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Whip! Whip! is a really fun take on the arcade clear em up genre that Bubble Bobble and Snow Bros is apart of. The game looks cute, music is alright, story is silly and lighthearted, and the gameplay itself is really addicting. Chaining attacks together to maximize your score feels really good.

While I'm not too huge on the lack of continues, the game is pretty fast to get you back into it. There's 100 Levels and a post game challenge where you need to complete every level in one go.

If you're into games like Bubble Bobble, Snow Bros, and others like it I'd grab Whip! Whip! while you still can. Alpha Unit went defunct sometime ago and in lieu of that, the Switch version of the game was delisted. The game is somehow still up on Steam, so buy it while you're still able to.

Sparkster is so cool! They tick so many random checkboxes for me!

[X] Anthro
[X] Cool Armor
[X] Jet Pack
[X] Goggles (Goggles are cool)
[X] Expert Mech Pilot

What endeared them so much to me too was actually their idle animation! They look so jovial, they're happpy to be the hero! Sparkster doesn't brood (Ignore the NA cover here), he's anxious to start the day and get to the rescue of their fair princess! He's a gallant jet-propelled knight who's a zoom zoomin' all around and beating up all the bad guys! Mr. Nutz, Punky Skunk and Zero The Kamikaze Squirrel are so angry that Sparkster is actually awesome! They are so mad! Sonic's got nothin' on Sparkster! Except merchandise apparently! What gives Konami? Where's my Sparkster nendoroid , Sparkster YGO cards, Sparkster party accessories, and Sparkster line of clothing?

Ah well, knowing my luck they'd use this look instead, and I'd be an absurdly sad rabbit. Fuck that guy, this is the boy you want.

This game rips, it's Saturday Morning Cartoon down to the empowering theme music that blares from the first stage and goes off after every victory. Sparkster's here to fuck shit up! Those damn pigs won't know what hit'em! You got that patented Konami difficulty, but thankfully they kept themselves in line and didn't Bayou Billy this one. As a matter of fact we actually got all the difficulties unlocked by default over here in NA! Thank the lord above that Konami wasn't dumb enough to make their mascot platformer harder than 90% of the Famicom library, although they were cheeky enough to call Japanese "Normal" the "Children" difficulty and cut you off from the final boss if you played on that. Couldn't help yourselves could you?

Konami: "Nope."

Easily one of the most memorable titles I ever played on the Genesis back then, you know it's memorable when I didn't even own this shit and only played on Sega Channel! I so wish I had owned it growing up though! I would've been a master at it and been Rocket Royalty of some sorts.

You're the coolest Sparkster! Look at him! AAAAA HE'S SO FUCKIN' COOL!!!

This is a game where a bunch of talented developers were stuck in the same room for two years who were never told "no." Instead, they told each other "sure, bro."

Want to make a bunch of new mechanics that are both overcentralizing and near-irrelevant? Sure, bro.

Want to make a 30-60 minute long tutorial you can only skip by winning a race you only can win if you already know how to play the game somehow? Sure, bro.
(Don't even get me started on how the tutorial was before the first patch, the requirements to skip the tutorial were hidden AND you had to clear a max-level race. Actually evil.)

Want to generally nerf items while cranking the knockback to unfathomable degrees which creates scenarios where you can get knocked out of a top position and no item is reasonably strong enough to get you back where you were? Sure, bro.

Want to make items actively feel bad to get because the Ring system is so encouraged while also not letting you use Rings with an item in hand? Sure, bro.

Want to make like 200 tracks but they all have narrow tracks and very tight turns? Sure, bro. Also want to make any uphill slope kill your speed and make you have to STOP IN PLACE to Spin Dash upward VERY SLOWLY? Sure, bro.

Want to make a single player mode where the rubberbanding is overtuned (even after a near launch day nerf, mind you), the AIs will target you even when you're near dead-last, and the Rival explicitly cheats and will steal victories from you? Sure, bro.

Want to make an unlock system like Kirby Air Ride but make a bunch of requirements hard, cryptic, and/or straight up unrealistic to achieve unless you dedicate literal months of game time? Suuuuure, bro.

Despite its many, MANY problems, the game is still fun and I can see a version of this game where the new additions compliment base SRB2K rather than detract. The Rings being the omnipresent, overbearing problem is an issue I don't see being fixed, though. The devs seem really proud of their Ring system even if it kills the Kart aspect by making items less used/encouraged. I can always hope, though.

tl;dr Imagine if Mario Kart was mixed with F-Zero but all the worst parts of F-Zero were mixed in with a dash of unique jank and bad decisions. Enjoyable for kart-racer tryhards, completionists, and masochists, and nobody else.

Froggo's Adventure is a fun little time! Really liked the neat mechanics behind the tongue.

I ran into this game last night as I was buying another game on Steam, decided to grab it cause it's 99 cents and yeah wow. No regrets at all. You can beat this game in under an hour and its just a quick n chill little time. If you want something short and sweet, pick this game up!

Lowering this by an extra point immediately after finishing MGS2 because doing that has made me realize just how much this is that game if it was completely dripless

Gave myself a day to kinda just sit with the whole experience of my first playthrough. Xenogears is one of those games that kinda just existed within the culture in a way where I always heard people vaguely gesture at its greatness, but never actually got any full details about what exactly made it so great. So for years and years and years and years and years I kinda just kept putting it off, playing many other games before and after it, hearing about its complexities but never really the details as of what those complexities were. Finally experiencing it for myself I completely get it.

An experience that is some parts Neon Genesis Evangelion, some parts Gundam some parts sci-fi novels and films, Xenogears wears all of its inspirations firmly on its sleeve and proudly bears it all as it goes into its own psychological, religious explorations of the self.

The ways in which it talks about running away from your problems rather than dealing with them and how that inevitably comes to bite you in the ass, there's a quite good example with the martial arts tournament you enter that genuinely surprised me when it happened.

The ways it delves into how trauma can inform and explain behaviors, can cause people to drift one way or another instead of facing the real problems within themselves, be lead to more and differing kinds of abuses, or completely shut themselves down due to their inability to truly cope with the things that've happened to them. But it also firmly discusses how important it is to continue to live, to continue to fight and go on despite the struggles we face in life, how we have to take responsibility for ourselves and the things we do despite our traumas, that again our traumas can be an explanation for behaviors and actions you may take, but at the end of the day you have to be responsible for your own actions.

There are a few characters I do wish were able to get more from the story (Rico, Maria, Chu Chu) and the very clear rushing of things does absolutely fuck with what was clearly supposed to be this ambitious and sprawling experience, though I will say in spite of the clear rush job that Disc 2 ends up as, I genuinely still quite loved the way they handle the presentation and style. Some of the quick cuts are really sharp and effective, I dig the kinda play stage type beat they do for some of the cutscenes they didn't have time to fully make enviornments for, I like the way they frame each part from differing characters POV's. There's a lot of cool things that make that second disc really interesting, kinda reflecting episodes 25 and 26 of NGE in ways.

It's such a strange feeling in ways cause like I kinda despised the gameplay at times (ground combat relies a bit too heavily on deathblows and grinding them out where-as I feel like the Gear combat is a bit better balanced in terms of building up to your deathblows and having to strategically manage your fuel levels in interesting ways). But even though I wasn't huge on the combat or some of the dungeon design (fuck Babel Tower) the whole thing just really came together for me. Everything it was doing was absolutely fuckin aces, it honestly reminded me of watching NGE for the first time as a teenager AS WELL AS watching both Shiki-Jitsu and Rebuild of Evangelion 3.0+1.0 with what exactly it was going for in its messaging and just how much it resonated with me. How much Fei's character arc resonated with me, how dense and packed of an experience it was overall.

I think I can safely say that I'm getting into the series cause I wanna see what else can come from anyone involved who was able to put this together.

We Love Katamari is an excellent followup and companion piece to Katamari Damacy. It's more Katmari as you've come to know and love, but it adds a lot more levels and tweaks to keep things fresh.

We Love Katamari digs into the addictive arcadey nature of old school Namco games in a satisfying way. You want to replay levels to make a bigger Katamari or make the Katamari faster than before-the addition of a retry button absolutely enhances this game's replay value, it was hard to put down.

The humor is zany and weird (much like Damacy) and I love how this game digs a bit into The King of All Cosmos's backstory and relationship with his father.

Overall a lovely game that I can come back to and replay often. Highly recommend this and Katamari Damacy if you're looking for something chill and funny.

Certain elements of the actual game design may not be as impressive today as they were 25 years ago, but the idea of playing this grand N64 game on a handheld with graphics that recapture the artwork of the original game is still mindblowing to me. Excellent remake and one of the best games on 3ds.

The original Half-Life game has always been one of my favorite FPS games (potentially my favorite single player FPS unless you want to count Portal 2), so of course I was definitely interested in Black Mesa as a remake of the game, and on that note... yeah Black Mesa is really damn good.

I know it's a bit corny to be like "haha the fans did it better" but considering how Half-Life: Source was pretty... middling, to say the least, even just as a Source port, I really feel Black Mesa takes much better advantage of the Source engine by just, well, recreating all the assets and art within the engine, resulting in the game just looking visually gorgeous overall - to the point where it doesn't look out of place with more modern FPS games and is easy to forget that it's based off of a game from 1998. I really liked the atmosphere of the original as it is, but Black Mesa enhances it with improved lighting and models. Xen especially looks absolutely gorgeous with the environment, lighting and just seeing all the creatures of space around you in the sky and whatnot.

Not to mention, in addition to being a massive visual overhaul, the game does make some changes to the original gameplay and stage design. This does make it a bit less faithful as a remake to the original, but at the same time I think the aspects that were remade mostly bring about an even better experience. In addition to just being so much nicer looking, Xen in general is a lot more 'cohesive' in this game - whereas in the original it was basically just a bunch of floating platforms that you could get past in a few minutes, Black Mesa actually has you exploring the planet - still involving platforming but taking you through a few different environments with a greater focus on puzzles throughout the journey. It just makes it feel a lot more 'alive', and more like an actual planet, rather than in the original where it was basically just kind of a video game level thrown together. Plus, while this is a bit more related to the story rather than the core game design, I also really liked how Interloper (the final chapter before the final boss) had you interacting with the Vortagaunts in the context of their own society, which without spoiling too much, actually kind of provides some context why they appear more friendly in Half-Life 2 despite being common enemies in the original.

If I did have a criticism on a game design level though, it's that the Interloper chapter does feel a bit too drawn out in my opinion. I think a lot of it just comes down to there being a ton of 'conveyour' sections which you basically have to stand and wait for periods of time while occasionally fighting enemies and avoiding hazards, with the puzzles and setpieces towards the end of the stage kind of just getting more repetitive to the point where about halfway in I was just constantly wishing the chapter would end already.

Otherwise, the same gameplay of Half-Life 1 is pretty much intact - the gunplay and movement especially feels just as good here as they did in the original and there's a really good use of the game's environments in finding ways to traverse.

My only other major criticism of any sort is that the native Linux version of this game is pretty broken. I started the game via the native Linux version and I pretty much immediately noticed issues with the lighting where reflections and shadows would constantly flicker and appear 'broken up' for lack of a better word on top of just being inconsistent with the environment in general (sometimes the lighting would completely change/cut out just by walking two steps in the same exact area and room), and I also noticed some objects that I assume were from later parts of the game appearing transparently through the walls of the room I was in. Plus, after looking it up, I did see quite a few reports of people experiencing massive frame drops throughout the game but I didn't really play the game's native Linux version long enough to really run into anything like that. The next solution was playing the game's Windows version through Proton and that worked better but at the same time, I did run into somewhat frequent stuttering and frame drops, plus the game crashing pretty frequently even after I turned down the settings. Lo and behold, I didn't run into these issues when I ultimately decided to play through the rest of the game on my actual Windows partition on the exact same hardware and at Max settings (at worst the frame rate dipping to ~30FPS at some intense points towards the end of the game). I say all that to warn you, if you're playing this game on Linux, I would recommend playing the game through Proton, but even then you might have to expect some issues. Also I guess the loading screens did feel a bit long but that's kind of just a weird quirk of the Source engine and I imagine it'd be better on an SSD.

But yeah, good fucking game and would definitely recommend playing it if you liked the original Half-Life.

Damn y'all weren't lying, the Playstation can really produce mind-boggling effects...