Author Topic: 52 Games Challenge 2025!!!  (Read 696252 times)

telekill

Re: 52 Games Challenge 2025!!!
« Reply #555 on: December 08, 2025, 06:11:11 pm »
Alright... I'm calling it. Here's where I stand, not just for this year, but since I started trying to take note since 2021. Now, 2021 was probably only half of what I actually played and completed, but I was trying to remember everything at the end of the year.

2021 - 10 Completed that were noted.
2022 - Not kept track.
2023 - 27 Completed.
2024 - 17 Completed.
2025 - 16 Completed.

Clearly a downward slope over the last three years. I will also say that the last couple years have been primarily retro game collections like TMNT, Jurassic Park, Sonic and Tomb Raider. What does 2026 hold for me?

2026 Planning to Play:
1. Code Violet (PS5) - Jan release [preordered]
2. Tomb Raider 4-6 Remastered (PS5)
    - Tomb Raider: Angel of Darkness (PS2)
3. Tomb Raider: Legacy of Atlantis (PS5)
4. Zelda: Skyward Sword (Switch)
5. 007 First Light (PS5)

So far... that's it. There could be some great announcements, but for now... that's it. We'll see what happens.
« Last Edit: December 20, 2025, 06:15:16 pm by telekill »

Re: 52 Games Challenge 2025!!!
« Reply #556 on: December 09, 2025, 09:36:33 pm »
I beat Crysis Remastered having never played the original version, and if it weren't for all the talk about how you needed a beast of a computer to run it at the time... I don't think anyone would really remember it. Its such a generic shooter.


Re: 52 Games Challenge 2025!!!
« Reply #557 on: December 09, 2025, 10:58:31 pm »
119. Pilot Kids (Arcade)

While they have a few shmups I really enjoy, I'm generally not the biggest fan of the former shmup dev Psikyo. For the most part, I find their STG games to be a bit haphazardly put together with poor balancing, inconsistent or poorly sized hit boxes, and on occasion lazy, uninspired visuals. However, one of their shmups, Pilot Kids has always been a curiosity of mine due to have different it seems from most of their other shooters, both in how it looks and plays.


After playing and beating Pilot Kids (which btw only takes about 15 minutes), I can definitely say it's pretty different than your standard Psikyo shooter, but it's not necessarily better unfortunately. For one, the visuals are probably the biggest strength of this game. Being developed on Sega's Model 2 hardware, the game leans fully into 3D visuals for the backgrounds, ships, and other stage elements. Pilot Kids does have an impressive array of enemies and the bosses are visually appealing, creative, and pretty quirky too. There are also fun set pieces like your character's ship being chased by the family dog as you're making your way through one of the stages. Unfortunately, most of the stages are a bit on the bland and uninteresting side of things. But still, the fact this game has you piloting a little toy airplane flying around the inside of a house deserves some recognition for how original it is.


The audio in Pilot kids is fine for the most part, but doesn't necessarily sound amazing at any given time. The music is appropriate and pretty good for the most part. Sound effects from weapons and enemies sound fine as well. Again, the audio is just slightly better than okay, which is enough, but it would have been nice if there was more here.


Finally, the gameplay of Pilot Kids is fairly original, at least for a Psikyo shmup, but not particularly good. The ship you control has a standard forward laser shot which feels pretty underpowered, even after collecting various power ups. Where the game leaves it mark is when you use your ship's secondary weapon which is a tagging star where you can mark up several enemies, which then fires a hoping missile that destroys them and also any enemies that happen to be in the path of the traveling missile. You can also tag up a single enemy and then unleash this game's version of a shmup bomb attack. This fairly unique system is executed okay, but is hampered by typical Psikyo balancing issues. Your hit box is just a bit oo big for some of what the game throws your way, and unfortunately neither shot type does much to mitigate these attacks.


Even though I have a lot of criticisms of this game and one might think I hate Psikyo (I don't), I actually enjoyed Pilot Kids more than I disliked it. Sure, I'm not going to be replaying this game any time soon, or possibly ever again, but it was a fun little romp into one of the more obscure, rare shooters I've ever played. If you have the chance to play this game and don't have to waste any quarters on it, yeah sure, try it out. It's decent for what it is and certainly not Psikyo's worse shooter, nor is it close to being their best either. (12/9/25) [29/50]

bizzgeburt

Re: 52 Games Challenge 2025!!!
« Reply #558 on: December 11, 2025, 05:38:50 am »
14 - Pictionary Plus (PlayStation 3)
https://vgcollect.com/item/286774

Hardware: PlayStation 3 fat + uDraw GameTablet
Playtime: About 15 hours


A few months ago I purchased a uDraw GameTablet along with uDraw Studio: Instant Artist and Pictionary Plus. A few weeks later I got hold of an fat PS3 with funtioning disc drive, which enabled me to play my PS3-games again after almost 7 years. I love funky peripherals and started off trying out the GameTablet with uDraw Studio: Instant Artist, trying to get the platinum trophy to finish it. But after getting stuck with the mini games of this title, I switched over to trying out Pictionary Plus.

In countries other than Germany this game is titled Pictionary: Ultimate Edition. Yet another boardgame turned videogame, like I tend to play them from time to time (I already finished and reviewed Scrabble for PlayStation earlier this year). Pictionary Plus was published by THQ and released in Germany on November 18th 2011. I tried to do some research on the developer Page 44 Studios and found out that they mostly did football- and ice hockey-games (NHL, Madden,...) and did some interesting titles like The Godfather for PSP and some other Disney- and sports-games. Shortly after making Pictionary Plus and some other games, Page 44 Studios were bought by Zynga in 2011, who then were bought by Take 2 Interactive in may 2022.

The original boardgame/party-game Pictionary was first invented 1985 by Rob Angel after two years of tinkering it out whilst working as a waiter. He published the first commercial version of his game via Angel Games with about 6000 copies sold. After licensing the game in a joint venture between The Games Gang and Western Publishing, Hasbro aquired the games business of Western Publishing in 1994. In 2001, Pictionary was sold to Mattel. By this time Angel's game has spread into 60 countries in 45 languages, with 11 verions just in the U.S. and a total of about 32 million games sold. Angel went on inventing another game named ThinkBlot, which wasn't as successful as Pictionary, but still a hit game for two years. He also was involved in TV-productions such as the 1997 Pictionary themed TV-gameshow.

Gameplay-wise, Pictionary Plus mostly seems like a straight-forward conversion of the boardgame with a few additional modes like the free-drawing-mode, Pictionary-Mania-mode and the Family-Competition-Mode. The standard Pictionary-mode offers the game in it's original form. The free-drawing-mode is self-explanatory: use the game's drawing editor to draw and save any picture you like. The Pictionary-Mania-mode offers an enhanced version of Pictionary with additional fields on the board and combined drawing-challenges differing from the original version. And the Family-Competition-mode lets you set a game for points without a playing board and all options regarding the rules, so you can set up your individual type of game/competition against 1 up to 3 other players.

Graphics are suitable for what it is, but mediocre at their best. The drawing editor itself IS fun though, yet not as sophisticated as the one in uDraw Studio: Instant Artist. By now, I don't own other uDraw-games for any further comparison.

A very disappointing side of this game: it doesn't really have any type of soundtrack given, just a mediocre and non-memorable lullaby in the background of the whole game and in all modes. But, having played a few boardgame conversions by now, I know that it isn't irregular for such games to have an irrelevant soundtrack, or actually none at all like this one. I guess players can be thankful to be at least accompanied by a typically generic sounding female voice soullessly commentating on everything happening on-screen.

To wrap it up, I can't really say I enjoyed playing it, but Pictionary Plus makes a set of easy-to-achieve trophies if you're into hunting platinums for your PSN-account. One can way too easily cheat his way to platinum in this game with one specific trophy being awarded when the game catches you cheating, which was kind of a funny moment, actually. AND of Course, if you like playing Pictionary, this title really may be the "ultimate Edition" to do so.

Another game finished, on to the next one!  8)

Let's see how many short lived titles like the one mentioned Above can still be beaten within the last weeks of this year ...
ALL YOUR BASE ARE BELONG TO US !!
WELCOME TO YOUR DOOM !!

Re: 52 Games Challenge 2025!!!
« Reply #559 on: December 11, 2025, 08:00:16 am »
A few months ago I purchased a uDraw GameTablet along with uDraw Studio: Instant Artist and Pictionary Plus. A few weeks later I got hold of an fat PS3 with funtioning disc drive, which enabled me to play my PS3-games again after almost 7 years. I love funky peripherals and started off trying out the GameTablet with uDraw Studio: Instant Artist, trying to get the platinum trophy to finish it. But after getting stuck with the mini games of this title, I switched over to trying out Pictionary Plus.

Omg, someone else who remembers the uDraw GameTablet, no way. I have the Wii version collecting dust on my shelf, but I did try it out. Cool to see someone else who loves odd peripherals!
I'm currently trying to get my hands on a Cyberbike. Half exercise bike, half GameCube controller. That would probably be the crown jewel of my stupid accessories collection. Looking forward to trying and reviewing that once I get one.
Huge Nintendo fan and hobbyist Nintendo collector.



bizzgeburt

Re: 52 Games Challenge 2025!!!
« Reply #560 on: December 11, 2025, 08:41:01 am »
Omg, someone else who remembers the uDraw GameTablet, no way. I have the Wii version collecting dust on my shelf, but I did try it out. Cool to see someone else who loves odd peripherals!
I'm currently trying to get my hands on a Cyberbike. Half exercise bike, half GameCube controller. That would probably be the crown jewel of my stupid accessories collection. Looking forward to trying and reviewing that once I get one.

The uDraw GameTablet and the two games I own for it kinda fell into my hands unintentionally, really. I wasn't specificly looking for it but it sure is some fun. More examples of funky peripherals on my PS3 collection are the Move Zumba with belt and the Konami Dance Mat for DanceDance Revolution. I also own a Wii with Balance Board, 2 shooters and 2 wheels. A few Arcade sticks for MegaDrive and PS1, the PS2 Eye Toy Hero with the sword  8) Disney Infinity or Activision Skylanders are also very cool and collectable as well (and there was something called LEGO Dimensions that looked interesting to me) ... I'm actually wanting to own a functional Game Boy Printer with paper to run it for years and hoping that I can make that a reality soon.
ALL YOUR BASE ARE BELONG TO US !!
WELCOME TO YOUR DOOM !!

kashell

Re: 52 Games Challenge 2025!!!
« Reply #561 on: December 11, 2025, 10:10:20 am »
80. The Legend of Heroes II: Prophecy of the Moonlight Witch

I have no idea what compelled me to not only get a functioning PSP, but to go through this game that I dropped years ago. I dropped it for good reason: this game, much like A Tear of Vermilion, is bad. What gets me is that it looks like it could be good. The ingredients are there. The presentation is classic and crisp. The gameplay features tried-and-true combat and development. But it just doesn't work. It's dull. The translation is horrible. The story, while interesting from a high level, is hard to take seriously because of said translation. I laughed when a boss' last word was, "Whuuff". Even the bond between Chris and Jurio and their coming of age is hard to take seriously. Then there's the pacing. This is a short game that feels like a long game. Progress is tricky too because you have to talk to one person or stand in one area (mercifully marked by a red exclamation point) to move things along. I'm all about giving the PSP some love but it seems like each time I do, I get let down.

Re: 52 Games Challenge 2025!!!
« Reply #562 on: December 13, 2025, 02:39:59 am »
I had fun night of rocking some arcade classics on my Switch thanks to the recently released Mortal Kombat Legacy Kollection and the Golden Tee Collection. I picked up both this evening and couldn't help myself revisiting some late 90s arcade classics that I remember enjoying around the same time. I also decided to play MK3 for the first time in ages seeing how when I need my fix of the third MK game, I typically gravitate towards Ultimate MK3. In all, a beat three games tonight, not that it was any sort of lofty accomplishment seeing how none of them took me over half and hour respectively to beat, although I did play Golden Tee 2K and MK3 for over an hour each due to how enjoyable they were. Anyhow, here are my reviews of each game.


120. Golden Tee 2K (Switch)

Back in the late 90s and early 2000s, my dad used to take my younger siblings and I to a local sports bar for lunch. He got to drink and watch the game, while my siblings and I enjoyed a burger, some fries and the bar's surprisingly impressive arcade spread. One staple of the bar was a Golden Tee machine. They had several over the years, but the ones I remember the most were Golden Tee 99' and Golden Tee 2K. While mostly the same games (I'd forgotten which was which over the years at least), they're still some meaningful differences, but inevitably I chose to play all three courses of Golden Tee 2K. it's been around 25 years since I played either game and to say it was a very pleasant, nostalgic experience would be an understatement.


In case you've never played a Golden Tee, the gameplay revolves the use of a baseball sized track ball built into the arcade cabinet. You use this ball to swing your club back and then control the amount of force you roll it forward to either send it flying or give it just a nudge on the putting green to get it into the hole. It's both surprisingly simple, but also difficult to get the hang of all the ways it allows you to control where the ball goes. You can also tilt your golfer left or right to line up with the fairway better or to avoid the obstacles depending on where the ball has gone. You can also select different clubs which allow you to hit the ball further away if needed or to get it out of the rough or sand traps. Fortunately, there's a map of the hole you're on, allowing you to navigate where you want the ball to go and roughly how far it will go depending on the club you're using. You also have to deal with the wind, specifically what direction it't blowing and how fast it's going. All these elements make for a pretty deep and interesting arcade golf game that allows you to play through three pretty distinct gold courses, complete with 18 unique holes each. Everything in Golden Tee 2K mostly works as intended and gives you the control you'd want in a game like this...mostly.


All is not perfect with Golden Tee 2K, or the other games in the series as well. While there are some very skilled Golden Tee players out there, I feel like even they would admit that the controls aren't always consistent and sometimes the amount of force you applied to a specific shot seems either too excessive or not hard enough, even though the opposite was intended. This was my experience throughout my time playing through all 54 holes in this game. Still, all course and weather conditions accounted for, I feel like my shots reflected how I meant to shoot them 90% of the time, which is definitely not bad. Another issue I had was phantom obstacles blocking your shot on the borders of the rough. Sometimes I was pretty clear of all the course obstacles and still managed to hit them. Again, this isn't a super common problem, but certainly noteworthy.


The presentation of this game is both nothing special, but also very fitting and well done at the same time. You won't find anything impressive scenic vistas, crazy mini golf like obstacles, explosions, fireworks, or anything that could even remotely be considered exciting. No, this game is pure, unfiltered, late 90s golfing goodness. Everything is spite based, from your golfer, the trees around the course, the course itself, and a few random obstacles in the background like mansions or mountains. It does all come across as a bit plain, but again, very fitting for this type of game from this era of games. There also isn't music playing while you're about to tee off, only some at the end of a hold, the entire course, and during the menu. The music, while limited, is still pretty good too. But where the audio really shines are all the well implemented gold noises like the sound of your club swinging and hitting the ball, the ball falling into the hole, invisible spectators during subdued gold claps when you complete a hole, and announcers saying a few lines here and there either before or after a shot. None of what I just described is express or over stimulating, but it all just fits and works so well.


Golden Tee 2K is a pretty well made, unique arcade game that not only provides one of the best video game golf experiences you can have, but also just embodies the era which it was released so incredibly well. It's a truly cozy game that's easy to pick up and just enjoy for as long as you want. Whether you're just looking for a game to unwind with or a surprising fun and deep gold game, look no further. (12/12/25) [34/50]

121. Mortal Kombat 4 (Switch)

There was an arcade inside a shopping mall I grew up near called Tilt. The arcade went through a lot of iterations and changes throughout my childhood until it eventually closed in the mid 2000s, along with the entire mall. Right around the time it tried becoming a Discovery Zone type business, I remember they were the first arcade I recall having the then new Mortal Kombat 4 arcade cabinet. A neighbor friend and I used to enjoy playing MK4 at Tilt despite it never being one of our favorites. In fact, most of my experience with MK4 was actually the N64 port, which I mostly remember as the first MK game where I felt semi competent in executing fatalities. Anyhow, it's been ages since I played the original Arcade version, which i decided to do something about tonight.


MK4 is a...fine game, I guess. Around the time many older game franchises were making the jump to 3D, MK did as well, and MK4 was it first attempt at doing so. Despite this game looking pretty decent for a late 90s arcade game, MK4 unfortunately lacks the charm of its 2D predecessors, as in all of them. I feel like Midway did a pretty good job at translating the look of the previous MK games to a 3D game in 1997, but it still undeniably falls short of those older games. Looking past this, MK4 was a fairly good looking 3D game for its time. Character models looks pretty good, stages mostly still look cool and interesting, and just overall, its game that a lot of effort went into making it look as cool as possible given the limited tech Midway had to work with at the time.


The audio in this game is also pretty good, but not amazing. There are definitely better MK OSTs out there, but for what it is, it's pretty good and definitely fits with the vibe of MK. There is voice acting and a narrator that speaks more than narrators in older games did. This really doesn't add much to the game, but at least gives MK4 a more distinct identity. Not that it needed anymore help in this regard given it was the first 3D MK game.


Gameplay is unfortunately where MK4 falters the most, even though despite its issues, MK4 is still a pretty competent fighting. The core gameplay of the older MK games is still present, albeit with the addition of many new mechanics, some feeling more meaningful than others. Going along with the 3D visuals, characters now have the ability to side step opponents. This can allow you to avoid an oncoming attack and get the upper hand on your opponent in a pinch. However, I found it not particularly impactful in altering the course of a match, one way or another. Other added flourishes to MK4's gameplay are the use of stage obstacles such as stones or heads you can throw at your opponent. However, more than this, MK4 introduces a weapon mechanic where every character can summon unique weapon and use it to bludgeon your opponent. While weapons do more damage that standard kicks and punches, their little more than a gimmick which you lose as soon as you get hit by your opponent. You can pick the weapon back up, but I found doing this effectively without taking on needless damage or getting killed difficult. In the end, you're better off just playing MK4 as close to how you're play an older MK game as possible. But even then, this game isn't incredible fun or revolutionary. I will say, however, I feel like this game does make pulling off certain special moves and fatalities easier, but most of this is at the expense of many other gameplay elements lacking compared to UMK3, MK3, and arguably even MK2.


As a trip down memory lane and as a retro MK game being played nearly 30 years after it originally came out, I feel like MK4 is mostly an okay game, with a few things that make it more enjoyable than not. Still, unless you want to see the point where Mortal Kombat took the plunge into 3D gaming or just want to pride yourself in havig played every mainline MK game, I'd say it's forgivable to skip MK4. There are much more fun and iconic games in the franchise you should be playing instead. (12/12/25) [31/50]

122. Mortal Kombat 3 (Switch)

It's been a very long time since I played the original MK3, especially the arcade version. For decades, its been overshadowed by its updated version, Ultimate Mortal Kombat 3. I'll be the first to admit that nine times out of ten when I've replayed MK3, it's been with the Ultimate version and not the original. For one, I remember being disappointed with the smaller roster, including the omission of character's like Scorpion or masked Sub Zero, but it was also because I just assumed UMK3 was just better in every way. What I didn't expect was both realizing just how different MK3 is beyond just its roster of characters, but also how some of these differences actually make MK3 better than UMK3.


From a presentation standpoint, I actually think MK3 is a better game than UMK3. Even without considering Midway's decision to remove the story cutscenes from UMK3, MK3's unique stages look a decent amount better than those found in UMK3. There is far more animations like papers blowing around in the wind and moving background elements in MK3's stages. There also seems to be more variety in the stages as well, which makes it feel more varied and fresh while playing. I feel like these interesting stages go further in making MK3 a more visually appealing game than the omitted characters that return in UMK3.


Music in both MK3 and UMK3 is pretty awesome and I can't say one is better than the others. As is the narrators voice, sound effects, and everything else in MK3. I'd say MK3 (or UMK3) have the best audio presentation of the classic trilogy of games, and even better than many more contemporary titles.


Where MK3 falls short of its updated brother is its gameplay. UMK3 is most famous for much better the gameplay is compared to the original release. While I have to agree with this sentiment, I do feel like its a bit overstated. Yes, MK3 isn't as crisp and balanced as UMK3, but still plays better than MK2 and MK without a doubt. I'd say it's even better to play than MK4 and MK Deadly Alliance. The inclusion of a run button and the greater emphasis on combos makes for a much more fast paced, dynamic game, at least when compared to other MK games. Unfortunately, even with these improvements, some of its contemporary competitors like Street Fighter and King of Fighters had noticeably more refined and enjoyable fighting systems. Still, none of those games have fatalities, animalities, friendships, or some of the special moves that undeniably made Mortal Kombat, Mortal Kombat.


I expected to come out of replaying MK3 thinking UMK3 is by far the superior game, however to my surprise I don't feel that way at all. I'd say it's just as good as UMK3, even with the concession of its gameplay not being as good. MK3 needs to be given more credit for how enjoyable it still is and a game no MK fan should skip playing just because it lacks the "Ultimate" moniker. (12/12/25) [33/50]
« Last Edit: December 14, 2025, 10:50:13 pm by bikingjahuty »

Re: 52 Games Challenge 2025!!!
« Reply #563 on: December 15, 2025, 01:42:48 am »
123. Mortal Kombat Deception (PS2)

My little brother and I were often playing different games at any given time while growing up, meaning we rarely played games together. One noteworthy exception is when him and I took on the task of beating Mortal Kombat Deception together, mostly spending our time in Konquest mode where we unlocked almost everything in the game. It was a very fun experience and I was hoping to have a similar experience with Deception after last playing it over 20 years ago. Unfortunately my general dislike of the 6th Gen console era of Mortal Kombat games prevented me from recapturing my mid-2000s experience with Deception.


For the record, I don't hate Deception. For one, it did undeniably improve upon the gameplay foundation laid out in Deadly Alliance, improving nearly everything about it noticeably. Combos are more crisp and easier to execute. The fighting arts switching mechanic feels more purposeful and refined. And just in general, actually playing MK Deception actually feels enjoyable...or at least more enjoyable. The problem is, Deadly Alliance's gameplay systems were never all that great to begin with and Deception could only do so much to make them better. Luckily beyond just doing basic versus matches, the game offers a variety of modes which give Deception an edge it wouldn't otherwise have.


New side modes called Puzzle Kombat and Chess Kombat are included. While Chess Combat is pretty self explanatory, Puzzle Kombat is a variation of Puyo Puyo or Super Puzzle Fighter 2 Turbo where you're organizing falling blocks and needing to get rid of them before they reach the top of the screen. Meanwhile, bobble head looking versions of the characters are beating the crap out of each other. Still, despite the fun distraction these side modes provide, the most noteworthy mode included is the Konquest mode.


Konquest mode is more or less a fleshed out adventure mode where you explore a semi open world in order to gradually experience the story of Deception. You play as a kid named Shujinko who progresses through the story as a chosen champion. Along the way you meet the rest of the game's cast of fighters and get to see how parts of the story play out as you encounter them and fight them. You also unlock a vast amount of the game's locked content in this mode by collecting coins and finding treasure chests and other unlockables. Coins can be redeemed in the Krypt which returns from Deadly Alliance. I found most unlockables to be interesting, but not necessarily enticing. There are unlockable characters and stages which you mostly achieve just by playing through Konquest mode, but sadly even if the promise of unlocked characters to add to the roster, I still struggled to want to continue Konquest mode to gain it all. It all just comes back to MK Deception's gameplay that is certainly better than it was in Deadly Alliance, but still not amazing like it was in many other contemporary 3D fighting games.


Aside from the decent, but flawed gameplay, Deception's visuals are pretty on par for a 6th Gen video game. Character and general art direction is pretty good and definitely fits the MK aesthetic. Still, around 2004/2005, we were getting games like Tekken 5, Virtua Fighter 4 Evolution, and Soul Caliber 3 which all look considerably better than Deception. Still, for what it is, MK Deception is a good looking game mostly.


As for MK Deception's audio, it actually serves as a bit of a bright spot for this game. The soundtrack is actually really good, and that goes beyond just the stage music that plays during fights. It also includes the music in Konquest mode which can be somewhat soothing at times, as well as exciting when it needs to be too. Sound design in general is pretty good too, which certain things you hear at certain parts of the game or in certain modes being well executed. Perhaps the biggest damper on MK Deception's audio is the voice acting from a large chunk of its cast. Many characters are very poorly voice acting to the point where I can practically see the script the actor's were holding when reading their lines. What results from this is fairly wooden performances which a few genuinely good ones and a few so bad their good ones sprinkled in.


I was really hoping that replaying MK Deception would rekindle what I felt when my brother and I played through it back in 2005, but unfortunately that didn't happen. I was also hoping that I would enjoy this game as much as some do, with there being a few people who consider Deception to be a top tier MK games, if not the best in the series. It's hard to imagine someone actually feeling that way minus the powerful tint of nostalgia making this game way better than it actually is in their eyes. Once more, I don't hate Deception or think it's a bad game per se. It's just a flawed game with poor execution at times, but at least does enough to be the best mainline MK game of the early and mod 2000s, even though that's not necessarily a high mark to rise above. (12/14/25) [33/50]

telly

Re: 52 Games Challenge 2025!!!
« Reply #564 on: December 15, 2025, 04:14:10 pm »
Game 28: Pokemon Legends: Z-A (Switch) - 30 Hours

Pokémon Legends: Arceus was one of the best Pokemon games that I’ve played in recent memory. So despite all the negative press that has surrounded the newest game, Z-A, I was looking forward to giving this game a shot.

Right away there are some stark differences between the two. Taking place entirely in a major city, Z-A takes on a wholly unique vibe and feel that is distinct from pretty much every game I’ve played so far in the series. It’s a very enjoyable experience exploring the cityscapes (just like how fun exploring in Arceus), but now with more verticality in the form of tall buildings. I do wish the city had more things to do in it, however. This isn’t GTA by any stretch: there really isn’t anything new that’s brought to the table with the change of scenery. Side quests return from Arceus, but the available coffee, restaurants, and storefronts are just lifted from previous games. There’s a new platforming collectathon, but truly nothing is new from Arceus, which felt like a bit of wasted potential.

No, the biggest (and best) change from Arceus is the fully realized real-time battle system. Legends Arceus had this weird hybrid where catching Pokémon could occur in real time, but battles were still turn based. Now, everything is real-time, which creates a completely fresh take on Pokémon battles that feels fun and interesting. If you take anything away from this review, it’s that the battle system is great, and you really should try it out. The battle royale that’s a part of the main story is pretty fun to experience too. The return to Megas was very welcome, and felt like a really important gameplay element that I felt like I needed to master to be successful with the combat, unlike X/Y's story where they aren't really that impactful. And, I loved using the big Alpha Pokémon, they were really fun to have on my team. I used several.

The area where this game sags compared to Arceus is the story and it’s relationship to the new setting. The story of Arceus, as part of an origin story for the entire universe of Pokémon, was not only interesting and completely connected to what you would do in the game, as the unsettled world and vast landscapes in that game allowed for more organic exploration and combat that jived incredibly well with the story being told. In Z-A, these connections between story and world are far more tenuous with the move to a city environment. The main story plot (in my opinion) was pretty disappointing as a continuation of X/Y, and takes a very long time to not really tell much of a story at all.

When you really start to put this game’s setup under a microscope, a lot of things really don’t make sense regarding the exploration and battles in relation to the story/setting. Why would a city, in an effort to harmonize people and Pokémon, section off huge areas of the city as “mini-zoos” for wild animals, completely disregarding anybody who lives/does business there? And at night new random sections of the city get sectioned off again for city-sanctioned Pokémon battles in the streets. You’d think someone would complain about all of that chaos! And it’s not like there aren’t wild Pokémon outside of the zones too, so the catchable Pokémon aren’t consistently applied in the game. I think it’s clear that they tried to combine the gameplay of Legends Arceus within a city setting, but you can feel the two ideas clashing very hard in this game. That’s not to say it isn’t fun if you just adopt a massive scoop of suspension of disbelief.

A lot of the criticism of this game that I saw online is towards the game’s look and performance. Personally, that wasn’t something I really agreed with. If you really focus on the horizon line, you can see a lot of objects popping in, but as I was focused on what’s in front of me it wasn’t really that noticeable unless I was actively looking for it.  The smart usage of the city buildings keep the pop in minimally distracting. The also game runs incredibly smoothly even with a lot of activity.

If you’re someone who liked Legends: Arceus, then I think you’d enjoy Z-A. It does a few things differently: some for the better, some for the worse, but ultimately it’s still a really fun experience despite it’s shortcomings.
« Last Edit: December 15, 2025, 04:17:45 pm by telly »
Currently Playing: SpongeBob SquarePants: Battle For Bikini Bottom - Rehydrated (PS4)
Links: Exophase | My music collection | My Backloggery

Re: 52 Games Challenge 2025!!!
« Reply #565 on: December 20, 2025, 06:11:29 pm »
124. Resident Evil 3 Nemesis (PS1)

As long as a game isn't abysmally bad or I suppose incredibly mediocre, I always think it's good to revisit a game to see if maybe my opinion on it has changed since the last time I played it. This can be a double edged sword in that sometimes I dislike the game more upon beating it again, but sometimes things go in a more positive direction. Such is the case with Resident Evil 3 Nemesis (RE3), which I last played in 2020, and prior to that I've beat it at least twice before since first beating it back in the early/mid 2000s.


Resident Evil 3 is still my least favorite of the classic RE trilogy, but that is by no means a slight at RE3. RE3 is a very fun game that possesses all the charm and atmosphere of the previous two games, albeit it just doesn't do it for me in other departments, mainly its gameplay. The gameplay in RE3 is nearly stripped right out of RE2, however where it falls short somewhat is in how much more linear of a game it is and also how there are certain puzzles and mechanics that do impact the overall experience in a negative way. Is there were more puzzles in RE3, the ones it does posses wouldn't stick out at much, but unfortunately RE3 has some of the worst puzzles in the entire franchise, especially the music box and water purity puzzles. Aside from that, it is worth noting that RE3 introduced a sidestep mechanic which allows you to dodge an enemy attack by pressing the aim button at just the right time. As I noted in my previous review, this mechanic can be useful, but I found it also put me in harms way just as soon as it took me out of it at times. After replaying RE3 again, part of me isn't sure if this is more due to poorly designed boss fights at certain points or the side step mechanic itself. Either way, I didn't find it as useful as Capcom probably intended it to be.


Still despite these blemishes, your mileage will certainly vary with this game depending on how fond you are of classic RE tank controls. Personally, I kinda like them and they are how I originally experienced these games back in the day when I first started playing them in the early 2000s. Capcom did a great job of making the otherwise stiff and cumbersome movement controls work in the games favor and also add to the foreboding, almost hopeless at times atmosphere the game is heavily going for. Still, despite RE3's attempts to lure you into its brutal, harrowing setting, this game is probably one of the easiest in the franchise, even when playing in hard mode. Ammo practically grows out of the cracks in the cement, herbs and healing sprays are plentiful, and enemies, minus a few boss encounters, are easily dispatched after just a few rounds from a shotgun. There is also gun powder littered throughout the game which can be transformed into more ammo, not that you'll ever need it. While you would be missing out on all the crucial story bits present in RE1 and RE2, if you wanted to ease yourself gently into the classic RE games, this would definitely be the one to do it with.


Before I move onto this game's presentation, I'd be remiss if I didn't mention the most memorable part of this game, Nemesis. Nemesis is the original stalker enemy type (although I suppose scissor man in Clock Tower sort of beats him by a few years), and this guy will put you on edge throughout the game. RE3 does advertise when he's potentially going to pop through a door at the end of an ally or chase you into a nearby building with various music cues, but this does little to distract from how tense this game gets when he's near. It's not until the end of the game where you can truly beat him; your only options are to run from him or empty an obscene amount of ammo into him, which only stalls him for a bit and allows you to collect special items if you do this. I always choose to run from him until the parts in the game where you have to face him, but otherwise he is what absolutely makes RE3 standout from any other game in the series.


RE3 looks incredible for a PS1 game released in 1999. The pre-rendered backgrounds with 3D character and enemy models still look excellent in 2025, and it all definitely contributes heavily to why this game is still so charming to look at. Games that look and feel like this are somewhat of a lost art, even though at the time of release, RE3 wasn't the best looking game. The only thing holding this game back from being a perfect visual masterpiece is the derivative setting and enemies that make this game feel more like an RE2 expansion at times rather than a full fledged sequel. Like RE2, the game takes place in a zombie infested Raccoon City with everything around you literally falling apart. You even revisit some of the same locations you did in RE2 like the police station. There is just a bit too much deja vu in RE3 for my liking, but in many ways this isn't such a bad thing given how awesome the setting was in RE2 and still is in RE3.


Finally, the sound design is pretty good for the most part. The soundtrack in this game, while not the best of the classic RE games, is still good and fits with the action and eeriness of the game very well. There's also a lot of hammy voice acting in RE3, just like in the previous two games. For me, it's not nearly as endearing, but equally amateurish as those previous games. Sound design is also pretty good overall, with the sound of zombies in the distance constantly reminding you how dire everything is around you. Likewise, you'll often hear the footsteps or moans of enemies before you actually see them, putting you on edge as you round every corner.


As I said earlier in this review, RE3 is my least favorite of the old school Resident Evil games, but even with that said, I definitely enjoyed and appreciated this game more than I did in my 2020 playthrough. RE3's distinct ideneity absolutely makes it worth playing and makes it fit right in with RE1 and RE2, almost making it essentially that you play all three of these games. Over 25 years later and encountering Nemesis still makes me say, "Oh Shit! Oh Shit!" out loud every time I encounter him. Definitely play this amazing, classic horror game. It's not perfect or as good as the first two games, but still a riot to play even to this day. (12/20/25) [36/50]

Re: 52 Games Challenge 2025!!!
« Reply #566 on: December 21, 2025, 02:21:30 am »
125. Home Alone (Genesis)

Despite not being aware of it at the time, one of the most important days of my entire life was the day my dad walked through our front door on my 6th birthday with a massive bag in hand. I wouldn't even let him wrap it for me, which he probably gladly obliged and just gave me what was inside the bag. The contents of the bag would include my first game console, the Sega Genesis, along with four games, Batman Returns, The Flintstones, Home Alone, and the console pack in of Sonic the Hedgehog. Being completely unaware at the time that my dad likely just threw whatever games were in the bargain bin at Sears or wherever he bought the console, I was stoked to have four new games to play! All four games are insanely nostalgic for me and take me back to my early days of gaming as a young kid. A game I spent a copious amount of time with despite it probably taking me weeks to figure out how to actually play it was Home Alone.


Home Alone is a hard game to classify in terms of genre. It's not really a platformer or an action game. The closes thing I can think of is the most boring run and gun game you will ever played. Oh, and in true Home Alone fashion, it has traps for you to set for the wet bandits. The objective of the game is to inflict as much pain on the Wet Bandits before they successfully loot the five houses in your neighborhood. Aside from setting traps, you can also craft several guns from items you find in the house, as well as snowmen you can ram your sleigh into when traveling between homes. Aside from the setting of traps, none of this other stuff is all that intuitive and as I mentioned, it took me weeks as a 6 year old to figure out what I was even supposed to do in this game. Unfortunately when you do figure it out, it doesn't make the game much better as you'll pretty much just be causing as much damage with your traps before they disappear and then you'll need to just bait Harry and Marv into chasing you so you can unload into them again, and again, and again...and again until you've saved the house. It's as boring and tedious as it sounds. Do this for 20-minutes and ensure at least one of the five houses hasn't been looted and flooded, and boom! You just beat the game!


Fortunately Home Alone's presentation is much better than its gameplay, but still does very little to make this an enjoyable game. Kevin, Harry, and Marv all look they like do in the movie, albeit with a 16-bit, 2D makeover. Even the houses feel reminiscent of how Kevin's home looks in the movie. Speaking of the houses, each of them has its own distinct look and charm to it that makes them unique. One house is meant to be the McCallister house, but there's a neat futuristic home, a home that looks like it's condemned, and then finally two other homes that semi resemble Kevin's house, but with their own little quarks. The devs could have easily just taken the lazy way out and just made the homes color pallet swaps of each other, but the fact they made them all distinct definitely deserves recognition.


Speaking of making the homes distinct, each home also has its own theme, which for a movie game from the 90s actually has a pretty good soundtrack! On top of that, sound effects from Kevin's weapons and booby traps all have their own cool noises which also give them a bit of character. It's just too bad the dev for this game didn't put as much effort into the gameplay as the visuals and music.


I won't mince words or try and deny it, my nostalgia carries this game immensely. Had this not been a game I played, beat and did it all over again countless times as a young kid, I'd likely have not even got through the whopping 20-minutes it takes to beat it. Home Alone isn't a terrible game, but it's also not a good one. If you're looking for a 16 bit Christmas themed game, I guess give it a try, but don't expect some sort of hidden gem here. Even with my sentimental feelings for this game, I still find it to be a mostly boring, tedious, and shallow game that would have been barely worth a rental back in the 90s. But hey! I owned it and still do lol. (12/20/25) [28/50]

dhaabi

Re: 52 Games Challenge 2025!!!
« Reply #567 on: December 21, 2025, 02:10:04 pm »
63. Resident Evil 3: Nemesis || PlayStation || 12.08.2025



Looking back to just a few months ago, I can't remember if it was Resident Evil 2 (RE2) or Resident Evil 3: Nemesis (RE3) that I felt most hesitant toward playing. Before playing each, I was aware of the games' immediate antagonistic force that patrols the player's movements, which is a horror gameplay element that perhaps most makes me uncomfortable. So since RE2 didn't provide that level of despair, I began playing with more emotional caution than I typically do before starting a new horror game, since surely it was this third entry that would elevate the franchise's horror which has, up to this point, not really been intimidating.

Unlike the previous two titles, RE3 forgoes the character select system while instead offering only one narrative campaign. Since I haven't played through the previous games more than once to know what their other campaigns are like, I presume there's really not much different between them besides some minor progression differences. With that said, I think the decision to focus on only one campaign is to the RE3's benefit, as I find it on a general development standpoint more superior. Whether it's because the game doesn't need to limit itself to a smaller and more confined area or if it's just the natural evolution of the series, this third entry is far more open-ended than what's preceded it. During outdoor exploration, the city itself is divided into two halves and feels larger than any one environment presented so far. There's a fair amount of freedom for players to explore and solve puzzles in the order they want to, and the city's size makes remembering all the individual puzzles that typically can't be completed when they're first discovered a challenge in itself.

I imagine that throughout development, Capcom concluded that another game set primarily indoors would become tedious to players, so much of this third entry takes players outdoors in an expansive city overrun by the undead and mutated. However, this is not to suggest that players are limited to outdoors only during this section of the game, as it's further divided into smaller sections of both indoor and outdoor areas, which is something that I find to be a sharp contrast to the previous two games' environments. Another novel approach to level design is that players briefly return to the city police station that's the main hub section of RE2. As the stories of both RE2 and RE3 take place simultaneously, this stage progression provides an interesting opportunity to see what takes place at a familiar site at a earlier point of time while also forming a more holistic understanding of what will become three of the franchise's protagonists. But what's also being accomplished is that this inclusion provides the immediate means of morphing the familiar into something different to maintain anxiety.

Regarding the level of success the game's horror achieves, it is somewhat difficult to assess. Something I've already realized even before having played through this third entry is that it's common for boss encounters to be more challenging than they have any reason being. It's not that any encounter (whether its challenge is appropriate or not) has ever barred me from progressing, but it's become expected for some to be so needlessly difficult. In RE3 specifically, there were several instances requiring numerous attempts to win, therefore requiring having to reload the save file, adjust my inventory, travel to where I'm needed to be, and rewatch any cutscenes (some of which, fortunately, can be skipped.) The entire process becomes irritating, and it all cultivates into a sense of emotion that's removed any horror from the experience and instead negatively reinforces that this is a game with reoccurring unfair game design.

Still, I can't discuss the nature of Nemesis itself, the eponymous antagonistic entity who stalks the player. Prior to playing RE3, I thought Nemesis would be a much more threatening and ominous force, but that wasn't the case as there it's only active during certain scripted segments. In fact, even when Nemesis is present, it's easy to avoid; I don't think I was ever once attacked by it outside of boss battles even. Throughout the beginning half of the game, Nemesis makes several appearances but can just be avoided altogether, as it's only at the end of the game when the final showdown occurs. Nevertheless, there is some heightened tension during any of the timed Nemesis encounters. More often than not, players will need to make a mad dash to the next immediate point of interest, and Nemesis is almost always right behind you, slow to follow you but then quickly gaining momentum due to its faster speed.

As the series advances with each title, some quality-of-life updates are to be expected and are introduced. My favorite of such changes are to the map system, which has up to this point has lacked detail. Now, maps indicate structural details such as staircases, where the room is walkable or blocked off, and are even clearly labeled including pinpointing where save point typewriters are located. Other small updates relate to exploration and combat. A button input allowing players to perform a 180° quick-turn has been implemented, though I almost exclusively utilized this capability during certain boss encounters. Additionally, the ability to dodge enemy attacks is now available, though I found it more cumbersome to actually purposefully utilize than not. Another small detail I'll mention now is that destructable environmental pieces are now integrated into combat, such as oil barrels, though it's a feature that's seldom present. And, lastly, I'll briefly mention the game's puzzle design. For the first time in the series, puzzles are consistently well-designed that go far beyond the banal find-item-and-use-it-elsewhere barriers the previous two games almost exclusively utilized.

Meanwhile, two larger gameplay mechanics are also introduced: ammunition crafting and the Live Selection choice system. The former is actually robust and allows for players to prioritize combat how they prefer, but it's also a feature that's presented altogether at once in the game's initial playable moments and may come across as convoluted at first. Directly related to this system is the game's heavy emphasis not on resource management but inventory management. RE3 regularly provides players with several items at once despite their limited inventory size, so they'll be forced to drop off items and return to collect what's remaining. I spent far more time than I'd ever think I would have in the inventory. Now, the latter Live Selection system is intriguing, and it has far more consequence than I was led to believe during my playthrough. At certain moments, players will be forced to make one of two choices, leading to two different outcomes. As I played, I assumed that one choice simply made the situation more difficult, but the choice players make determines level progression and the opportunity to acquire some items earlier or even at all. While there are two overt options to choose, there is actually a third, which is the decision to not select either choice. From my understanding, this indecision never gives advantage to the player. As I'm now better informed about this system, it's easy to acknowledge how this alone can alter one playthrough from the next with some degree of significance.

Now, what is perhaps, in my opinion, the least important aspect worth discussing is the game's narrative. For what it is, the story is adequate and maintains player engagement. The subplot regarding a certain character and their alignment felt underdeveloped, though there is more than ever before to discover and read regarding the events leading up to the ongoing outbreak. As an aside, I'll also briefly mention the game's technical qualities. At this point, vocal performances have lost their low-quality camp while still maintaining a subpar delivery, so it only comes off as amateurish. However, graphics are detailed and feel lively: raging fires block off city streets, broken fire hydrants are burst open with water spewing high, and zombies may barrel out from seemingly abandoned vehicles.

Somewhat to my surprise, Resident Evil 3: Nemesis is a game that I enjoyed considerably more than the second title and maybe even more than the debut title too, which is certainly in part to its comprehensive environments and more fulfilling accomplishment of exploration. Still, its greatest weakness is just how willing it is to remove players out of the action and instead into the inventory, resulting in horror often becoming sheer frustration.
« Last Edit: December 21, 2025, 10:26:18 pm by dhaabi »

dhaabi

Re: 52 Games Challenge 2025!!!
« Reply #568 on: December 21, 2025, 02:24:15 pm »
124. Resident Evil 3 Nemesis (PS1)

It's interesting to see where our opinions overlap and differ from another. Despite mentioning how I think I may have enjoyed Resident Evil 3: Nemesis more than the previous two series titles, I'm not one to rank or score games. To me, they're all three about on par to each other considering their time of release and existence as debut, sequel, and third entry titles.

Also, at this point, I can see why Resident Evil is the most popular horror franchise (objectively at this time and arguably not anymore), but I'm still far more captivated and unnerved by Silent Hill. Yet even if Silent Hill debuted first, I think Resident Evil would have gained the broad audience appeal.

telly

Re: 52 Games Challenge 2025!!!
« Reply #569 on: December 21, 2025, 06:50:22 pm »
Game 28: Spongebob Squarepants: Battle for Bikini Bottom - Rehydrated - 10 Hours

This might be my final game beat of the year! It's been fun going back to some of these nostalgic older games from my childhood. Just like with Ty the Tasmania Tiger, SS: BBB is a really fun romp that while definitely not as challenging as I remember, was still a very enjoyable platformer with great gameplay and fun level design. The sound and music was a little annoying, and the game has some general glitchiness and jankiness, but then again, so did the original. Nothing really else that I can say, still a fun game after all these years!
Currently Playing: SpongeBob SquarePants: Battle For Bikini Bottom - Rehydrated (PS4)
Links: Exophase | My music collection | My Backloggery