The World Ends with You is a statement, both literally and figuratively. The game has a creative approach to street culture, if you will, cultivating its most fresh and inspiring aspects. At the same time, it deals with deep seated fears and expectations of youths everywhere in the world, not just Shibuya, Tokyo, Japan. Clearly it's a different perspective compared to other media aimed at younger audiences but it's true, real and felt. A friend told me: "Had I played this game when I was 15, it would've meant the world to me." I did, so I can only agree.

The gameplay is different, bold as the game itself. It hits way more times that it misses and combat is extremely customizable, with pins of different brands having different effects, damage types and doing numbers depending on said brand being a hit on the streets the fight takes place in or not. When it hits, it's fun and engaging, but when it misses it's the most miserable I've felt playing a game. The soundtrack is incredible; I personally love Long Dream and Calling, but there's stuff for everybody.

As said before, TWEWY has a lot to say and to show. It means a lot to a lot of people for a lot of reasons, but mostly it's because it's a very personal tale and pushes different buttons for different people. Diverse as the brands themselves, going with the flow, against it, up and down, yet statements, always.

I have a big SIF shaped hole in my heart and the recent news of SIF 2 being ported to global servers in March just for the service to be terminated in May really got to me. This was a part of life taken away from me. The events at 3 AM, the brutal rates, the simplicity of it all ...

In truth, Bushiroad really tried to milk this game for years. I don't think it was meant to be as successful as it was and by the time it hit the fifth anniversary, it was supposed to be over, yet it limped its way into the 2020s, when the idol mania had cooled off. For what it was, School Idol Festival had a good run, I saw the anime because of this game and I think idols in general got popular in the west because of this game, a first of sorts. First in gacha mechanics, first in monetization, some people forget this game came out in 2013. So, let's say goodbye to history, goodbye to my Umi Sonoda cards, but let's not forget what it was and what it brought to the table.

Where is the money Lewboski?

Unplayable mess of what would be understandable from a single guy working on it, not a company trying to gatekeep content behind gacha. It wouldn't be a good game in 2010, let alone 2020.

(Still, the handgun as mouse pointer goes hard)

This game is a true love letter by dedicated fans and, despite not feeling the cleanest compared to others, there's been an extraordinary amount of testing and effort put into it.

Which brings me to why I adore this kind of kusoge: despite not being the fondest of Vtubers, Idol Showdown caught me off guard by offering a great cast of characters, reminiscent of Under Night in Blood or Skullgirls in terms of specific roles and niches each character has covered; it made me appreciate each vibrant personality more and especially it made me do some research to see where the appeal was. I think the dog is funny and without Idol Showdown I don't think I would've watched her clips.

Funny how it took years for commercial fighting games to adopt rollback, and even then there's never guarantees, while Idol Showdown had it day one and it's still going on with updates and plans for new characters and assists, truly the power of love and all.

Regina ... my beloved ...

Dino Crisis is a game that came out sandwiched between the Resident Evils of the PS1 era and it made a lot of money thanks to its marketing and its seamless introduction to the game's enemies: Dinosaurs! The first encounter is clearly meant to scare every Resident Evil fan of the time because in Dino Crisis enemies don't open doors BUT they stalk and follow the player. Unless you put up laser barriers around the facility of Ibis Island, the main and only setting of the game, you're always going to have company whenever you want it or not. It does help adding to the tension that the enemies are real sponges of bullets and it's simply not cost effective to shoot at the beasts, but at the same time it adds to the frustration I feel for this game.

The first Resident Evil is cleverly designed in order to lead the player through the mansion, with interesting puzzles and it has a way with making some rooms you've already visited not safe anymore thanks to the introduction of new enemies, but eventually you'll learn the layout and effortlessly move from door to door. Dino Crisis instead really likes its puzzles, which are sometimes quite hard, and really likes its corridors. You'll move from section to section and you'll notice something different, but not always. You'll be stalked, hunted, you'll look for resources but there'll always be the feeling that you're running around the empty buildings most of the time.

Short as it is, for a single playthrough not being longer than 5 hours, it doesn't feel repetitive and I think it's worth checking out thanks to its interesting premise, good chemistry between characters, great voice acting and different endings. It is frustrating, but if you love Regina like we all do, you'll look over some issues.

Perfectly serviceable Sonic game, it does its job and it looks and sounds incredible. I love Blaze's design and the stages have a lot of set pieces, some are more memorable than others; the boss battles are alright, not the best in the series. Compared to Advance, Sonic Rush plays a bit faster, with a bigger screen and a stronger level design.

It's not able to keep that momentum as I would've loved, but playing as Blaze or Sonic makes sure there's plenty to run through and the music is the little cherry on top. Thank you Naganuma please don't look up his Twitter.

If Legacy of Great Intention had its merits in its simplicity, Shining Force II does everything to top the original. It looks much more polished, sprites and battle animations are simply gorgeous, it has a better UI, it sounds incredibly well for Genesis standards and the world is much more expanded, with loads of secrets and a greater focus on exploration thanks to the world map being as wide as it is. There'll be mostly two big continents you'll explore and time and time again you'll be able to revisit villages and places, something the original couldn't in part because of its more linear approach to storytelling.

Alas, the game is wide and offers more content. If Shining Force I had a great chemistry between map design and encounters, Shining Force II offers 40 different scripted battles, of which you'll probably remember half. Off the top of my head, I remember the infamous Harpy Pool, the Kraken battle really sticks out for difficulty, but then comes the chessboard encounter, the temple fight or the glass panel battle right before the end. Everything else doesn't feel as memorable simply because they feel like random encounters; you'll walk through the map and then the screen will flash, just for a battle with demons to begin. Some battles do repeat themselves as well, going back to places in the overworld means that the half an hour encounters may just trigger again and again over stacks of woods and grass. Whenever that happened I would just sigh, save the game and let future me handle the fight with a fresher mind and perspective.

I would love to give more credit to this game, because it's got good looks and great performance, but it feels just less interesting than the original due to the flaws compounding what feels like half the game. The greatest flaw for me though might just be the script and the story: while the original was innocuous enough with its simple premise and conversation pieces, the sequel (which by the way doesn't connect to the original if not in passing dialogue) just. doesn't. stop. ever. talking. Characters expose, give you crap, directions and it's just a mindless amount of walking around a dispersing world, with random encounters by the way, and most just ... flies right over my head. It doesn't need to be this painful, generic as it is, even if it's just a fetch quest let it be so without over exposing and mindlessly filling the game with dialogue or characters that would seem important but then never appear again. Take the starting team, Sara, Chester and Jaha. For a good two hours the trio talks and helps the player immersing, but once the game kicks off for real they NEVER talk, again, like until the very end. Oh and what a peculiar thing the ending is. No spoilers, but let's just say that people love this game for the gameplay and not the riveting conclusion.

So what gives? I like Shining Force II a lot, it might just be Shining Force but better. I think the first game is more nuanced in some aspects and straightforward in others, offering a similar experience but half the struggle. It is a personal preference, so let it be known that I have no intention of dying on this hill. And who knows, maybe I'll change perspective once I'm done with the classic Camelot games. I have some games I want to play through like Shining the Holy Ark and Beyond the Beyond before playing the third installment of Shining Force. That's a long queue of games, but this approach is what is making me appreciate a lot more the Golden Sun series, and in retrospective this hobby of mine. I also am clinically obligated to play SRPGs.

Please don't look up the ending to this game. Even with context it's painful. Half the people in here haven't said a word since fifty hours prior. Thank you for reading and have a good night.

Despite balling being defined most profoundly by this tweet, expressing how hard one's life will be and how factually one must tackle this inevitability, Mario Hoops 3-on-3 is the one Mario title thus to inherit balling true and crystal clear endeavour.

So huh, a Mario sports game not developed in the gaol currently holding Camelot. Sporting (heh) a wonderful soundtrack composed by none other than Soken, able to impress with his role in a recent small indie project and a great presentation thanks to its vast roster, 3D models and animations. I rocked the Ninja Luigi Cactuar team because I had to ball like that.

Hoops 3-on-3 deceptively keeps its deep and quite complex gameplay in the tutorial sections and honestly it's a shame because there's a lot to learn thanks to using both the dpad and the touchscreen, but you won't need as much mastery of the game to clear its most difficult hurdles. It's hard to explain because it's very specific, but it feels almost as playing The World Ends With You. Made by Square? Ahhhh that explains it.

Aside from that, if you don't play with friends after unlocking each character, there's not much else to do. Complex movements can end up not registered and that is very frustrating, yet when everything clicks the game is fun and especially slam dunking feels rewarding and engaging.

In conclusion, a BBall game on the DS sounds weird but it works surprisingly well, has a lot of fun potential and a steep learning curve. Won't keep you occupied long but it's got charm. So, I'd say, Fuck it we ball, worth checking out.

When the triple jump Genji was patched out, I knew it was over. Launch Overwatch was the most fun I had with a shooter, but it quickly went nowhere. After a year or two I was done with it and, in hindsight, that was the best decision I could have had. Spared some bitter feelings.

One small note: I don't really like the idea of monetizing a game I already paid 60 quids for. Thankfully it never went anywhere outside of games I don't usually play.

First title in ZUNSoft repertoire, HRTP is a great experiment, revisiting the Arkanoid formula with some punch, two routes and different endings. It can be frustrating and not having complete control over the orb can lead to very long standoffs between the player, the orb spinning, the timer, the bullets and the single tile in the corner, but I think it's only a minor gripe.

What takes the cake for me is the great polish in soundtrack, spritework and backgrounds: The Eastern Country (Gensokyo we know and love wink wink) is pure eye candy.
Aside from some issues that I can forgive knowing the context behind a Comiket project, I think it's a pretty well done game, a testament of things to come, a toast to how polished and charming ZUN's games will be.

I, petro_sino, humbly submit a toast to Sakuya Izayoi, for successfully managing to give advice, so that she may triumph with helping my sanity. Congratulations, Sakuya. Enjoy your dab.

Easily the ultimate (dare I say Deluxe) Mario Kart experience. Not all tracks are stellar, but with 96 (!!!) of them there's bound to be stinkers here and there, with the last patch we also have a perfectly viable online experience where playing the game is much more enjoyable than trying to get better items instead. The game is fun, battle mode is finally an actual battle mode and it has a decent map selection, there's a load of characters and karts to choose from.

What's the catch? I don't feel like the last tracks really have anything to do with the game itself, despite being the most popular Switch game. It's all an advertisement for Mario Kart Tour, with a good 20 or so tracks being ripped off from the mobile counterpart. It feels lazy, like they hadn't really planned to do anything with the game until they wanted the players to move on, yet they still stuck with it for years and so they had to do something about it.

Mario Kart 8 Deluxe keeps selling, for good reasons. It would be extremely funny though if instead of developing a new title, they would port Deluxe the same way Todd has been selling Skyrim for over ten years.

It's just not the same anymore. Technically speaking this game is a clear step up compared to the 10 years old sibling, yet cutting the umbilical cord did nothing but upset old and newer players. What really killed it for me is, no matter how many cards you had, all you got back are coupons and the completionist equivalent of seeing those members, even those released on a strict timeline or during single time events like the Persona 5 one, on a marble display unable to actually hold and play them. The sacking of Alexandria but for us idol heads.

You'll own nothing and you'll be happy; Bushiroad is still kicking this franchise in the ribs after all the success and pride of years prior. I understand keeping up a 2013 game live for so long had its expenses, also thanks to the trend settling down and SIF hemorrhaging players, trying to revitalize it through a new game was a gamble but all the good faith went nowhere and what was reaped now we sow.

My first Fire Emblem! I'm an avid Shadow Dragon fan, as you can tell from the score, and in my local Fire Emblem aficionados community I'm known as the "Akaneia guy". What gives?

Put simply, the ease of play and replayability give this game a lot of mileage. There's a lot of characters, lots of maps and lots of difficulty settings to talk about and personally I just really like Marth's role in this game, where he is a strong character in his own, suffering because of loss but still having to be the role model for everyone else. It's a weirdly personal tale, something I really like (something the sequel will ruin but that's another story). I wholeheartedly recommend this game even just for how easy to play and fast it is, compared to other slower games in the same franchise.

I'm not the fondest about the first Spyro, not because I think it's worse than its successors but simply because it's not as polished and fine tuned as those. I think it's a common thread with all platformers and collectathlons from this era, but to undermine and undercut what this game meant and still means would be unfair and unjustly cold.

Spyro the Dragon works fluidly and it's got great depth, both in design thinking and controls. It's honestly baffling seeing Spyro so well animated, respond so quickly to jumping, shooting fire and flying around. It is a technical wonder and considering how the game implements all sections of gameplay is simply astonishing.

There are some things I dislike, but it's not about age, nor design. I think this game wants to be unfair and unjust to people, like me of course, who don't want to leave any gem behind and it forces you to be completely through in order to get to the 100% line. Let me tell you, Tree Tops awaits me every single time and I waver. That damned jump haunts my dreams, hours lost like the rain. I am already being punished every day for being like this, game, goddammit! Stop hounding me.

Still I would recommend playing it, either in the original form or in the Trilogy which, compared to the N. Sane Trilogy, does respect the PS1 physics and revamps a little the ambience, but honestly? It still looks phenomenal. 98' was a lifetime ago and the Reignited Trilogy only irons some wrinkles here and there. I'd say for convenience's sake just get the Trilogy.