Like most Falcom games, it has a lot of heart, but the mechanics here aren't quite as sound or satisfying as their other action-oriented titles. Its origins as a 3D title made within the constraints of the PSP are readily apparent in most aspects of the game, from the single-axis camera rotation and claustrophobically zoomed-in nature of the game window, to the big, low-poly models and flat or low-resolution textures. Still, it is charming, cute, and an interesting footnote in Falcom's output.

The majority of the campaign is more great, bombastic, dumb action co-op following in the mold of RE5, though I think due to its grander ambitions in terms of scope, settings, and breadth of content, it feels less consistent from segment to segment and less focused and polished overall. Several segments just felt like a slog; Ada's campaign in particular really brings the whole package down a full notch for me.

Good gameplay, great set pieces, awful everything else.

Could tell it would have some special moments, and desperately wanted to like it as Ico and SotC meant a lot to me, but the camera, frame rate, and control combine to make it nearly impossible to play for me without getting motion sickness. Maybe someday if a remaster ever comes that fixes the mechanical issues I might give it another go.

A 2D sequel to Mario 3D World. Which is high praise, as someone who holds the latter in very high regard when it comes to the series. Absolutely love the level and game design creativity just bursting at the seems of every stage, and the sound, visuals, and animations are an absolute joy.

Maybe the most fun aspect of the game is the semi-cooperative element though; helping along what are often presumably kids trying to grapple with their first platforming experiences, bringing them back as they cry out in their little ghost forms after mis-timing the same jump for the third time, is both hilarious and adorable.

Endless content that is mechanically sound, feels and plays very smoothly, looks good, but lacks authorial intent. Nothing feels like it has any stakes because you can just turn any form of friction on or off, yet somehow it also doesn't satisfy as a relaxing podcast game since there's very little feeling of accomplishment or progression.

Better pixel art and enemy/level creativity than 5, but the game design is just monotonous. Without infinite continues the game would be nearly impossible, and it's just not fun to spawn and die every 5-10 seconds, slowly grinding through the majority of the playthrough. Would love to see a re-think of the formula that redesigns the challenge, projectiles, hit detection, and control to suit home play rather than continuing to pretend that the target audience is quarter gobbling at arcades. Does have one of the coolest vehicles/set pieces in the series though.

Probably the most uneven Metal Slug I've played (having not played 6 or 7).

Mostly style over substance, but I do like its style. Hard to beat playing as a mech-driving anime girl who also happens to be the president of New Japan, liberating her country from.. some sort of robotic and/or alien enemy forces? Who knows, but the presentation is surprisingly great for a tiny 3DS game, thanks surely to Suda51's direction; it's just let down by gameplay that is pretty repetitive and gets tedious and hand-cramping, despite its initial novelty.

Like playing a slice of life, coming of age anime with a little bit of Sentai / Kaiju genre pastiche thrown in as nostalgic underpinning, fitting of the time and place (1970's rural Japan). No doubt a personal connection shared by many of the creators, the love put into the game is easily felt; it's charming, short and sweet, and makes you feel like a kid again for a precious few hours.

Insubstantial, but dumb fun that hearkens back to the joyous times of ridiculous Sega arcade frivolity.

Interesting premise where nothing interesting happens.

Better balanced and designed than Diablo III, and the story and atmosphere are actually interesting enough to compel you to progress, as opposed to its predecessor's putting you to sleep. A much more substantial sequel than I was expecting, and I'd go as far as to say it has been fairly underrated in its reception, especially in a year where a lot of titles in my eyes had outsized acclaim.

When it's good, it's great. Unfortunately, the game design often and in many ways feels actively antagonistic toward allowing you to attain that sweet spot.

A combination of Persona's weakness system and Grandia's timeline manipulation, along with character kits more typical of modern hero-based games, make for combat that is immensely satisfying, and which for me was the perfect turn-based palette cleanser to rebound with after suffering through the particularly disappointing real-time combat of FFXVI.

Hoyoverse' penchant for charming characters, shonen-style action, and stylish combat animations shine, and importantly, relative to their other major title Genshin Impact, numerous quality-of-life improvements to both the time and financial structure of the game have been made that make the experience feel a lot less manipulative and more respectful of said time and wallet, to a degree I wasn't expecting of the studio.

Also, a straight up turn-based equivalent of Rules of Nature exists which was one of the coolest and most hype things I've ever experienced in a turn-based RPG; something I never would've expected from Hoyoverse.