moonpresnce
near-perfect bite-sized metroidvania with impeccable art + music, I want to live in whiteleaf memorial park
also having bosses drop overpowered equippables & including a one hit KO mode is genius, I finished insane mode a few years ago and it was genuinely fun as hell
fuck the fanservicey stuff though, that one questline with the mushroom makes me want to puke
also having bosses drop overpowered equippables & including a one hit KO mode is genius, I finished insane mode a few years ago and it was genuinely fun as hell
fuck the fanservicey stuff though, that one questline with the mushroom makes me want to puke
2007
1997
2004
2005
fascinating as a character action game completely unbeholden to dmc3's overreaching influence and still wholly unique in its genre, I'll forever be mad that ngb doesn't get the intense analysis it deserves!!
it's not like, secretly perfect or anything but a lot of the 'flaws' I see people complain about with it can either be entirely played around or actually contribute to its flawless pacing and atmosphere
it doesn't have the boring "lock and key" design that a lot of worse action games do but it's still built less around personal expression and more about asking the player to figure out the best way to approach each challenge - and that includes making some parts of ryu's moveset unviable against certain enemies or bosses in a way that dante or bayonetta aren't quite as often
stop trying to spam flying swallow on alma and get used to ryu being vulnerable on landing and it'll hopefully click SO nicely afterwards, it's not overrated I promise!
it's not like, secretly perfect or anything but a lot of the 'flaws' I see people complain about with it can either be entirely played around or actually contribute to its flawless pacing and atmosphere
it doesn't have the boring "lock and key" design that a lot of worse action games do but it's still built less around personal expression and more about asking the player to figure out the best way to approach each challenge - and that includes making some parts of ryu's moveset unviable against certain enemies or bosses in a way that dante or bayonetta aren't quite as often
stop trying to spam flying swallow on alma and get used to ryu being vulnerable on landing and it'll hopefully click SO nicely afterwards, it's not overrated I promise!
I came out of the 25th ward feeling like it really is kill the past's centrepiece, it really seamlessly combines and continues everything that came before it in such a gripping, hilarious, deeply thought-provoking way that I was grinning from ear-to-ear when I got to the final 'black out' chapter
suda is a fucking madman. depend on the net. god lives in the net. i think that's what the guy said? idk my brain is really full rn but yeah it's a masterpiece i think
suda is a fucking madman. depend on the net. god lives in the net. i think that's what the guy said? idk my brain is really full rn but yeah it's a masterpiece i think
1995
i'm feeling like this might be too hard for me rn but like others have said - it's a wonderful little mood piece and really speaks to how cool sega were during this era, episode 1 has some of my favourite visuals of this whole console generation and some of the later stages are just effortlessly thrilling
2021
dude palamutes make me so mad!! you introduce a mechanic like wirebugs that perfectly expand the player's moveset without letting them get around too quickly and then put in a mount that's faster and more efficient anyway. and then make multiplayer hunts a chaotic mess because by default that mount will stay on the map and essentially double the player count if everyone brings one. awful design decisions all around even if i do like having a dog friend :(
2005