an utterly repulsive and mostly just kind of sad game. mike patton is the single redeeming quality of this game, and don't tell me it's the swinging. the swinging sucks just as much as the combat and the story and the visuals etc etc etc
BC09 will always be seen as some misunderstood hidden gem instead of rightfully being derided as a culmination of every bad 7th gen trend and this frustrates me greatly

no replay just was explaining this game to my brother and remembering how it's basically everything i could ever love in an RPG. many will tell you to skip it and play its sequel but i'm here to tell those people to fuck off, that game is a bloated overlong disaster. SaGa 1 is perfect, concise, dreamlike, perplexing, mesmerizing

very nearly flawless. one of the finest games i've ever played. not a single character or moment that isn't totally memorable. as you progress you'll think the game's played its last trick on you and then within 5 minutes you're blindsided by something totally new. also some of the best presentation in any game i've played, as well as a really beautiful, existential and powerful story that i would imagine hits hard for anyone who grew up with a lot of religious guilt

a really good zelda-like with highly charming dialogue, compelling and fun dungeon design, and an intriguing mystery beneath everything... i enjoyed it a lot and i'm looking forward to completing the postgame and playing the sequel

the multiplayer fps. nobody has come close to it since. wholly unimpeachable in its weapon and map design. so much life and character put into something with no real story. quake was always best as a multiplayer experience and it is a shame that some people refuse to admit this.

on paper, this game is nothing that special. however, i find that it has something to offer in being a shockingly idiosyncratic title in a genre that traditionally is anything but. elements like the hypnotic, dissonant, droning soundtrack combined with the grotesque and surreal imagery more than make up for some standard telenet gameplay (read: dull and kind of jank). to learn that the scenario writer for this game would go on to write MOON and L.o.L. during his time at Love-de-lic did not surprise me in the slightest. totally worth a look if you like castlevania or valis, and have switch online (or an emulator)

if you told teenage bel that they put simon belmont and terry bogard in a smash game but that smash game was also dogshit i would have ended it all right there

it's a very good map (a technical marvel no doubt), with tons of great twists and turns to boot, but far too hokey and unserious for me to consider some narrative triumph. very much in the same ballpark as godzilla NES creepypasta if that makes any sense

really truly miss the days when people rightfully considered this a "hidden gem" and "the best sonic game". i'll beat the shit out of whatever popular internet chucklefuck decided to tell people that AKSHUALLY the level design is bad 🤓

it's the worst genesis sonic, which is to say it's still pretty okay.
a handful of good levels (hydrocity one of the greatest) but mostly boring or plain old dogshit ones. my hottest take here is that the "& knuckles" half is more consistent in quality but the difference between the two isn't that big. levels like marble garden and ice cap stand out as some of my least favorite in the series, while oddly i was never bothered by sandopolis.
the presentation is very good, the art direction isn't as cozy/simple as sonic 1 or experimental as CD but it transcends sonic 2's goofy cartoon vibe almost effortlessly, if that's not your thing (it's not really mine!). i think SA1 is the closest the series got to recapturing this atmosphere and i don't think anyone would really argue that. and holy hell that soundtrack is probably an easy top 5 in the series

the thing not even the haters will tell you about this game is that the movement and level design are just as bad as the writing

you know this game is perfect because of the gymnastics people have to go through to say it's bad

1996

probably one of those games that survives entirely off of "vibes". such a cool looking game but encounter design is kind of pathetic and, while the movement is free-flowing and fun on the surface, you'd be forgiven for thinking it was nothing special with how tight and restricting 80% of the arenas in this game are. quake deserves some nice open floor plans but more than half the time you're fighting in corridors, or walkways suspended over pits. the boss fights in this are also totally anticlimactic and amount to little more than a joke but that's to be expected of almost any FPS tbh
i'm glad that nightdive at least finally made a modern port for this game that's worth using without almost any fuss (edit: no they didnt lol, they changed the movement speeds for no reason aaahahahahaha)

it's very hard for fighting games to get better than this