The level design is pretty lacking, but the creator has done an admirable job of recreating the general feel of MMX. It's fun to play for that reason alone.

The danmaku stages are pretty easy compared to the demo. I kind of wish they hadn't been nerfed so much.

Decent attempt at recreating classic Castlevania. Sequel is better in every way though.

Lots of annoying level design, getting 100% is not at all worth it.

Lots of questionable design if you go for 100%, but otherwise a much more polished game than the first one.

Stages are trash and it's lacking in QoL to say the least, but the rawness of the RNG-heavy danmaku makes it surprisingly fun to play (as long as you're not particularly invested in any given run). Also great for honing your basic danmaku skills.

Fun gameplay, extremely obnoxious writing. Too many forced elevator sequences (masking load times?)

This would be the easiest Sonic game to recommend if the music weren't so bland and if the writing weren't so awful. While the individual levels are just "fun," whatever that means, the overworld parts are genuinely experimental and fascinating. Certainly more inspired than a Sonic game has been since SA2, even if it cannot aspire to the heights of that title.

Boring. Just play DKC2 again instead.

What I find most interesting about this game is how the pacing is that of a command-driven Japanese adventure game. You go around solving puzzles and finding keys within these little isolated environments, then you sit through some cutscenes and a boss encounter, and then you repeat the whole process. Kojima's roots as an ADV developer show with the basic gameplay loop and how he weaves the narrative in and out of it.

Unfortunately I hate stealth gameplay.

Astoundingly awful level design. It actually made me appreciate the original Genesis games more in retrospect, so I guess that's something?

I'd say that Sega should have let Dimps keep making 2D Sonics, but given Sonic 4, maybe they wouldn't done much better...

Generally solid game, nothing really sticks out but nothing is really wrong with it either (except some visibility issues here and there). Not being able to avoid interfacing with the hyper system is a bit annoying when going for bombless runs, but otherwise I think it's a much better take on that sort of system than trances in 13 or the release system in 16 (and everything is perfectly doable without hypers except maybe the penultimate pattern). Also has one of the best soundtracks; every song from stage 4 on is impeccable.

Great pacing. Still one of the best when it comes to blending an RPG battle system with other gameplay styles.

Despite hating stealth gameplay, I look back on MGS2 with nothing but fondness for every element of it, simply because I got incredibly invested in the narrative. That to me demonstrates the potential of video games as an interactive storytelling medium; I could appreciate how the gameplay and narrative fed into one another even without appreciating the former in isolation.

People will deride Kojima's games for being cutscene-heavy, saying that he just wants to make movies or whatever, but I think that the MGS series at least is exploring avenues of expression unique to video games. There's a texture and richness to the world brought about by the codec calls and simulated environments, a verisimilitude that makes the player that much more invested. I don't enjoy stealth gameplay at all, but at the same time, I feel a cutscene compilation would not serve as a replacement for actually playing MGS2.

Of course, maybe this is all just rationalization on my part -- maybe I'm just shallow and willing to power through gameplay I hate if I enjoy the writing in a game. Perhaps I'm the one failing to understand the synergy between mechanics and narrative. Either way, though, I loved Metal Gear Solid 2.

More of a game than RE7, at least once you get past the first hour or so, but even at its best it comes across as a pale imitation of RE4. Story is utterly banal, transparent pandering toward the gamer dad demographic. Some nice environments and visuals.