be a crime to leave this style of gameplay for just a single game.