Alright! I had really been looking forward to this game since its announcement, and so far, I think it has totally delivered.

To start with, I think it's important to not come into this game with unrealistic expectations. It's deffinitely aimed at a younger audience, and that means there's an obvious limit to how complex it can get. That said, so far I've found it to be impressively deep with the tools that it offers.

Having not finished all tutorials, I jumped into free programing and had a lot of fun a game that was both simple and complete. It really calls on your creativity and your problem solving abilities, so in many ways it feels like solving a puzzule or slowly sculpting a virtual world of your own. If you're not too patient a person, this probably won't be for you, since you'll have to deal with a lot of trial and error and keep a keen eye to find the root cause of something not working properly. However, the satisfaction of creating your own world and its rules makes it all worth it.

Despite being aware and accepting of its limitations, there are a few restrictions that I found very frustrating. For example, I was building a game where I wanted the music to change as certain conditions were met. However, I couldn't reach what I had imagined because the game arbitrarily limited to only summoning 4 "background music nodons" at the same time. Seems pretty unreasonable when you consider it's just audio. Similarly, I wanted it to have more enemies spawn after a certain condition was met, but I had already reached the INCREDIBLY high number of 8 enemies, so it didn't allow me to add any more (also, a big gripe I have is that it doesn't offer a color wheel to freely let you change any object's color. It's 2021 and it should be common sense to add a color wheel selection to any game with heavy customization in mind) and any game that. I guess the game doesn't want to push the system too hard, but I think it would have been preferable to have the game's performance dip a little than to compromise the player's creativity.

I find the game's dual nature very interesting. On one hand you have the game world, and on the other you have the game world's blueprint. Any changes on the blueprint will manifest on the game plane. The transition works very smoothly, but there deffinitely are a lot of disconnections that make the blueprints a little too abstract and not all too representative of what's actually going on in the game world. For example, the blueprint works as a grid, so any nodon summoned will be represented as a square or rectangle. However, round objects are also represented as squares and offer no reference of their actual round dimensions. This means you constantly have to switch between views just to see if it's properly placed or not. I think this is to not clutter the blueprints, as they're already prone of getting really messy, but a toggle option would have been very welcome. There are some other oddities that make the blue print navigation very finicky, but I don't want to complain too much. The game as it is works wonderfuly and it's a marvelous accomplishment.

The best thing about this game is that its true potential is yet to be discovered. It's been less than a month since release, and I'm sure that in the coming months, people will start to do some crazy stuff with it. I will say, I REALLY hope that new stuff gets added as time goes on. As it stands, it's light on assets to draw from. I would be really cool to have new objects and even new tools added to keep people coming and developing stuff. I guess only time will tell tho.

X4 is one of the most solid entries in the entire Mega Man franchise. It's the kind of sequel that reiterates on the formula rather than making radical changes to innovate, but damn if it isn't such a good rendition of what an MMX game should be.

Its visuals are probably the most gorgeous in all of MMX, and its level design is superb. That is double the accomplishment, as each stage had to accomodate both X and Zero.

Each of their play styles are radically different and equally fun, so it's really hard to pick one over the other. Playing as Zero in X3 was... something, but here in X4, they pretty much got it completely right. His play style is so well crafted that it became a staple not only in Mega Man, but also in countless other indie games.
Of course, the ultimate Zero gameplay experience would be yet to come in the Mega Man Zero games, but for the meantime, I'm amazed at how well they managed to integrate him along side X.

This is also pretty middle-of-the-road difficulty for Mega Man standards. If you've never played an MMX game but are curious to do so, I think this is an even better place to start than the original. It's very beginner friendly, as it keeps most items easy to find and has mid stage check points even if you game over. The plot may not be as effective if you have never played any Mega Man games (especially for the Zero playthrough), but it's largely unimportant.

On the topic of plot, I will say that the story's not as bad as many say. It's nothing crazy, but I think its percieved poor quality is mostly due to its now legendary bad voice acting. On the X Legacy Collection, I usually play the Rockman X4 version just to enjoy the cutscenes without bursting out in laughter.

Again, Mega Man games are seldom played for their plot, but voice acting aside, I don't see why anyone would think this stroy to be particularly worse than any other MMX plot. If anything, I like the scope they had, even if it was poorly executed. I've never really been a big fan of the whole Sigma virus thing, as it oversimplifies the conflict of reploids turning evil. I very much prefer Colonel, Iris and General, or even minor characters like Magma Dragoon. Their decisions to turn against the Maverick Hunters are due to their own misguided ideals and/or wish to protect those they love. They didn't simply have the evil switch turned on by the Sigma virus like in X5. I always thought that Reploid's greatest strength and biggest weakness was the ability to make their own decisions, but this is the only game in the series that actually reflects that.

Oh, one last thing: AMAZING soundtrack! Perfect theming and instrumentation. On a good day, I could even call it the best X soundtrack.

This game has no reason to get as much flag as it does. It's my least favorite of the SNES games, but I still have a ton of fun every time I play it, and I'd easily recommend it. That said, it's a pretty flawed experience. I can get past most of those flaws because they tried to add much more in comparison to X2, but it's for that very same reason that the game feels like a bit of a mess.

The level design may be inconsistent at times (I find the low points in this one to be quite lower than those in X1 and 2, like the dreadful snails), but when a stage clicks, it REALLY clicks. There are a lot more horizontal segments that let you dash at your hearts content. In general, I found most stage layouts to benefit fluid movement more than meticulous combat. It can get a little easy, but just moving around is such a joy in the X games that I don't mind it. There are also many more hidden items in every stage. I like how they open up the layout of each stage, turning them into more than the usual linear affair. However, this leads me to one of X3's biggest shortcomings.

There simply are too many secrets. Each stage has 3 hidden items, whether the usual heart tank, sub tank and armor piece, or the new ride armors and enhancement chips. I appreciate the ambitions they had, but I think they kinda outdid the scope of a Mega Man X game. For once, many of the items require you to have other items or boss weapons to acquire. This makes stage routing pretty awkward, as you'll need to revisit most stages to do item clean up.

The Ride armors and enhancement chips are very poorly implemented too. To start with Ride armors, I'll say that I really like the concept. They let you wreak havoc and tank hits. Problem is that they're pretty convoluted to unlock, and once you have them unlocked, you can only use them when you reach specific armor modules. Ultimately, they're not much more useful than just shooting things down as X. It would have been better had there been more powerful enemies that warranted use of heavy artillery. Either that, or branching paths only accesible through their use. However, this could have run the risk of slowing down the pace of the game, so I don't have a perfect solution. As I said, I really like the concept of having ride armors as part of your arsenal. They would ultimately end up going back to being part of simple set pieces in X4 and 5, but I would have liked to see X3's concept fleshed out as a more prominent feature (something actually being done by the fan game Mega Man X: Corruption)

Enhancement chips tho... They come across as utterly pointless. They're basically a second set of Light capsules that carry enhancements for each armor piece. The catch here is that you can only get one and CAN'T switch between them if you happen to find another one that you prefer. The reason for this terrible decision is because later on you can find a single capsule that gives you the Gold Armor that carries ALL chip enhancements. This follows in the tradition of the hidden max upgrade like the Hadouken and Shoryuken. However, the golden armor turns the enhancement chips into a massive redundancy. I would have much prefered to collect the golden armor around each stage rather than getting it in a single go. That at least would have made each stage revisit more meaningful (hey, if you wanna get crazy, this game could have pulled a Mega Man 3 and had 4 remixed stages before Doppler's base. There you could have found each piece of the Gold armor, and hey, maybe they could have even featured the raid armors more prominently)

Mega Man X3 also happens to be the first time Zero's a playable character. However, you have to pause the game and call him in, but he can't fight bosses or even mini bosses. If he dies, you can't play as him again until you game over. The whole affair sounds cool at first, but it's rather awkward in practice. Coupled with ride armors, you simply have too many undercooked options to go through stages.

There are a couple of things I wanna point out before the review gets out of hand. First are the Maverick fights. They're good for the most part, but this X game seems to have the least refined hitboxes. It felt like I often would get hit without a reason.

Second are the armor upgrades. They generally feel less impactful than in X2. I'd even go as far as to say that this buster upgrade is the worst in the series. It has 4 charge levels and like 6 shot variations. It's sort of the same deal as X2 where you can store a full charge shot, but it adds a combo move where if you chain both charge shots with the right timing, it shoots an almost screen clearing attack. Sounds cool, right? Wrong! It's terrible for bosses, since the shots become much slower on top of adding a ton of start up and end lag to each shot. The added start up was also an issue in X2, but there, the simple convenience of having two charge shots back to back (with the second one even bypassing boss i-frames) more than made up for it. X3 makes it needlessly complex. For example, if you shoot on the 3rd charge level, you'll only store a level 1 green shot, but it'll still have the start up and end lag stored level 2 shot. Who would even want that? It's so cumbersome that it boggles my mind. It gets kinda worse if you get Zero's saber, as it has an even longer start up, but at least it deals brutal, and I mean BRUTAL damage, so it gets a pass.

Hopefully by now it's become abundantly clear that X3's absolute biggest issue is its lack of focus. On paper, its ideas seem so good that it should have been the ultimate MMX game on SNES, but in practice, it's a bloated mess. It's a fun mess, cuz at the end of the day it still has all that made the past two games a blast to play, but I really can't rate it too highly because it's still so inconsistent.

There's a lot of stuff I didn't go over, like Bit & Byte just being watered down X Hunters, or the absurd quest to get the Z saber, or even the storyline. I think I already got my point across and I don't want to make it look like I hate the game. I really have fun with it, I just gotta be honest about its flaws. It's also no secret that each MMX game was more rushed than the last (save X4 and X8), so I guess they had little time to balance all game mechanics and ended up barffing content on top of content without much thought.

MMX2 is exactly what a good first sequel should be. It's all the original X1 has and more. I'd call it even better than the first. However, its merits lie more in the addition of extra content rather than the way it expands on the formula. For that reason, I can't justify rating it as highly as the original.

I will say, save for a few annoying stages, the level design is top notch, probably better than X1. The armor upgrades finally get to trully shine too. In the original, they kinda felt like a necessity rather than a cool extra. Here, X's moveset is already great from the start, and the armor pieces really open up many more possibilities (air dash, double charge shot, giga crush).

I'm torn whether I like this soundtrack better than X1 or not. On one hand, X1 has banger after banger, and arguably better instrumentation. On the other, X2 has more variety in tone. Bubble Crab's theme is a great example.

On a personal note, I may think this one's better than X1 simply because I've already played X1 to death. It'll never stop being a great time, but it really makes me appreciate just how much variety is packed into X2.

Having all X games on modern devices is a dream come true, but for this collection, the X Challenge is the real show stealer.

The mode is not perfect by any means, but its concept is so brilliant. The PS1 X games have such amazing mobility and attack options that weren't ever used to their max potential, but fighting two mavericks simultaneously surely rectifies that. It can get pretty cheap at times, but the moments when you're masterfuly dodging and countering both mavericks are unmatched.

I think I've spent just as much time on X Challenge as I have in the actual games. Partly because it can get brutally difficult (sometimes to its own detriment), but it's just so much fun. Even when you have to retry a stage many times, you have an incredible range of options to plan your angle of attack.

I think X Challenge's concept is so amazing that it makes me wish they'd give it another go to polish all its flaws and add other features. For instance, it is pretty disappointing not to have Zero playable. It may have been too difficult to balance, but I wish they had found a way. I also think they went waaaay overboard with Hard Mode. Vol. 1's normal mode was already brutal, especially the final fight. I cannot even fathom going and doing it again on hard mode. It's such a shame because they hid the most amazing surprise they could after beating hard mode (a surprise I think I'll never experience for myself, just online videos).

I'm really thankful for all the collection has to offer. It's not perfect and even more could have been added, but in all honesty, it only needed to have all the games neatly on Switch for me to buy it in a heart beat. They really didn't NEED to create X Challenge and they did anyway. That's such an amazing gesture.

2020

I really didn't enjoy this one as much as I wanted to.

For a metroidvania, there's very little incentive to actually explore. 90% of the items I found were just hats with purely cosmetic use. The different areas weren't too eye catching either, and having an almost monochrome pallette didn't help it.

The thing that drew me in was the kunai swinging. It's the most interesting mechanic, and when it worked, I had a lot of fun. Unfortunately, the level design rarely takes advantage of it. More often than not you'll find yourself in Hollow Knight-esque tight subterranean corridors, unable to freely swing around and gain momentum. That said, the devs did put effort into designing paths to swing through even in these tight levels, but the lack of focus makes me think there's a lot of missed potential. Imo, this game would have been way better as a linear action platformer. The slower metroidvania pace doesn't do it much good.

Combat's rather mediocre. You have your main meele katana and gain some ranged sub weapons as you go on. The problem here mostly lies with the enemy design, it's rather uninteresting save a few exceptions. Your katana swings resemble Hollow Knight again, but they don't feel nearly as tight. I also gotta mention that enemy placement is very cheap, I would end up tanking many hits because I landed onto an enemy that I couldn't see was there.

Lastly, many people may not care, but this game has some really lackluster world building. I didn't really expect a good story, but the opening cinematic made me think maybe there would be something interesting, and the rest of the game simply destroyed that notion. I know it probably isn't a priority, but in my case it almost made me want to drop the game.
I gotta say tho, the game's ending sequence is pretty cool. It deffinitely was the only part of the whole game's narrative that managed to engage me, even if it doesn't really make much more sense than the rest.

Ok, hear me out.
This game is massively flawed, I'd even say it's pretty bad and I wouldn't recommend a full playthrough. That said, I'd be lying if I said there isn't something very interesting hidden beneath its shortcomings, especially for the time.

They really took the hard route for this game. It could easily have been just another generic platformer like the Nightmare on Elm Street game, yet Friday the 13th is one of the very few NES games that aims for actual horror. All in all, it's surprisingly effective at setting its tone and atmosphere. You're just a group of intentionally weak camp conselors at Crystal Lake, and Jason is a looming threat at every turn, capable of showing up when you're least prepared.

At this point, I should mention the actual objective. Basically, you're just a team of 6 camp counselors that have to survive 3 nights at Camp Crystal Lake while caring for the children. You'll be roaming around the camp killing enemies and gathering items like weapon upgrades and health power ups. Eventually, the Jason Alarm™ will go off and you'll have to take the quickest route to the cabin pointed on the map before he starts killing children. You'll have to fight him off; he runs away a couple times but retains the damage from each encounter. When you deplete his health bar, the night's over and a new day starts. Do that 3 times and you're done.

I really like that the theme of the game is pure survival. Sure, you defeat Jason in the end, but he's more of a looming inevitability than a foe you're actively going up against. Aside from the Jason Alarm™, he can show up completely unannounced and deal some heavy damage when you're least prepared. There seldom are any moments where you feel he's not there stalking you.

You also have to manage your resources if you want to survive. You have 6 counselors for all three nights, and if any die, they're gone for good. They all each carry their items individually too, and whenever you switch characters, you can choose to exchange items. However, if you die with said items, they're also gone. This forces you to strategize which characters should carry the best weapons or the health items. You also may have to reluctantly switch to another counselor because you took too much damage with the other one. All this, although unrefined, surprisingly contributes to the rising feeling of doom as you progress through the nights.

It's a shame, however, that the camp counselors are so absurdly unbalanced. Two of them are GOD tier, while the other four are just trash. If you happen to lose one of the good ones, all incentive to continue is lost because the others are wasted effort. It would have been cool to give each counselor a special ability, so the weaker characters could compensate for their lower stats. The loss of a councelor should immediatly propell you into problem solving, not absolutely discourage you from continuing the playthrough.

Item collection and leveling up is also pretty poorly executed. You either have to randomly hop about as items pop into existence, or kill a ludicrous amount of enemies to get the best weapons, and if you lose them, you're pretty much fucked. There are some items that have very elaborate conditions to acquire. They're usually way too hard to get without a guide, and you'll only be geting them by the second or third night, but I really dig the concept, as they encourage the most exploration and even have a hidden surprise that I wouldn't want to ruin for any other Friday the 13th fan.

Of course, the atmosphere is also kinda marred by the awkward map navigation, which, to its credit, does have a logic to it and can be dealt with just fine. It's simpy very counter intuitive at first. However, there's very little variety in the scenery, and that really doesn't help orientate oneself. This is aggravated whenever the Jason Alarm™ goes off, since you gotta hurry and can get lost pretty easily. Worse yet is when you're stuck with a slow as a turtle counselor and have to go all the way to the other side of the map (luckily, you can go into any of the big cabins and fast travel to any other cabin currently occupied by another counselor, though it forces you to change character.) I gotta say, all the orientation issues become smaller the more you play, and realisticaly, no one is beating this game on their first try; it's simply jarring at fist is all. What never gets better are the cave and forest areas tho. They house the best items, but they're beyond convoluted to explore and they're filled with enemies as potentially deadly as Jason himself. You also never get enough time to explore them before the ™ɯɹɐlɐ uosɐɾ forces you to come out. It's a shame, really, cuz they really would have worked to break the pace of the main boring scenerey.

The cabins are also hard to navigate and a common source of complaint, but I'm fully willing to defend them. A great feeling of tension arises whenever you KNOW Jason's in the cabin but you keep looking... and looking... and looking when SUDDENLY he pops out of nowhere with that chilling sound effect (a sound effect so classic that the 2020 game World of Horror uses it as a homage.) I'm sorry y'all, but that's just a damn well built jump scare. Just stop and think for a second: how many NES games can actually pull off a jump scare like that? Hell, there are horror games now at days that don't put half as much effort into building a scare. This game also gives you no time to relieve tension; as soon as the jump scare happens, you're thrust into battle with Jason a la Punch-Out. They're some grueling fights, especially as the game goes on.

To finally put a end to my rambling, I'll say that I think core structure of the game is rather sound and fascinating for its time. It's incredibly unrefined and the criticism it's gotten over the years is proof of that (I'm looking at all you AVGN fans). However, I simply can't say that there's absolutely nothing to this game. Although extremely unpolished, it makes use of some effective tactics that horror games wouldn't really take advantage of until much later.
If an indie team were to pick up and refine the core concept, expand upon it, add some much needed variety and pace breakers, balance all mechanics and inject some character, I'd say it would turn out to be a pretty good game, faithful to the movies.

So there you go, without a doubt the most in depth review of this game that maybe two people will read, if at all, lol.

It really is THAT good, but I don't necessarily think it's for everyone.

If you have any interest in playing it however, I urge you to take it to heart and give it an honest try. Don't get discouraged by its slow opening. As you've probably heard, this game is a very unique experience, and unique experiences require an open mindset. Just to put it into perspective, I only finished the game after my second attempt, and I'm incredibly thankful I gave it another chance, so stick with it!

This game felt like a nostalgic, dreamy scene of my childhood. It's funny, tragic, peaceful and downright terrifying at times. It's like a chameleon when it comes to the way it masterfuly handles its tonal shifts throughout the story.

It's terribly hard to describe the experience, but I can safely say there's nothing else like it. I guess the best way I can put it is that this game really made me feel profoundly happy. I didn't simply have fun (tho I'm not discrediting plain fun at all), but rather I managed to tap into a feeling of happiness that I don't think I had fully experienced since childhood. I even get chills thinking about it.

Please, please just give it a shot.

I love this game to death

People may complain about the limited continues, but all in all, it's the fairest and best designed of the NES trilogy. Enemies don't endlessly respawn, one ups are smartly placed to aid the player, the power ups are more useful and most importantly, it's still as brutally difficult as the first two.

It's essentially more of the same (as a die hard Mega Man fan, I don't think that's a bad thing), but the extra polish really boosted this one above the first two.

There are some meanies out there saying this game is bad. Don't listen to them! Sure, it has issues, some pretty big, but there's tons to love. For one, I don't think there's a more charming looking Mega Man game than this. The soundtrack is also one of the most unique in the series, it's not as energetic as the NES games, but it's so mellow. It goes hand in hand with the visuals.
The special weapons are very good, and the level design actually takes advantage of them this time.
I guess its biggest issue is that it doesn't feel as tight as the NES games, but hey, neither does Mega Man 7 and people love that game.

SPOILER FREE REVIEW
I'm struggling a lot to define my stance on this game. On one side, I fully understand the appeal. It completely deserves all the praise it's gotten because it's utterly unique and beautiful. It presents itself as a work of art to be admired, and on that front, it largely succeeds. On the other hand, this has to be one of the least fun and most frustrating experiences I've had with any game.

I first played the PS3 version some 5 years ago. I stopped at the 2nd colossus because I was getting extremely frustrated with the way the game handled. I didn't want to ruin the experience anymore, so I decided I wasn't ready to play it. Only now did I play the PS4 version, hoping I'd have a better mindset, yet it still took me months to beat what is really an incredibly short game. Why? Partly because I didn't want to rush through it, but mostly because I dreaded the thought of what the next colossus could be, and whether it would mean an hour of frustration for little payoff like so many others before it.

There are two major issues I take with the game's design:
First one is the way it handles. 3D games are a lot more prone to aging badly in this regard. However, I hadn't and haven't since encountered a game more at odds with the player in its control. Getting a grip on the camera is a never ending struggle, the climbing is extremely finicky and at times you can't even move because Wander just loses his grip or his balance again, and again and again...
Getting on your horse isn't any better, as it seldom listens to your commands without any hickups. All this works to create a feeling of unending awkwardness; movement is never pleasent. The one thing I'll give it is that it feels very organic. It's quite grounded in reality, as in it tries to portray the struggle of really climbing and toppling a living thing. Now THAT has appeal, I guess it's simply too much for me.

The second major issue I take with the game is how each Colossus encounter is structured. Basically, each fight presents itself as a puzzle to be solved, and no two colossi are defeated the same way. You often have to discover their weak points, or use the environment to your advantage. This is really awesome, and I encourage everyone who plays this game to turn off Fermin's hints to enhance the feeling of accomplishment after figuring out how to defeat a colossus.

However, despite all colossi sharing the same basic structure, not all are entirely succesful at it. The issue comes when there are multiple hints pulling you in different directions. There's always one part of the colossus that looks grabable enough for you to spend 15 minutes fruitlessly trying to hang on to it. Pretty much all colossi look to have multiple paths to climb through, but you're always wrong to think that. The game's extremely strict and there's really only one intended way to beat any colossus. This means you can spend an hour trying multiple solutions that in all honesty SHOULD work but don't because it's not strictly what was intended.

At this point, I gotta mention the awkward handling again, because it seriously aggravates this situation. You can waste your time at a dead end and not even know it because MAYBE you're just not meeting the game's extremely precise standards to make a jump, or to grab a ledge. "Maybe", you think, "I was at an awkward angle and I gotta try again." Worse is when this happens at the end of a long climb sequence. You could be one jump away from the colossus' weakspot, and there could be two equaly likely solutions, but if you choose the non intended path, you're punished by havig to climb aaaaaall the way back up to potentially make the same mistske because the path you took didn't look like a wrong path, it just happened to not be the INTENDED path.
Absolute worst case scenario is when you've already mapped out the correct path to the weakspot, but the controls cause you to fall, and fall, and faaaaaaallllll... This happened to me on the last colossus, and it's such a shame because its atmosphere is so brilliantly crafted. I though it would be my favorite of the bunch, and I ended up hating it thanks to the broken control.

I've rambled enough about the colossi that don't succeed on the formula, but even some of the ones that do aren't much better. There are some very pleasant but extremely short encountes. Sure, figuring them out is fun, but they barely have any meat to sink you teeth into. As soon as you figure out how to kill them, you're done.
As it stands, there were at most 3 colossi that were both fun to figure out, but also offered more than a single step for defeating them. Those fights were amazing and made me see why everyone considers this game a master piece. I just wish I hadn't gone through all the rest to get to them.

In conclusion, this game has a lot of beauty that I think everyone should appreciate at least. The music, the atmosphere, it's all unmatched. However, as a game it really left a bitter taste in my mouth, and I'd advise caution to anyone who wants to play it thanks to all the high praise it's gotten.

This one's a hidden gem. I bought it cuz it was cheap and its quality kept surprising me more and more as I delved deeper and deeper.

Its level design is wonderful and the power ups hidden throughout every stage really make traversing each of them quite a joy. The Classicvania inspiration is rather obvious, but surprisingly, it manages to marry both classic and modern Castlevania traditions into one. You have a handful of separate stages with a linear progression, just like any NES side scroller. However, you can revisit each one freely. In fact, you're absolutely required to go back to some earlier areas after unlocking new abilities in order to find certain items that will unlock the path forward. This stroke of genius turns what at first glance looks to be just a run of the mill platformer into quite the adventure, and it always kept me guessing the next step forward. This game's also merciful enough to tell you how many items are hidden in each stage and how many you've collected, so you can't really miss any crucial item without knowing, and there are plenty of optional upgrades.

There are many bosses and sub bosses to keep you on your toes. They're generally easy, but you can stumble upon them out of order. I deffinitely had some grueling fights because I lacked a sword upgrade that I probably should have already picked up by that point. However, each encounter is well designed enough so you can beat it with clever play despite being unprepared.

Of course, the game's not without its hickups. It lacks some polish and I encountered a considerable amount of glitches, one of them game breaking in what is a rather short playthrough. Attacking and hit detection can be a little cluncky, it deffinitely takes some getting used to. There are some unfortunate enemy placements that somewhat cheapen the difficulty in later stages. All the movement upgrades help a lot tho.

Generally speaking, this really feels like an NES game (more so than other famous retro revivals like Shovel Knight and such), and I love that, but it could be a negative in the eyes of others.

Developer team Joy Mashers really captured me with this one. I'm really looking forward to playing Moon Rider!

About the 30th time or so I beat X1. This is the deffinition of a comfort game.