1996

Still the best level design of any FPS to this day; unmatched!

I put 50+ hours into this and even reached top 100 on the leaderboard at one time, but I never actually beat the final boss, so I'm unwilling to call it done.

Perfect arcade FPS. Understands the joy of nuance. Wonderful ambience, looks great, plays buttery smooth, rewards purposeful play with continual improvement. One of the best games ever made, easily, and completely blows Devil Daggers (a game I already thought was perfect!) completely out of the water.

Really liked it! Looks super good and is a perfect emulation of Resident Evil's design while feeling reminiscent of FF7 Golden Saucer's Ghost Square, or Illbleed. I beat it in basically one sitting, I was so engrossed (and it's relatively short, 4-5 hours at a normal pace). Story has some fun mysteries but goes where you expect and has a bittersweet ending. Nice to complete a game and walk away from it feeling satiated and pleased, that's so rare these days.

I like this game so much I wrote the definitive guide for it!

Starts so strong. Truly loved the first few areas, the multitude of approaches to take you to the capital, and the many secrets and nooks to explore.

But it's way, way too long. Everything after the capital could realistically be cut to no detriment. Wish I could go back to before 80 hours in and finding out there's a whole three extra-annoying areas left to go. That's why this is shelved instead of completed. I could play Dark Souls 1 or 2 all day, but this game simply saps all my willpower to play. World TOO open. Bring back the metroid map.

I quite like games like this that take something so basic and layer so many creative aesthetic and design choices that you're basically constantly grinning the whole time you play it. It may be short but it's charming and goofy and free and loaded with RPG esotericism. The sort of game you write in a notebook while bored, which is the exact vibe it is going for judging by the donation reward.

Perfectly captures what I want/ed from a JSRF successor. Loved it from start to finish. Looks wonderful (impressive use of normal maps on simple geo!), amazing soundtrack, well-crafted levels, tough post-game challenges, and style out the ears.

Not my favorite souls game (that's definitely the first one) but takes the series in a direction I appreciate: into RPG systems hell!

The levels are dense with secrets - including multiple optional bosses - and there's even more covenants to join. More weapon and spell variety. Relentlessly comedic, constantly pranking the player with enemy placements. I like this - the original - version more than Scholar of the First Sin because the progression structure is more lenient and less linear. It is more "game-like" in interesting and textured ways. The dark horse of the series, but deserves a re-appraisal. The one thing I dislike? Too stingy with estus.

Oh and adaptability is a good stat.

The only genuinely good game in this franchise, but wow what a banger. Textured pacing that makes the scares genuinely startling without being annoying, inspired level design that did "The Backrooms" before that was a thing, an incredible soundtrack, revolutionary AI technology, wonderful lighting and particle effects, and a plot inspired by some of the best anime ever made. It's a shame the sequels never approached this level of quality again thanks to meddling from WB and a focus on the wrong parts of what made this game good from Monolith. Maybe someday another studio will do it right. For now, it has aged really well.

Much better than Scourge of Armagon, almost as good as the original game. The levels are full of great brush work and are themed/paced extremely well, and I liked the new "alternate ammo" additions of Lava Nails, Plasma, and Multi-Rockets. Super enjoyed this one!

Condenses the MMO raiding experience into a bite-sized bullet hell that's five thousand times harder than any raid I've ever done as a prog raider in my entire raiding career. I love it! Simple rotations and complex item interactions means that no two runs are alike in builds, and since it's not an MMO you don't have to grind forever or get 20+ of your friends to play in order to enjoy it. Excellent stuff. Reminds me a little of Suguri and Gundeadligne, two of my favorite doujin games, to boot.

Just two missions into the Allied campaign and a few skirmishes and already I appreciate the map and balance work from Westwood and company so much more. Completely overstuffed and immediately throws you into the deep end where your guts promptly get sucked out through your anus.

Units do too many things at once. Not sure why the art for every vehicle needed to be replaced with greebled versions that make unit readability worse? The tech tree reorg doesn't make much sense. Lots of unit tweaks, particularly to costs, that upend the feel quite a bit. I do like a few of the changes though, like letting defenses gain veterancy and better garrisoning.

I get a distinct sense that this mod is for someone who isn't me; a player who has mastered the APM micro game of every RTS and is looking for the most intense challenge possible. All the grace and texture of RA2 stripped out in favor of poorly-ramped challenge missions.

This one is shelved for now, after one session. Might try again in the future.

Much better campaign missions than the Vanilla game, with a more focused plot (the first interwoven plot in the series!) that progresses in a naturalistic way. The additions to the arsenals - mobile war factories, mobile stealth generator, GDI artillery - are much appreciated.

Last mission is a real ball-buster though; averaged THREE HOURS for each side, and the final boss almost literally can't be killed by ground forces, which is a bit of a "fuck you".

One of the worst FPS games of all time. A true downfall to a franchise I grew up with and loved.

When you've played 2016, and think about that game's flaws (which are many, but ultimately do not ruin the game), the design decisions of Doom Eternal come into sharp focus. People favored particular strong weapons for general engagement and never switched in 2016, so all ammo caps have been drastically reduced in Eternal to force switching. Since there's basically no reason to hunt for ammo in a level, all the immersive exploration is gone, replaced by linear Longest Yard jungle gym fights delineated by Mario platformer levels. Since there's minimal ammo sources outside of enemy pinatas, and chainsaw ammo can run out, you regen the last chainsaw pip and fodder enemies infinitely respawn until you finish an arena's major enemies. Since EVEN THEN the optimal strategy is to ice bomb and then hotswap gauss / super shotgun / rocket launcher, certain enemies have lock-and-key mechanics that force you to switch to weapons you otherwise don't bother using.

The combat loop is wound so tight it becomes completely stifling. The game's director calls this "the Fun Zone", but it is anything but. The joy of a good FPS is allowing for player expression through multiple solutions to a combat problem, not forcing you into rote memorization of bad setpieces that feel like a budget character action game.

This isn't even mentioning the marvelfication of Doomguy, who now has a floating fortress, says a joke catchphrase from a comic nobody truly gives a shit about, and is depicted as essentially a "rage elemental". Sure glad we got exposition about how angels and demons are just other sci-fi races or whatever! What a fucking joke.

I hate-beat this game on Nightmare my first time through, and it wasn't particularly hard, with the exception of one specific arena near the beginning of the game before you get most of your arsenal. It was, however, full of unavoidable damage that constantly required glory killing to replenish my health, and the worst game loop of any shooter I've ever played. In other words, BORING.

Truly miserable. Play literally any other Doom instead.

Love this game.

The campaign design is a little scattershot, and it shows the seams of the scope-tightening it reportedly went through, but the result is still great. Unparalleled ambience, looks fantastic to this day, an all-timer OST (in my top 5 for sure), and a goofy sci-fi plot about climate change made in the late 90s.

Less solid as a game than its successor Red Alert 2 for sure, but still effortlessly iconic.

Possibly the best depiction of post-traumatic dissociation in any game I've played, ever, and for that alone it deserves 5 stars. BJ doesn't go crazy, he doesn't hallucinate, he's just disconnected from his life until triggered, upon which he flies into a murderous frenzy.

Game's also really good so that helps. Well-made levels that are just open enough to make encounters dynamic while not so open it feels aimless. "Combat stealth" is the promise of FEAR's AI fulfilled. It's just good! Shame about the sequels.