ehugs42
2013
2019
2016
hotline miami mixed with 2d zelda is actually surprisingly pretty good! pretty enjoyable and overall a solid game, i just didn't find it to be particularly innovative or anything. too cryptic to be an engaging action-adventure game and the combat has been done better in other hack and slash/top down shooter games.
2011
the improvements over demon's souls here are massive; they fixed the soul/human form mechanic to something that doesn't suck, estus flask>>>>>>grass heals, the interconnected world, cutting world tendency entirely... shit's great. still has some major tedious bs though like capra demon, bed of chaos, etc., the boss runbacks aren't genuinely miserable like in DeS but they're still boring and too long imo.
2016
huge improvement over limbo, the 2.5 visuals make the world so much more immersive and unsettling. more mechanics with controlling dudes, puzzles that don't require you to die 50 times to solve it, etc. while limbo was inferior to ico which obviously inspired it, i'd actually say this is better by virtue of it not having combat that sucks. great stuff
1982
2016
2010
amazing sound design and great artstyle but that's all there really is going for this, the puzzles are kinda mid and the trial and error gameplay gets annoying. if you want a solid atmospheric puzzle platformer just play ico idk, i respect jensen's artistic vision but fumito ueda beat him to it years before and this is kinda too barebones to feel like any development of his ideas.
2022
2015
great game with huge combat improvements over DS but the blood vial healing system really drives me crazy with the farming you have to do if you use up too many and die on a boss. some of the boss runs are also a giant pain imo (i understand that having a gripe with boss runs automatically makes elden ring and sekiro the only souls games i can truly love since all the others have them, but so it goes). also the chalice dungeons are ass, change my mind (they feel lazy and i'd genuinely like the game more if they trimmed the fat and just cut them)
1982
2008
1979
2018
conceptually enjoyable but the result of it doing so many genres with simple controls leads to a finished project with a scope that's a mile wide but an inch deep. the story is what keeps it going but after a while the switching of mechanics just gets kind of annoying. also the artstyle here just looks ugly to me, if it's intentional i suppose i understand but to me it just looks like a shitty miniclip flash game.