I feel like I’m playing less games as the time goes by, or should I say I play less new games. The modern industry doesn’t cater to me, I keep lapsing out on things and play older titles or classics. I notice this has been a continuing trend with me, which means I’ll need to check games in my library that I never gave much time, or haven’t played at all. I’m hoping 2025 will see more games that I want to buy and play, because otherwise I’ll just spend coupla hundred euro on thirty years old games. I hope not to have so many shooting games on the list in 2025.
The rules for the Top 5; the game must have been on a physical media to count, and the year of production doesn’t matter. There’s no particular order.
Solatorobo: Red the Hunter 2010 Nintendo DS
Back when I picked up Solatorobo, it was sold on me as the Furry Mega Man Legends. When it comes to the overall atmosphere and feeling in the first half of the game, this is very much applicable. It has that similar world building and charm to it, but its doing its own thing really. The whole Little Tail Bronx series has that charm going on for it, except for FUGA, which is absolutely heart wrenching at times. CyberConnect2 seems to consider the series as their pet project, something they always put big effort it, and it shows in Solatorobo as well.
Lost civilization, giant monstrous weapons around the world, odd world with floating islands with equally odd inhabitants is what Solatorobo. You can gleam all the good stuff just from the intro of the game and that spirit carries much of the game. I can’t emphasize enough how much charm the game has. However, the game suffers for being on the Nintendo DS. The game is a full 3D-world with a D-Pad control, which isn’t optimal. Combat is limited to picking up and throwing object, which is fine by itself, but limits the overall play quite a lot. However, the development team clearly put some serious effort and worked up bosses and enemies that use all sorts of various projectiles to keep things fresh. The mechanics do wear themselves down toward the end of the game though. They couldn’t keep some frustration out though, as the controls are just finicky enough to cause some mistakes. I’m not sure what could’ve been done to tweak them to be just a tad tighter thought, as the controls are well executed nevertheless. They work the best they can with the DS hardware.
The music is pretty good, but the synth sound used for the music grates my ears. LieN compositions are generally top notch, but they don’t get to shine properly in the game itself. I’m not sure if its the soundfont or what, it all sound too MIDI-y. The main wind instrument used in most of the tracks does give the game’s music a recognizable nature though. Few of the tracks did stay with me for a while after finishing the game, and a handful of the tracks are hum-worthy.
The game never trusts the player completely though. Despite the game’s linear nature, needing to side-quest often in a progressive manner and small exploration elements, the game always reminds the player where to go to the point of pausing the game when accepting a side mission, moving a cursor on the map screen and showing you where the side-quest starts. For a ten-odd hour game, this is far too frequent and should’ve been dropped after the initial introduction of the map.
Another bit that most probably don’t notice is how the translation is somewhat a hack job. Solatorobo‘s events take place around fantasy-future version of France and the Benelux countries, but for whatever reason you have cattle ranchers talking in a Canadian accent. Things like this raised its head in the script a few times, which is honestly just outright sad. The localization team had a chance to emphasize the regional peculiarities within the game world, but I guess they didn’t either have an access to the rest of the setting’s world or didn’t know about any of it.
Solatorobo isn’t some kind of hidden gem on the Nintendo DS. While it didn’t see mass-market success, it was a cult hit. Even during its release, talking heads and bloggers recommended it as an easy pick up, with some mentioning it as one of the best games on the system. Its certainly up there among the better titles, but its slightly out-of-tune controls and peculiar mechanics does make it something that’s an acquired taste. I’ll join the ranks of people recommending this game. Solatorobo is also one of the rare games I hope would get a modern port, as having a thumb stick would make controlling the game that much better.
DoDonPachi DaiOuJou Re:incarnation 2002 Arcade, 2009 Xbox 360, 2012 iOS, 2023 Nintendo Switch, PlayStation 4
The Switch became a shooting game fans’ must-have console in the latter years of its life. The peripheral that allowed players to turn the console sideways for an upright screen was a no-brainer. DoDonPachi DaiOuJou Re:Incarnation might be another shooting game rerelease on the system, but at its one of the best.
Out of all CAVE’s shooting game series, DoDonPachi is an easy pick. Well balanced, well playing, pretty damn nice soundtrack, pretty graphics, well designed play and a modern port that opens the game’s systems open. If you check the video, you’ll notice that the standard horizontal mode shows an excessive amount of information, from missed Bee Bonuses to Damage Effects. All these help to get into the game’s deeper system a bit more than you’d expect, especially the stage map. However, glancing back and forth between the stats and the actual play can be distracting. Though once you learn the layout of the stages and what’s worth what, the sides mostly become a framing device for streamers to showcase info on the current play.
I’m assuming most readers know how DonPachi games work as a vertical shooter. Fly up the screen, shoot enemies and score points while avoiding hellish patterns of bullets. Controls are just as tight as you’d expect. There’s nothing to complain about; as a shooting game DoDonPachi DaiOuJou Re:Incarnation is top notch. Which is a small miracle, considering the original release back in 2002 ran on PolyGame Master, which was a low-spec arcade hardware and the small development team had a stupidly tight schedule. Its as if CAVE had intentionally put their arcade team against a wall, telling them they’d be disbanded if the game would fail. The game was a financial success, one of the reasons we have this port.
M2 is a master when it comes to porting arcade games, and all the extra stuff they usually add to these already masterpiece games makes this another easy pick up. Not much I can say about it without doing a deep dive into the game’s systems. It’s just a great game with appealing yet dark visuals, story that’s interesting if you look into it, music that’s more than fitting for a sci-fi shooter, and has perfectly tuned controls.
Just note that I’m listing all the game’s versions on the release line there. However, if you want to play this game, either pick up the arcade original via emulation or something, or skip to the PS4 or Switch Re:Incarnation. There are a lot of issues with this game’s other ports.
Summer Carnival ’92 Alzadick 1992 PC Engine CD-ROMROM
If DoDonPachi DaiOuJou Re:Incarnation is a port of one of the best shooting games, how can Summer Carnival ’92 Alzadick have any chances with its funny name? The two games are built on two very different philosophies when it comes to vertical shooting games; DoDonPachi DaiOuJou is all about dodging bullets and scoring high with kills and item collections. Alzadick predates the modern bullet hell; it emphasizes the live-competition nature of the Summer Carnival Hudson had been running since the late 1980s, emphasizing on player destroying stage environments and enemies in order to make the biggest score.
As a tournament game, Alzadick has two stages only. Both Time Attack and Score Attack have the same stage, though how they’re approached is different. Time Attack limits the amount of time the player has in the stage, making destroying enemies and objects as fast as possible essential. Enemies that take longer to destroy the nature of the game, as they eat up time you should be spending on scoring.
Score Attack is without a time limit, with the focus being on player survival and scoring. You’re got three lives to beat the stage and score as much as you can.
There’s also a Story Mode with two stages; The 14th Planet and Battle of Valdea. The former uses the stage from the Beginner Attack , while the latter re-uses the stage from Attack. The story is told with white text on black background, and changes depending whether or not the player Succeeds or Fails. While not a wholly world breaking, its a nice touch.
The game is very much intended to be a tournament title, and I’m wagering Alzadick was for the younger participants due to having a Beginner Attack, a rarity of sorts. Optimizing the play to its finest is the name of the game, and the game is designed around these two stages. As a tournament title, it might have a short life when playing at home. However, its to-the-point nature as a national tournament title is very enjoyable and a blast to play. While not a groundbreaking game like its sister title Summer Carnival ’92 Recca, Naxat Soft did a good job on Alzadick.
Faxanadu 1987 Famicom, 1990 NES
If I’m completely honest, Faxanadu is a type of game I don’t usually enjoy. The pace is much slower, the game looks mostly red, yellow and brown, and controls are a bit awkward. The RPG elements and the need to navigate menus over smooth action and non-stop progression, like needing to select items from a menu of a menu to open doors rather than have it automated, with an extra screen popping up telling you you’ve used a key, makes me have deep sighs. Still, I stuck with the game and had fun.
As is often told when discussing Faxanadu, the title stands for Famicom Xanadu, as it is a spin-off of Nihon Falcom’s Xanadu series of games, which itself is a sub-series of the Dragon Slayer metaseries. As the story goes, Xanadu games were a success on the Japanese computers, which lead to this spin-off. The PC game format never sat well on consoles without sacrifices, so Hudson, the company tasked with the port, decided to rework the whole thing into a completely different kind of experience, tailor made for the Famicom.
Things that suffer from the RPG mechanics are, well, the game’s mechanics as side-scrolling action RPG. You can’t duck, so magic is the only way to damage low-on-ground enemies, but your MP pool is small and precious and better used for bosses. You can only recover MP in towns, making it that much more a valuable commodity. Experience points are gained from slaying enemies, but you can only level up in churches. This creates a constant backtracking, where you need to walk back and forth the town and dungeons to recover MP and to Level Up. Game works on a password system, which in itself is fine, but the game’s font doesn’t make it easy to tell a difference between certain letters at first.
The game is straightforward in its design though. It doesn’t obfuscate where you need to go. There’s some exploration required for sure, but its mostly for flavour. NPCs are helpful and don’t bullshit you around, though there are issues with the translation here and there. Faxanadu still excels much better in this regard than e.g. Castlevania II, which had rampant issues with all of these. Because the player has an idea for his overall direction all the time, the RPG elements don’t drag the progression down too much in the end.
The music isn’t the finest on the Famicom or the NES, but it does create some atmosphere and has surprising variety. They’re all very serviceable, but sound a bit janky at times. Especially some of the dungeon themes have bits as if a cat was bouncing on the piano.
Faxanadu is surprising long too. Sure, the linked Longplay is two and a half hours long, but going in blind without any skill in the game, that can be extended by several hours. Still, the game plays well and doesn’t really hold your hand. There’s very little bullshittery that doesn’t stem from its RPG elements outside one programming error, which affects the Pendant item. Because of an operation error, the player starts with the 25% power boost the Pendant gives, and picking it up reduces the player’s power. Other than that, the game is worth its positive fame, and a somewhat easy recommendation to action-RPG fans.
Unicorn Overlord 2024 Nintendo Switch, PlayStation 4, PlayStation 5, Xbox Series X/S
Without a doubt, a personal Best Game of the Year. While I’m more a fan of Vanillaware’s action titles, I’m all for strategy too.
Earlier in 2024 Unicorn Overlord did make its waves around the gaming mediasphere. Sadly, some of its wasn’t exactly positives, with the English translation being yet again that faux ye olde English with localization changes to some character interactions. Similar issues popped with their previous game, 13 Sentinels: Aegis Rim, which is just damn shame.
While Unicorn Overlord is not all that challenging, and the failstate isn’t really punishing, there’s a nice forward motion in the game and something to do even outside the battle scenes. Despite the usual rock-paper-scissors thing with the Units, the game does allow the player to do their own thing when building up forces. Sure, there’s the best way of doing things and the most optimal builds, but the game doesn’t force you to do that. You can play the way you want, which might make the game harder, but at least you have the units you like the most.
The framing narrative might not be anything fancy, but its well told. Its as-expected tropes, twists and turns, and flow might not break into high literature, but then again, its there to serve as the framing for the play. In that, its well-above average. Most scenes don’t stay too long and deliver without needing to wait, which is a godsent. That means more time is spent on the game itself. Well worth for anyone wanting to play “good games” or want something that has spirit of the Ogre Battle. Hell, even Langrisser fans should check the game out, as the scale of the battles can hit similar heights.
The Top 5 games that didn’t make the list
Metroid Prime Remastered 2023, Nintendo Switch
For some ten years the original Metroid Prime, took one day off during the summers to sit down and play the original Metroid Prime from start to finish in one run. I managed to whittle my time down from eight hours to six or four, I can’t remember anymore. It’s my favourite game in the series. I dislike the third one because of its controls and pretty much everything about it, and the second one I never really finished because I absolutely loathe how they gave the Dark and Light Beams ammunition. Maybe I’ll revisit those this year and see how the do nowadays.
MP Remastered didn’t get into the top 5 is because something feels off about the Remastered. Maybe I’ve played the original too much, and I’m just so full of it now. The Switch controllers don’t really work well this game, I keep missing my directions with the sticks. Changing to a Pro controller or an actual NGC pad might help with this, but I haven’t given this a test yet. That wouldn’t help that this game is just a remake in the end. Metroid Prime is just as good now as it was in 2002. Good job, now deliver something new next. I wish they’d include the first games controls in MP3 if they ever remaster it.
Marvel VS Capcom Fighting Collection: Arcade Classics2024, Nintendo Switch, PlayStation 4, Steam, 2025 Xbox One
What’s to say? It’s Marvel, Baby! Best homer conversions of the arcade games in one package deserves a mention on the list, but unlike with DoDonPachi DaiOuJou, these are very barebones ports. They’re perfect ports, but that’s largely that. There’s nothing must else to them, no additions that existed in the previous home ports on the Saturn. When thinking in Alzadick terms, it makes sense to keep these games as arcade pure as possible for tournament reasons, but that never sat well with me. It’s a bit sad, but at least I can retire my old Saturn and DC ports of these games once and for all. X-Men: Children of the Atom still has a damn tight soundtrack, that CPS2 sound is remarkable.
Spider-Man 2018 PlayStation 4, 2020 PlayStation 5, 2022 Steam
I bought this new from a fleamarket for 20€. It’s the basic PS4 version and honestly, that’s all I needed. I really want to like this game a lot, but the game just leaves holes here and there that make my heart sink. Traveling NYC is damn fun, flinging yourself higher and higher, gaining speed during chases and such. When the game is in its sandbox mode, it shines. However, a lot of the side-quests are a chore and then some, making things feel half polished. Story missions are a hit or a miss, sometimes using the game’s basic mechanics well and in interesting ways, while other force you walk as Mary-Jane. That kills the game’s pacing and chances to get into the Top 5. That, and the progression system, which I dislike. Too generic, too limited, not really worth getting into outside few bibs. The costume is also stupid, even moreso when then game tells you white on red is better than black on red, aiming to justify its bad original costume designs.
The game could’ve been a masterpiece, but it ended up being just one half of it. I’d recommend it still if you get it real cheap just for the web swinging.
Mitsurugi Kamui Hikae 2013, Steam, GOG, 2016 PlayStation 4, PSN, 2018 Nintendo Switch
If I had bought the Limited Run Games physical, this’d be in the Top 5, but I never bought it and I don’t want to pay the aftermarket prices for it. A game made by one man, Hikae’s design is tight and well-realized. An action game of all action games, there’s no world to traverse or puzzles to solve; its all about the combat. While not a long game, Hikae doesn’t need to be. It hits that spot that Gungrave does as a game that you sit down with when you just want to play a damn video game. We really need more video games that don’t waste your time.
FUGA: Melodies of Steel 2021, Steam, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S
Part of the Little Tail Bronx series as Solatorobo up above, Fugue of the Battlefield is a prequel to previous games in the series, laying some groundwork for the setting as well as revealing a lot of the history of the world. CyberConnect2 published this game by themselves, and never put out a physical versions, which means it has to be relegated here.
The game’s all about tank battles in a linear RPG format, but the twist is all your tank crew are children, who are looking for their family. The game is much darker than Solatorobo, and the game forces some hard choices on you which affect the ending you get. There’s this thing called Soul Cannon the player can access when their tank’s HP drops too low, though you’ll have to sacrifice one of the kids for that; the cannon eats souls as ammunition. It’s a one-hit kill against all enemies, but even one sacrifice is too much.
The setting overall is that same fantasy Europe as in Solatorobo, with a fantasy World War II raging the continent. The game can be played with one hand on the keyboard, and I admit the controls are a bit awkward at first, but once you get why the layout is what it is, the play becomes butter smooth. Sure, the amount of repetition of all mechanics in short amount of time in this game is pretty high, which is the game tries to cut in manageable chunks with its chapters. Then again, you’re not supposed to play more than one hour in one go.
In earnest, the pacing makes the game despite the repetition. The atmosphere helps in this too, with the great music supporting the charming visuals contrasting against the bleak and harsh world. It’s a great little title well worth its price, especially from a developer who self-published it.




































































































