Kind of a strange game to review for me because while I found it flawed and ruthlessly frustrating, I also couldn't put it down. Something about what it got right was compelling enough that when that mission-critical npc decides to suicide, after the wave of seething anger washed over and through me, I was able to pick the game back up, and with a renewed determination and surgical precision, cheesed the fuck out of the mission. A good next step from the Majin Tensei era.

I wasn't expecting much from this game, and it's certainly A First Person Dungeon Crawler From 1994 with all that that entails, but I have not stopped thinking about this game since I beat it. I am enamored. The atmosphere is perfect and the combat, while clunky, has a certain rhythm that you pick up on by the time you leave the first floor. If you put in a little time to get used to the way the game is I feel like it's a pretty rewarding experience. The game is also pretty short so it's the perfect game to stay up all night and finish.

Fond memories of playing the shit out of this as a kid. Nothing too groundbreaking but the submarine theming does make it stand out among a sea of aerospace shooters. Spritework is really nice too, as expected of the team behind Metal Slug. I like that the PS version had alternate soundtracks available but the originals are almost all better.

I actually wrote this game off as a Snake's Revenge type situation a long time ago and never bothered to even acknowledge it let alone give it a try. But this game actually fucking rocks. Maybe I'm just a sucker for graze but energy mode feels very satisfying to play and the scoring mechanics manages to avoid a lot of the tedium I usually dislike. Say what you will, it's the game that convinced CAVE to stay in the arcade business.

I didn't really like it. The music was phenomenal as usual but aside from that this game wasn't super remarkable. Every stage felt super samey, nothing really stood out. Mechanics seemed like just a retread of DOJ. An unfortunately lackluster final game from CAVE.

I went into this not expecting much, maybe even to dislike it but I actually had a really good time! A relic of the time before the bullet hell arms race its successors would inherit, its comparatively sparse levels give it a fairly smooth difficulty curve unironically making it not such a bad entry point for newcomers. People don't seem to regard the music too highly but I think it's got some bangers in it. There's a fair amount of jank though and some cheap shots here and there so it does kinda noticeably lack the polish of DDP. It's not so bad, DDP and DOJ are just tough acts to precede. Humble beginnings, I guess.

This game has a rocking soundtrack and a ton of cool ships to choose from and I really like the framing of it being a simulation that leads into a "real" mission but unfortunately I feel like this game is punishingly difficult to a fault which makes it hard to enjoy compared to others. It's one of those games that I'd play the shit out of if there was a cabinet in a local arcade or the laundromat or whatever but when I can choose any shmup to play it's probably not gonna be this.

It's hard to succinctly summarize my thoughts on this game because it's bad but also good. Improvements to movement and things like dual-wielding are a huge improvement over the original but things like deceitful hitboxes and the level design are staggeringly atrocious. Like, go look up early-development DS1 maps and you can see the meticulous care put into designing a cohesive world. Look at the mishmash levels in DS2 and tell me that same level of care was put in. Not to mention how SOTFS took abysmal level design and floored the gas pedal. Such a transparent cashgrab from the publisher that it legitimately turned me off from playing DS3. This is one of those games that its more fun to think about playing than it actually is to do so.

Sometimes in the embattled life of the contrarian, you come across something that's nearly universally lauded and you think: "It's all bullshit." "There's no way Pink Floyd deserves the praise that they get." And then you sit down, maybe half-jokingly but at least half-earnestly and give it a go and its almost embarrassing how quickly your attitude changes to: "Oh my god. I get it."

This game is, if nothing else, a masterclass in how to do a remake. Certainly, I think there's some aspects that could have (maybe should have) been improved, like early Celica maps being repetitive and overall the game being a no-deploy-limit rout-fest. But you know what? So was gaiden, and there's a part of me that appreciates getting to experience it in all its quirkiness with modern quality of life improvements and an excellent soundtrack. Easily the best 3DS fire emblem game and the irony of the fact that its a remake of a Kaga-era game is not lost on me.

This might be my personal favorite Fire Emblem game and I feel like it stands equal to FE4. In fact I feel like part of its greatness comes from its context within the broader FE4 story. The atmosphere of this game is immaculate; seldom have I played a game that so perfectly captures the feeling of a rag-tag group of revolutionaries, from its music, to gameplay mechanics and dialogue. It makes some improvements on some of Genealogy's aspects while returning to a more "traditional" Fire Emblem experience. It's reputation as difficult isn't unearned but I feel like its severity is vastly overblown.

Genealogy takes the series to heights it has not reached since. Every mechanic is carefully selected and subtly tuned to balance the difference of its strategic and role-playing elements. In fact, FE4 has such a delicate ecosystem of gameplay mechanics and loops I'm honestly terrified of any possible remake, because I know it will upset one of them, completely changing the experience; My ideal remake is a literal re-release of the super famicom rom with an updated translation patch.

1997

I had this game on one of those demo discs as a kid and decades later decided to try it out for real. Unfortunately it's a bit one note for my tastes and it definitely seems to be a product of that early 3D era of having horrendously obnoxious controls and camera angles.

This game elicits some complicated feelings from me, because I think it could have been something amazing, and it clearly had enough going on to spawn a whole sub-franchise. The main problem with the game is that it doesn't really respect the player's time, to absurd degrees. World of Sloth obviously comes to mind with that, but I feel like it's such an audacious decision to create something like that it wraps back around to being funny, maybe even clever. The real time-wasting comes with a lot of the clunky mechanics that seem to primarily be there to pad out the play time since the story is rather light. It's incredibly frustrating to recruit demons, dying demoting your guardian is frustrating, ranking up into a guardian that nerfs your build is frustrating, level design is frustrating. The whole experience seems tailor-made to taunt you the whole time you're playing. A masochist's game if I've ever played one.

Makes some much needed improvements in a lot of areas but is overall not as good as previous entries in regards to the actual meat of the game.