Roughly an equivalent experience to the original. Refines and expands on the gameplay setpieces while losing a bit of the campy charm. You can't really go wrong with either one; I had a lot of fun playing them back to back for the first time in 2023.

Shows that the core concepts of 80s RPGs like Hydlide and Xanadu still have some life left in them as long as you make them just a bit less abrasive to play.

Way more interesting puzzles than the first game while retaining its snappiness and charm. Might drag on a bit depending on how long you're stumped on some of the puzzles.

Still way too easy for its own good, and not all of the character subplots landed for me, but it's great to see a proper JRPG sequel that builds meaningfully on its predecessors.

Gust really nailed the feeling of adventure with this game; while the rewards for exploration aren't always as compelling as they could be, the world is magical enough that the act of exploration itself is satisfying, and I felt driven to see everything the game had to offer.

Combined with a strong script and poignant finale, I came away feeling that my time with Ryza was well spent.

The cutscene-to-gameplay ratio could use some work, but generally a fun experience. There's enough stuff to find that you don't feel compelled to just hit up character stories one after another, and when you do go through them they're mostly engagingly written and presented. Didn't blow my mind but not a lot of complaints either.

Great music but the gameplay on UV is almost entirely peekaboo shooting. Don't try doing pistol starts like I did, you will come to regret it on the final level.

Jank beyond belief due to being made in RPG Maker but it has a certain charm if you're the sort of person who likes games that can be described as "jank beyond belief." Takes more than a little inspiration from Rabi-Ribi but it's for the best you don't try to compare it to that game.

This feels like a tech demo, not a game you should be paying money for. Roguelikes from a decade ago have more interesting procgen and more compelling meta progression. Too little, too late in a genre that's completely saturated at this point.

Starts as a 90s mascot platformer and gradually morphs into a modern precision platformer over the course of the game. I think it pulls off both approaches adequately, but I can't deny I was left wanting a bit more than the game had to offer me.

Environments and lighting look way better but models look way worse. Since it runs at a stable 60 fps it's probably the best way to play the game legally. I also appreciate the addition of Japanese voice acting because I can't stand the English voice acting in Soulsborne games lol.

Otherwise it's Demon's Souls. Great level design but otherwise pretty uninteresting if you've already played the rest of the games.

Dreamlike atmosphere reminiscent of games like Rascal and Glover in service of a game that isn't total dogshit.

Knows exactly how long it needs to be to work. Any longer and the lack of a map or fast travel would get frustrating; any shorter and it simply wouldn't have enough time to sink its claws into you.

Pseudoregalia shows that there's still a lot of room to explore 3D platforming as a method of expression in its own right rather than simply as a means to an end. If nothing else, it's a winner in my books for that reason.