completely serviceable 3D castlevania game for anyone who can accept third person controls in early 3D games not directed by miyamoto

might actually be better than the sequel simply because it's a lot funnier

sadly the gba launch kart racer that features beartank is somehow not the better one

wish i was more into this than i was. the puzzle-platforming first world felt a lot more interesting than the rest of the game. really wish it had d-pad control

cool casual racer with unique mechanics

better version of the original in pretty much every way and proof that kart racers shouldn't have boss battles

once i got past the framerate and the fact that you can spin out of drifts it's pretty fun. karts themselves are by far the least fun part. still worse than crash team racing in basically every way tho

one of the best shooters i've played in a long time. great scoring mechanics that are so transparent even a novice to the genre can ramp up naturally to more serious play

a harem game that works because it's not actually a harem game (mostly). great characters, writing, and craft all around. those strategy segments are pretty boring tho

it's like, fine. great visuals and music and i'm glad we finally got it, but it's certainly not like we were missing out on some kind of westone classic

taught me how much more i like monkey ball 1 than monkey ball 2. a plague upon whoever decided you have to pay for the good soundtrack

a very slim first game promises a much more experimental and unique ace attorney structure than the significantly more substantial second game delivers. the great character writing and presentation you expect from ace attorney, but in a narrative that comes together in the most predictable way. frankly pretty disappointed in this as a takumi title, just felt like i'd done all this before

maybe the most i struggled to push myself through a RGG game, tbh. the school story structure sounds cool in concept, but in the end it means you start out with a world much less dense in activity than usual RGG fare until you decide to engage with school minigames. the number of micromanagement minigames increases once again, with the robotics as a particularly negative standout. very transparently offers DLC items to lessen the minigame frustration.

main plot is done a bit of a disservice by how disconnected it is from the main group of the first game other than yagami. found myself enjoying it much more when the group dynamic that made the first game stand out was at play, which is sadly pretty infrequent until the very end. thankfully yakuza 7 carried that torch well. other than that it's kinda clumsy, kinda well-meaning ripped-from-the-headlines stuff, the usual fare you'd expect from the series

in the end it's a yakuza game so it can only be so bad

after being very lukewarm on the concept upon reveal, was happy to find that the playable character system retained the integrity of the warioware formula. never felt like it was held back by needing to accommodate for different playstyles, which is pretty miraculous. think that just letting some characters knowingly be "the bad ones" was a bit of a mistake. can definitely feel that they needed to cut back on the presentation compared to some previous entries