Basically just a Turbo/New Challengers update to the original Darkstalkers. A pretty fun time and the boss characters were certainly a neat addition but there isn't too much else to say about this one. Just more of what made the OG Darkstalkers such a fun time to begin with.

Oh hey, the final Darkstalkers game! This should be a slam dunk, right?

Well, as far as this game is concerned, it is! They had to cut a couple characters to fit within the restrictions of the CPSII board, but the gameplay improvements and the brand new characters more than make up for it.

The new super modes that the characters can enter, as well as every characters getting brand new moves, and the dynamic round system makes this Darkstalkers one of the more unique 2D fighters of the era. Too bad the updates to this game are a complete mess.

So you want to play as the characters Night Warriors/Vampire Hunter? Okay, play the updated Vampire Hunter 2 game which is just the cast of Vampire Hunter inside of Darkstalkers 3. What if you still want to play as some of the new characters from Darkstalkers 3 then? Well, you have Vampire Savior 2, which is the same game with the gameplay tweaks that that Hunter 2 added, with 3 less popular characters from Savior 1 removed in place of adding back the new characters from Darkstalkers 3, but keeps the cut characters from Darkstalkers 2.

Sounds confusing? That's because it is. What this all boils down to is that you basically end up with three separate versions of the same game with a slightly different roster with specific characters cut out of each version to make some space for other characters.

If they could have just moved this game to the CPS3 Board, it would have solved a lot of headaches for the team, and the players. As it is, even with how awesome Darkstalkers 3 is on it's own, the truncated cast feels like a glaring blemish on an otherwise fantastic game.

The first game on the new CPS3 board! And surprisingly enough it's an experimental boss rush game.

You can basically choose the class you want to play as at the start of the game, and move through different orders of the bosses depending on which character you choose. Leo is obviously the easiest character to pick up on compared to everyone else, and is usually who I decide to to play as when I come back to this game.

The level up system is...odd to say the least, and certainly makes this game extremely difficult to approach as a 1 on 1 fighter, despite having the option to play it like that. The game isn't really designed for that though, and as a boss rush game, it's just an incredibly fun time. I've seen people describe this game as a tutorial for regular fighters, and with each boss covering a different archetype of fighters, I can certainly see it. An absolute hidden gem.

Definitely one of the more obscure arcade Capcom brawlers.

The gameplay wasn't really my thing but I can see the charm in this game. The characters are neat! and the mechs are cool (Z-Gouki my beloved). Just wish I was more into the gameplay. Pretty cool that the cutscenes are fully voiced, and Devilot is, for some reason, one of those standout characters that Capcom loves referencing, so they clearly have some love for this game to this very day.

A mix of Puzzle Fighter and regular fighting game combat. Definitely weird but it ends up playing as a simplified version of Street Fighter. The systems are deceptively complicated and you really have to master the costume combo system to make the most out of the experience.
Really the fanservice is where this game shines the most. Seeing so many Capcom characters gathered in the backgrounds and in the costumes that the regular fighters can change into during gameplay was definitely the highlight for me. Overall it's a fun little distraction and I find it really cool to see the Capcom gang wind down and have some fun here.

So weird to play this game in it's very first incarnation. It's a completely different beast, but still quite fun. The cast is certainly missing a lot of iconic character most people associate with 3rd Strike, but at least most of the freaks are accounted for lol. Mechanically speaking this is by far the richest Street Fighter yet, and the CPS3 board allows for some insane visuals. The presence of Hugo's unfinished sprites in the game's data suggests that there was probably more content planned, but it was pushed out instead to a new version in the form of Giant Attack.

For what it is, New Generation is good, just missing something.

The move from CPS1 boards to CPS2 was pretty insane for SFII

The loss of animated backgrounds was a shame but everything from the presentation to the music and all the little gameplay tweaks make this an extremely enjoyable version of the game.

Oh, and of course the New Challengers themselves are awesome.

Cammy is the standout, obviously, but that doesn't mean that Dee Jay, T Hawk and Fei Long (my beloved) aren't all incredible new character in their own right. A great update to an already great game.

Gosh what a great tribute to Mega Man. What started as a simple Mega Man version of Doom has truly blossomed into one of the best Mega Man fangames I've ever played over the years. I honestly just can't get enough of it. The way that the later chapters adapt the classic series' plot and events is honestly brilliant. The amount of fan service is truly commendable. I almost wish that one day Capcom could give Mega Man the same amount of care in their storytelling as the fans do.

Good Game but compared to the first game I just don't like the direction the story took in this one. The cases felt really weak and it felt more like a GAA 1.5 than a real sequel.

The final twists and overarching villains also left a really sour taste in my mouth. Your mileage may vary on this but I personally just wasn't into the final cases at all.

Should have probably played this before Alpha 1, but ah well.

Capcom's first original 1 on 1 fighter since Street Fighter! And what an introduction. Pitting all these classic monster archetypes against each other, shrouded in this gloomy (but really cool) atmosphere, this game is a real showcase for Capcom's arcade technology. It really feels like a cartoon with how much every character squashes and stretches to pull off and react to the cast's varied moveset.

One of the best Metroidvanias I've ever played. Extremely replayable. Gameplay, art direction, soundtrack, story, everything is on point.

What if you took the original Dragon Quest, added two useless magic wielding squishies you absolutely need to keep alive at all times, made it so monsters could destroy you in a couple turns, and blew up the world map to the point that you will get lost if you're not looking at a guide?

That's Dragon Quest II. Can't say I enjoyed that one any more than the original. The difficulty is apparently what makes this game so notorious. Personally it wasn't anything I had to worry about after putting the previous game's grindset into effect, but my god was this game a slog to traverse.

It's a sound idea on paper to increase the size of the map for a sequel, but my god, this was not the way to do it. After a fairly simple few hours, where you spend most of your time grinding against groups of roided up baboons and caterpillars praying they don't decide to target one of your idiot cousins, the game suddenly thrusts a boat on you. That's when the fun really begins.

Do you enjoy looking for magic McGuffins with barely any clues? Knowing they can be anywhere on a fairly massive map, where the ocean leaves you with no break from the constant random encounters? I hope you do. Because that's what Dragon Quest II is all about. I won't rant about every single cryptic clue and weird puzzle or hellish inventory management or anything like that. At the end of the day, it's still an incredibly old Famicom RPG. I get it, but I just don't think I like it, really. Hopefully the next 2 games can raise the bar a bit, and get closer to something a little more playable by modern standards.

Oh, and despite the log date, I basically played through the whole game in my first play session, and then picked back up weeks later right at the final dungeon, so no, I didn't spend a whole week on the game. I think I would've gone nuts.

Great story. The way the visuals change with every story really adds to the experience.

Another absolute classic.

The proper start to the Marvel Vs Capcom franchise, the World Warriors in their Alpha 2 incarnations (and a brand new Alpha version of Guile and Cammy!), and a hand picked selection of previous X-Men COTA fighters clash against each other! This is also the first game to introduce the tag team mechanics that the MvC franchise is based on, as well as the air juggling, and they're just as much of a joy here as they are in the later entries.

Apocalypse is kind of a pain to fight against, but after enough memorization he's not all that bad. still for a final boss he's definitely meant to be an unabashed quarter muncher

Another insane move from Capcom : A fully fledged X-Men fighting game!

Pretty crazy seeing these sprites with all these frames of animation when you're used to the MVC2 versions of these characters. Overall a fun time, and a pretty good experience with a friend.

Magneto is a motherfucker though. Probably one of the hardest Capcom bosses yet. Nowhere near Akuma level, but definitely much harder than Bison ever was in II and Alpha 1.