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52 Games Challenge 2026!!!

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supremeusername:
6. Power Stone | 1999 | Capcom Fighting Collection 2 | Arcade Mode | Nintendo Switch 2 (originally DreamCast) | 1/30:



     If there's any alternative name I would give the "Capcom Fighting Collection 2" game, it would probably be the "Power Stone Fighting Collection". Now, I couldn't do that because A: there's already a similar named title for the PSP and B: there's 6 other fighting games unrelated to Power Stone in the CFC 2 game. But I do not care for any of them. I just want to play more Power Stone.

     Power Stone 1 is a lot of fun, specifically the Arcade Mode. There's always a mad dash to pick up any power-up or item that spawns on the map. The maps feel claustrophobic at times, but you do get enough room to duck and dodge your opponent when they're throwing tables & chairs at you. But once they pick up three power stones, you better pray that the damage you take is minimal. The AI will start to get ridiculous with their main priority of picking up all the power stones instead of targeting you (especially the final boss, my goodness). However, there's a lot of strategy involved with both using items and pulling off CQC when you don't have any.

     It was real cool to see that, after completing Arcade Mode, the character you picked has their own little ending with their personal agenda being fulfilled after obtaining the power stone. I liked all the characters in this game, so I can imagine myself replaying this mode a lot to get more endings. Capcom really went into their bag for this one (and for all the people like me that button-mash in fighting games).



Grade: A-

supremeusername:
7. Power Stone 2 | 2000 | Capcom Fighting Collection 2 | Arcade Mode | Nintendo Switch 2 (originally DreamCast) | 2/2:



     Hot take, but I liked Power Stone 1 more. It's a little unfair to compare this game to the first game, due in part to the former missing content I guess. Now I haven't played either game in its original format, but there's content like the Adventure Mode and crafting that was not added to this modern port. Judging both games mainly on the "Arcade Mode" portion, I am a bit disappointed with Power Stone 2's offering.

     Gameplay is a lot more loose and random, ditching the tighter closed-quarters fighting of the original with a bigger parody of Super Smash Bros.. That isn't to say what's here is bad; Smash Bros. is a great game to copy from and Power Stone 2 is one of the better examples of just that. There's a lot more generated chaos running around to use new items such as turrets, shields, the Mega Man Buster gun -- plus everything from the first game and more. Wacky stage transitions -- like falling from the sky or climbing up the Himeji Castle -- while fighting everyone else along the way makes Power Stone 2 its own unique game.

     While that's all well and good, I still prefer the feel of the original. A lot of the move set in Power Stone 2 feels dumbed down compared to the first one, and I don't understand why? The first game's hand-to-hand combat is simple enough as it is, so now it feels like there's no point in engaging the enemy without an item in hand, and with how frail your own punches land. Collecting three power stones to transform isn't as big of an event anymore: it's not as overpowered as the first game felt, but now it feels way too underpowered in this one. Even with stage transitions added, Power Stone 2 feels a bit skimpy with maps, only having 5 to pick from. I liked how in the original, there's one map for every playable character that represents their own personality & background. You feel more connected to the characters and their story of collecting the legendary Power Stone, whereas location is just whatever the devs thought was cool in Power Stone 2.

     It's still unfortunate about the missing content. I'd like to try this one again when I get my hands on an original copy and have a group to play with. Grade: C-

bikingjahuty:

--- Quote from: supremeusername on February 14, 2026, 03:32:32 pm ---7. Power Stone 2 | 2000 | Capcom Fighting Collection 2 | Arcade Mode | Nintendo Switch 2 (originally DreamCast) | 2/2:



     Hot take, but I liked Power Stone 1 more. It's a little unfair to compare this game to the first game, due in part to the former missing content I guess. Now I haven't played either game in its original format, but there's content like the Adventure Mode and crafting that was not added to this modern port. Judging both games mainly on the "Arcade Mode" portion, I am a bit disappointed with Power Stone 2's offering.

     Gameplay is a lot more loose and random, ditching the tighter closed-quarters fighting of the original with a bigger parody of Super Smash Bros.. That isn't to say what's here is bad; Smash Bros. is a great game to copy from and Power Stone 2 is one of the better examples of just that. There's a lot more generated chaos running around to use new items such as turrets, shields, the Mega Man Buster gun -- plus everything from the first game and more. Wacky stage transitions -- like falling from the sky or climbing up the Himeji Castle -- while fighting everyone else along the way makes Power Stone 2 its own unique game.

     While that's all well and good, I still prefer the feel of the original. A lot of the move set in Power Stone 2 feels dumbed down compared to the first one, and I don't understand why? The first game's hand-to-hand combat is simple enough as it is, so now it feels like there's no point in engaging the enemy without an item in hand, and with how frail your own punches land. Collecting three power stones to transform isn't as big of an event anymore: it's not as overpowered as the first game felt, but now it feels way too underpowered in this one. Even with stage transitions added, Power Stone 2 feels a bit skimpy with maps, only having 5 to pick from. I liked how in the original, there's one map for every playable character that represents their own personality & background. You feel more connected to the characters and their story of collecting the legendary Power Stone, whereas location is just whatever the devs thought was cool in Power Stone 2.

     It's still unfortunate about the missing content. I'd like to try this one again when I get my hands on an original copy and have a group to play with. Grade: C-

--- End quote ---
I actually 100% agree that Powerstone 1 is better than 2. I never understood why 2 gets way more praise. It just feels like a much more sloppy, poorly designed game.

kamikazekeeg:
8 - Palworld (PC 2023) - DROPPED - Got a decent chunk of time into the game, about 16 hours, nearly level 30 before I was feeling abit of burnout.  I'm not quitting specifically because of that, but I figured I didn't want to wear the game out before it hits full release as I'm kinda hoping they are gonna do a lot to improve the game in general.  It's overall a solid game, it just needs a good amount of polish across the board, some quality of life features for base management worked in, and perhaps some more features implemented, a little more variety to gear and such.  Polish is the biggest thing, more to music, the audio, interactions, etc...

It might be a game that's just straight ripping off stuff from Pokemon and Breath of the Wild, slapping in a crafting game among that, but I think it's overall decent.  I wish the map was abit smaller as it can feel very barren, very boring to explore with not a lot of distinct, worthwhile things to find.  I'll jump back in for a fresh playthrough when it hits 1.0.

kashell:
16. It Takes Two

My partner and I played this. As a game, I have thoughts. As a story, I have more thoughts. I'll definitely get a review up for this one. We're also going to go through parts of it again to get the last remaining trophies. For now, I'll say that this is mostly competent co-op game worth checking out if you have someone to play with - a requirement.

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