I can see how this game was impactful for a lot of people for its presentation alone. While it doesn't look great by today's standards, there are still some cool set pieces.

The combat makes up a majority of the game and unfortunately it gets incredibly samey. Enemies don't get mixed up enough so it feels like mashing in the direction of the same few enemies for the whole duration. The platforming and puzzles are very underwhelming, and slowly pushing things around starts to feel like a running gag.

I started on hard difficulty but died enough that the game prompted me to lower the difficulty (allegedly). I bypassed this prompt without even noticing until the save screen said I was on easy mode. There was no way to change it back, which was lame. Although, It may have been a god send (no pun intended). If the game were more tedious it's totally possible I would have hated the game or just given up.

This might be my favorite aesthetic for Mega Man. The sprites are pretty big but it's not usually a huge issue. I think the game feels real nice. I'm a fan of the music. Don't like the Wily Castle at all.

There's no real reason to play the original gen 1 Pokemon games besides novelty. While they're perfectly playable, they're dreadfully slow and very simple. The GBA remakes of the first gen are the way to go. They're very faithful and exist beyond the major growing pains.

Pokemon Yellow specifically, I wouldn't choose over red or blue. Pikachu isn't the greatest starter you could ask for and he can't evolve. You can still box him luckily. There are some additional changes to the game that don't really add much to the experience. Sprites are different from the originals. Some sprites are better and others not so much (imo). It's easy to see how these games became a sensation though.

I would not have completed this game without the fast forward on my game boy (dad works at nintendo).

Yeah, unfortunately every picosecond I spent playing this game was a miserable one. Maybe I should have picked an easier difficulty, or maybe I'm just bad and got filtered. Either way, I barely squeaked out a Jill run with a guide up so I could move on.

I don't come away from the tension this game creates with any sort of positive attitude about it. Rationing resources and navigating the mansion around obnoxious enemies in small corridors just made me supremely annoyed. It started so early on that every continued hour only made me more pissed off that I had to deal with it. I die in four goddamn hits and I gotta walk back and forth through zombie ridden hallways over and over again. Risking taking damage squeezing by them or spending ammo and resources on enemies that will just come back anyway. The static camera angles are largely shitty and will change super suddenly. I'll be running from an enemy or trying to reposition when the game flips the camera 180 degrees. If I'm not ready for it the slightest jiggle of the joystick makes Jill veer off in some random direction. It happened to me multiple times while shooting too since some actions shift your character around. I position myself and shoot a couple times then the camera changes and I can't see what I'm shooting at any more. The tank controls were not an alternative to this since they felt even shittier.

Also, why even ask me if I want to keep useless keys??? I accidentally said no to discarding them a couple times and since my inventory was full once I had to turn my ass around and find a box. Then on the way there I died and had to redo a bunch of shit anyway. Do you have to keep the keys for an achievement or something? Who is keeping them as souvenirs? I almost punched a hole through my monitor.

I know I'm complaining about shit that was largely intentional and meant to elevate other parts of the game, but for me it's a total miss. I appreciate the ideas since the games it spawned managed to actually be fun, but the first incarnation ain't it.

Although I'm technically not done playing the game, I've seen the credits, so I can only assume I've reached the minimum experience to say I beat it.

I briefly played world, but I couldn't stick with it and I think that's most likely due to my lack of friends to play it with. I missed the boat and playing solo just wasn't captivating. It's precisely for that reason that I don't rate this game higher. I don't envision a world where I play and enjoy this game from start to finish without friends to do it with me. These games are basically just a series of boss fights and I'm not personally satisfied enough by making armor and weapons to want to fight the same creatures tens of times by myself or with randoms. The sections that don't involve fighting monsters see you collecting items or delivering them which is frankly terrible. There are weird tower defense missions called rampages that are also horrible. I did one solo and it was a nightmare experience. No no. Icky.

Having friends also spared me the stress of navigating the hell that is the tutorials. There are so many different moving parts in this game and having to learn them all from zero is a hell of a task. For me anyway, it is overwhelming and the result was me skipping textboxes so I could get to the interesting stuff. Friends filled in the rest.

There's a lot to like about this game though. It's enough that I've spent tens of hours and am willing to keep booting it up. If it resonates with you more it's easy to see how one could spend hundreds of hours.

It's the first game but better as a sequel should be. Sleeker level design than the first game and better music too and a BOSS BATTLE (it's not that great). Anyway cool game.

What you see is what you get. Fun!

Not much to say. I got a bit frustrated by physics BS. Last level was really annoying. I've been binging a lot of these little redditcore low poly games and I really wish they showed a bit more character. Mind you they don't have no character at all, just nothing to make the experience memorable.

Super Paper Mario is a pretty decent game. It's gameplay is serviceable for how long it is. It gets a lot of praise for its story but I actually believe the gameplay does it a huge disservice by deflating important moments. The characters are great and all but I can't help but feel let down when the final showdown is over in under 30 seconds. While the initial interactions between Peach, Bowser, and Luigi are enjoyable they practically don't exist after the fact which is a huge letdown. If this game was repackaged into an RPG similar to its predecessor I think it really could be amazing (Yes I am one of those people).

The main mechanic of switching back and forth from 3D very rarely (if ever) gets expanded upon. The addition of other characters is cool but they are unable to be in 3D which doesn't help it as a primary mechanic. Generally their character specific abilities are used on the most surface level. I literally only used peach to bridge the occasional large gap. The same can kinda be applied to pixls where it seems like they only exist to gate progression. If you hit a roadblock you just flip through some menus to figure out which ability is the "key." Any interesting puzzles don't interact with these abilities.

Having two pits is cool but requiring you to do the 2nd one twice is incredibly dumb. I don't care how good the reward is.

Pretty easy, really short, but it's free! A nice half hour with a buddy.

This was my favorite of the first 6 Mega Man games for a long time and I still have a soft spot for it. The game's development was supposedly a nightmare and it shows with how the game runs and the level designs. However, I still find this game more enjoyable than the first two. I like the selection of robot masters, and it has one of the best soundtracks. If this game got the dev time it needed, it would have been really great.

2012

I played this game eons ago after getting it in a humble bundle, but I remembered very little about it. I expected to be let down as a result but frankly I enjoyed it more than I expected. It's a really amateur game. I wouldn't say the art style does it any favors. I'm personally very distracted by the unmodified Freesounds assets and low quality, sometimes deafening, action sounds. The grass footsteps are the same ones Minecraft uses which is hilarious. The story isn't innovative or anything but it's average horror slop that I was able to find enjoyment in.

Really cool and short horror experience. The gameplay is extremely simple, but the real driver is the presentation. half the reason I enjoy horror stuff is the ideas and this has 'em.

The less reading the better and this has a lot. It's par for the course though and I don't blame it. The game is short enough that I never really got exhausted.

I was expecting this to be at least okay based on steam reviews, but it kinda rules? It's obviously not taking itself super seriously and it's chock full of references to Resident Evil and whatnot. It's surprisingly competent and enjoyable as a game despite these things. It didn't go on long enough for any serious flaws to show in full force. I suppose I could complain about the movement being really clunky to work with even for survival horror standards. I think it's mostly because the strafe speed blows.

I didn't play any of the extra modes because they didn't sound like my thing, but I'm sure some people would appreciate that stuff.

Game suddenly surfaced from the deep archives of my brain. Frantically searched yygarchive for the keyword "online". Lo and behold- Blobbz Online.

It's exactly as I remembered it. You have to sign up to play on an ancient website that is miraculously still alive. Then you embark on a short adventure with five REAL players. I was lucky enough to have the dev in my lobby and some crazy shit went down. Man what a ride. Don't even know how to rate a game like this. I can hardly believe it's actually listed on this site.