Great environments and strong ambience, tons of cool easters, collectibles and moments. You really feel like Batman playing this, swooping around with newfound gadgets, beating goons in brawl out combats or stealth segments all well implemented, while it does get a bit repetitious near the end the later sections gradually builds with some extra hazards and restrictions to further up its difficulty. Only really weak areas are really some missed out opportunities for better bossfights, with only a couple exceptions, and a bit too much backtracking towards the end.

On the whole the experience of travelling around Arkham Asylum finding throwbacks and lore, listening to villains ramble and tease Batman over microphones, solving riddles and being Batman is peak gaming, and even if you're not a Batfan you might find yourself becoming one.







There is no other words to shorten it down with Rebirth but calling it grand. Much more combat diversity, vast variation of challenges, free exploration and minigames. So many crazy minigames. The sheer content is staggering, even so if you just want to play for the story, the journey is massive even outside of the sidequests.

Rebirth feels like a proper midgame past Remake expanding everything already introduced, still at the same time being constructed entirely as its own installment, there's as much a prologue, midgame, late game and proper climax here to encompass more than just being a part 2 of 3 games.

The narrative has at its best fun with the moments and at its worst shares similar issues as remake with a few bad beats. What sells the better moments is the tongue in cheek directive supported by the cast of characters so masterfully portrayed through their small character quirks and fun banter interactions, which makes the worse moments really stick out almost like some parts were written by someone completely different and tacked into an otherwise wonderful adaption.

That being said, I found the irks here so minuscule compared to the sublime time I had with Rebirth. 150 hours through and I didn't get wearied out for a second!

No idea how Nintendo managed to conjure this up as a launch title or how they got the idea to merge a Ghost Busters conceptual game starring Luigi, a real oddity title, but it goes to show how new core ideas and innovations can last and only get better with time.

Still plays wonderfully and has that awesome early gamecube era visual charm with great lightning effects and ambience.

Very short and sweet, but always keeps you going towards new sections without holding back with its variety. Every room is a treat of either puzzles, ghost gauntlets, throwbacks, easters and wonders.

A classic and original entry from a very experimental period.





I spent like two hours getting used to and figuring out the mechanics, the dash and especially drifting mechanic is tricky to learn, but once you get the inputs down it feels great! Awesome arcade game with endless replayability due to its technical gameplay, super cool two city maps and that insane sega chad energy.

Very neat and addicting game to repetively chill & play while listening to music or podcasts.

This adventure is not just only about its vast sights and discoveries, but also the people you meet along the way!
An unforgettable journey with feels all over the place!
All hail Issun and Furball!

Shenmue III spans two slow chapters past Ryu's journey through Guilin, with sights and characters to behold constricted by a more modest budget and story direction.

The Bailu chapter hits it fine and plays it slow on the mysteries from the series while adding on a couple more, the chemistry between Ryu and Shenhua is fun and there is a lot of different dialogues to dig up even through several playthroughs, meanwhile Niawou is a majour pitstop doing very little to progress the story, even leaving shenhua almost completely for dust.

Sadly towards the end of the game, the budget final strings starts to show, as there's so much padding through forced backtracking and longwinded requisites right before the finale that almost sinks the ship and when at last the cutscenes while wonderfully displayed appears, go by so fast before the sudden - the story goes on- shamelessly dances on the screen cue credits.

There was intended to be one more area in the game for the climax which apparently was cut, and sadly it does leave a stain on the game,
hopefully if the 4th game ever comes out Shenmue III might get more recognised for being the middle bridge that it is, into whatever Yu Suzuki has in store for his next chapters..

For what it is now, Shenmue III is for its better half a faithful adaption of the prior entries formulaic gameplay despite being more narrow with its line of progression.

Both Bailu and Niawou are beautifully crafted locales with lots to see and a few decent minigames.
The places you visit are filled to the brim with details, throwbacks and fun nudges to all the backers which is definitely the strongest aspect of Shenmue III.
Throughout Shenmue III there are namedrops, models, quotes and pictures to be found of backers that gives the game a very unique touch of care for its community.

It is in benefit for its slow nature a very relaxing game to play with excellent ambience and a great soundtrack mostly remixing or recomposed tracks of songs from prior entries while the few new ones are absolutely earmelting. Helping out locales with sidequests, going fishing, picking up herbs all over the place, searching for hidden choobus or other side activities are all comfort addictions good for weary old bones.

Shenmue III does retain the same spirit as its predecessors, following the core formula faithfully to a tee (outside of the combat), and while budget constraints definitely rears its ugly head, there's still good moments of care and detail within the game with fun and heartwarming discoveries to be made. Just don't expect much more than a stretched out resort trip.

Final Fantasy 8 is a beautiful mess of daring ideas and narrative concepts blended together through an inconsistent execution that stays fascinating for its oddity identity that gradually evokes the game's development constraints the further you get to play it.

The obvious cut of narrative content, occasionally stiff localization/writing and inventive, yet broken battlesystem adds quality imperfection in contrast to Final Fantasy 8's very finest.

Since at its best, Final Fantasy 8 is both compelling and memorable with many cool set pieces, an odd and charmy world to explore, great character moments, fantastic fmvs and finally one OST that will capture your soul.






Rayman 2 is one of the greats that pushed the 5th gen's boundaries to the skies with its technical finesse and wonderful presentation.
An awesome 3D platformer with a nice sprinkle of varied concepts for its never staling set of levels.





The beginning of an oddball of a series. Training martial arts, playing arcade games, collecting gatchas, forklifting, abusing fortune prophecies to win slot reels, encountering new scenes and events you haven't encountered before, while traversing a very cool detective story of finding out the mysteries of the world of Shenmue. An incredible experience if you have the patience to learn how it all works and can appreciate the rich atmosphere of the game

A very charming journey through Middle-Earth with challenging puzzle-solving, decent stealth segments (save one) and enchanting levels.

Each level are oozing with visual spectacle well aided by good landmarks/setpieces, decent draw distance and lightning effects with minimal framedrops at a generally safe 30 fps. (at least for the gamecube)

Initially the game can feel rough and clunky, but as you unlock more abilities and gain more hp as well as attack output the gameplay does get better, as long as you take your time to find the scavenged chests hidden on each level.

Amidst linear levels that also tends to be more action packed and story oriented, there are also dungeon-esque areas with many alternate paths and lots of hidden treasure, but the game backs you up with purple crystal collectibles scattered about leading you back on the right course, honestly some of the most clever handhelding I've seen done in an open zone platformer.

Arguably this game might not hold up well to today's fundamental structure, but if you're looking for a good 2000 era adventure game with lots of charm and some finicky mechanics tossed in, and for simply enjoying Lotr, I'd absolutely recommend it.


It's roughly 4 hours long and it doesn't deliver the same impact as it did back then, but it's still a brilliant game with crazy good moments and thrilling gameplay. A rollercoaster of set pieces mishmashed between apprehensive 1.person survival shooter and big monkey beat-em-up.

If you have the tolerance to scale through Majoras Mask's instant pressure and complexity of activities through its 3 day cycling groundhog concept, you'll be in for an experience unlike ANY other adventure game.

Majoras Mask has a strong identity, rich and eerie in colours, memorable and versatile, within its compact world there is a broad attention to detail, heaps of discoveries and magical moments that will stick with you.

A good bullethell time with the classic control scheme of its predecessor or (recommended!) nunchuck+ wii mote aiming.
awesome and challenging bossfights bundled in stages mish mashed of 3D and 2D environments.

Unlike the first game you can move freely about in every direction, with enemies compensating for your flexibility with extra barrages of projectiles amongst some rather spongy enemies designed for you to use your charged shot, which takes a bit of time to get back.

You have your neutral shots, lock on feature with weaker bullets and a powerful close range attack whenever you hit the trigger at something close in proximity. As well as a convenient dodge roll. The controls are constantly busy, and using the ir aiming instead of right analog clears out a lot of the harder hand cordination which the classic control scheme moreso requires.

The charge shot adds a constant pressure of prioritising whether to use it against rows of lighter enemies vs the more spongy units, maintaining the stage and keeping mobs at bay while dodging bullets and hazards is the meat of the game and mostly the game works except for a few segments where the depth perception makes incoming projectiles and enemy spawns hard to keep in track. .

Bossfights are a-plenty and they all stand out with fun and challenging patterns of bullethells and hazards you'll need to adapt to while slowly curving down sizable HP bars with as many charge shots as you can muster outside of your weaker neutral artillery.

While differing from its predecessor with its new couple implementations it is a really fun arcady shooter that does well in its own right.



A game I frikkin adore, yet find hard to recommend to just anyone. It's a slow game, with a lot of text (equal to like 6-7 hours of pure text dumps), the battle system is quirky and the game spikes hard if you go unprepared. However, if you get past that, you'll encounter a game with a really awesome universe, an epic storyline accompanied with some really nuts thematics, and a solid soundtrack. An incredible game, but definitely not for everyone

Ok desu ka?
-Shigesato Itoi

Earthbound is a pleasantly quirky game of fuzzy moments.
A journey that spins from the witty, surreal to dark as you explore a high scope world of different cities and dungeons.

Playing similarily on basis as an old school Dragon Quest game, Earthbound walks the park with its own twist of rules and refinements.
Item management and party members roles are very centric and adds a lot of good flavour to the entire battle system, with a vast and ridiculously creative set of enemy designs.

Complementary to the journey goes a direct narrative style which adds much feels of involvement and impact on many segments, while the soundtrack and sound design does a remarkable job in painting up the surreal and ambient nature of the moments.

Awesome game for the awesome people.