2018

DUSK's sumptuous combo of compelling levels, perfect boomer shooting, and incisive understanding of the genre makes this a nearly perfect game. It starts to run out of steam in Episode 3 but by the time you get there, you've already had an incredible time.

I enjoyed it but a very simple and thin experience. I will play another Atelier though.

You can really see the DNA for future Kojima games in Snatcher. The art is gorgeous in any version and I loved the sci-fi weirdness.

The game is at its best, narratively, when it's explaining some detail about the world or technology in front of you. Unfortunately, though, I couldn't get past the constant cheap jokes and shallow characters.

It's still a worthy time capsule with vivid art. You just have to connect with the history a bit on this one.

Last of Us II really pulls out all the stops to tell a video game narrative. It's stellar, thankfully, but also somewhat confused as how to marry the story and the game in such a way that feels cohesive.

It's very long for an AAA prestige game and, despite a few great set pieces every chapter, uneven and drags to the point of boredom as you search for rusty scissors and shit. There really needed to be a way to accelerate or deepen the scavenge process because, by the last third of the game, it started to become a parody of itself.

The story itself is great. Babybrains unable to handle the daring and dark elements, Abby's muscles, or the fact there are gays should not be permitted to play anything outside of League of Legends or the bad Mario games.

Another half star deducted for all the crunch. Would have been better as a leaner experience anyway.

Graded on a curve determined by the size of your gamedev team, Unsighted would get 6 stars. It has a strong combat system, incredible pixel art, and decent music... what's not to like??

My main issue with the game, though, is the poor implementation on the (admittedly effective) countdown system against the game's strengths. Sure, you can turn it off (and should) but it makes you feel like it's the right way to play. Plus, it's part of a larger issue of having so many systems that don't really gel into a really strong flow.

For example, I love riding around on the top and there's a little bit of chip support to hint that maybe you could spin that top even more in combat but... really it's mostly for busting shit up and getting around. That's fine but the stamina freeze, the punishing bounciness just made me feel bad for getting on the cool top. It makes sense why you can't just blast through the game on thing. Just doesn't flow amazingly.

Also, the flashback story is kind of dull to keep going back to after having such exciting combat encounters. The game seems to rely on the countdown mechanic to keep you connected to the characters. Unfortunately, it has the added effect of making you rush through everything to get that life saving dust. When you're rushing, you're not connecting with the game and the world.

The ending is quite strong and the secret stuff seems interesting (though I've pretty much had my fill personally). There's also a lot of extra value modes and such for the real Unsightedheads and I respect the robustness.

Ultimately, I am cranked to see what Pixel Punks do next!

Maybe the only thing to ever really live up to the hype.

The classic. It can be incredibly punishing and repetitive and I still might give it five stars except I've always been annoyed there's no way to intuit that you're supposed to use a certain (worse until that point) beam at the end.

Still there's a lot of fantastic stuff to enjoy even in 2021: excellent NES tunes, enemy design, and map layout. A fantastic replay.

This is a lesser Metroid graded without a curve but, considering the hardware limitations, I enjoyed Metroid II quite a bit.

The music is among the best on the Game Boy, with special shoutouts to the end credits and the weird ambient track that plays in one of the earlier levels. Good sound effects, as well.

The main issue is the exacerbated 'hunt and peck' of breakable wall tiles to reveal important upgrades. They do give you hints about a lot of the issues but, with no map, it's just a drag to fumble around for this stuff.

It's a problem that does feel in keeping with Metroid tradition, though; the game feels like a Metroid entry. By the end, when you're screw attack infinite jumping through long corridors, it's just a blast to go through. The variety of Metroid bosses feel like a real dangerous escalation and the bonus tactic of tummy blasting the Queen feels like a fun addition.

If you're will to connect with the history on this one, it's short enough to be worth it despite the drawbacks.