On PSP there's some squinting and finger-spraining involved, but on Vita it's pretty comfortable, and the new content is worthwhile. A solid port of a great game (and its sequel), I just wish Capcom would port it to the Switch in HD with online and so on.

Yeah it worked like shit, you could barely get Pikachu to fish or hit a piñata, it was frustrating like 90% of the time, but I really miss these naturalistic experiments that tried to approach the world of Pokémon through messy, direct interactivity.

Reviews of other games: The deckbuilder combat is certainly enthralling, but I'm not sure if it synergizes with the roguelike structure or if it's just a cheap and trendy cash-in, similar to yesteryear's Soulslikes...

Reviews of P3R: When I was fourteen years old I would lay in bed with my eyes open and ask for God to kill me. My brother left behind a beat-up PS2 after he went off to college where he would later die of an OD

Its eccentric character classes, refreshing presentation, and surprisingly tasteful (and replayable) campaign are compounded by substantial resource-farming and puzzle-solving side-dishes to the main, dungeon-crawling platter. A DRPG life sim.

I get why people hated this game, but as a very classic and straightforward Pokémon experience on the Switch, it suited my needs perfectly. I don't hate the chibi presentation, but they could've gone for nicer models and better color grading à la Link's Awakening.

Cool, action-centric take on the RE formula with presentation too good and campaign too short for the tedium of its combat to set in. That timed sliding-block puzzle was unnecessary. The new non-tank controls unsurprisingly make combat smoother, if inelegant.

Shortly after release I played through this with a friend who was beyond hype for it, and by the 3/4 mark not even he could conceal his disappointment. Lack of direction, undercooked mechanics, an ending that tries to shock-and-awe you into submission.

Cave never misses with the art (this time the theme is Steampunk WWII Dogfighting), but there's something about horizontal shmupping that feels like it doesn't suit their design philosophy. It's good, though.

The cel-shaded models and character designs, paired with the stylish post-diluvian setting, are great to look at; but animations can feel "off" or sluggish for a fighter. The dual-meter system comes off as needlessly complicated to me.

Weird take on the match-puzzle formula where you have to encircle Egyptian artifacts in stone blocks to make them disappear. I see the logic but it's hard to wrap my head around. The theming makes me think of a casino. Might just go back to Puyo Puyo.

The Art Noveau Bug Wars presentation is beautiful, though the soundtrack's unremarkable. It's fun to sit through the wiggly bullet patterns with your deceptively small hitbox. A very "reactive" feeling shmup from Cave, not that I'm any good at it.

The newly-added content is pretty negligible (cute though), but otherwise this is a perfectly-fine remaster of a perfectly-great Katamari game, and the last one with a real edge to its humor. Selling the expanded OST as DLC is pretty low, though, even for Namco.

I love the interplay between repositioning your character and your cursor, a sort of stationary rail shooter that demands you survey the whole playing field as one. Natsume's remake is excellent as usual, with particularly bizarre new characters and higher-difficulty stages.

Offers a bunch of theme park-style takes on the Mr. Driller format, including some that reward a slower and tactical approach; and an RPG Lite spoof, my favorite. The Mod-ish menu designs and lounge-y OST are neat and Katamari-esque. Great package overall.

I think I'm done with Pokémon, but I give HG/SS its dues for the love that was poured into its sprite work, visual design, music, and rich post-game content. Features like the PokéWalker and following Pokémon added so much personality to the experience.