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simple: it's cute.
Final Fantasy II dared to break the mold. Instead of the usual XP and level‑ups, it introduced a skill‑based growth system where each weapon, spell, and stat improved through use. The result? Playthroughs that could feel completely different from one player to the next. Equipment and enemy stats were also more varied, shifting the focus away from raw attack and defense numbers.
But ambition outpaced execution. The system lacked polish, and balance issues crept in fast. By mid‑game, the Berserk spell could steamroll every boss, making the story‑critical Ultima spell feel like a prop. Narratively, there were sparks of originality, but thin character development and glaring plot gaps left the story feeling incomplete. Compared to the groundbreaking Final Fantasy I, this sequel showed bold new thinking — just not the refinement to match.
But ambition outpaced execution. The system lacked polish, and balance issues crept in fast. By mid‑game, the Berserk spell could steamroll every boss, making the story‑critical Ultima spell feel like a prop. Narratively, there were sparks of originality, but thin character development and glaring plot gaps left the story feeling incomplete. Compared to the groundbreaking Final Fantasy I, this sequel showed bold new thinking — just not the refinement to match.
Really great action, fun combat and good metroidvania
B.A.D
Developer: Pseudos Software
Released: 1997
Genre: Shoot ’em Up
Rating: 4/10
Overview
Released in 1997 by Pseudos Software, B.A.D is a fixed-screen shoot ’em up that mixes traditional insect and spaceship enemies with a surreal sense of humor. It borrows heavily from classic arcade shooters like Space Invaders and Galaga, but arrives late in the genre’s lifespan, when many shoot ’em ups had already evolved into more dynamic and visually impressive experiences. While B.A.D has a few enjoyable touches—particularly its soundtrack, quirky enemy designs, and power-up system—it suffers from repetitiveness, limited movement, and a lack of meaningful progression, leaving it far behind its contemporaries.
Story and Structure
The narrative is minimal: life exists on Mars, led by the tyrannical Rupert, who plans to invade Earth. Players take control of a single ship tasked with defeating him across eight levels. The story is presented briefly in an opening info screen and revisited only at the conclusion, serving little purpose beyond setting up the final boss fight. Each of the game’s eight levels follows the same three-part structure:
1. Enemy Waves – Player faces four types of shooting enemies, ranging from flies and beetles to stranger creations like bone fish, pigs, or even elephants used as hair bows.
2. Falling Objects – Instead of enemies, various objects rain down—meteors, wrecks, forks, fridges, or even smiley faces. These must be dodged or destroyed.
3. Boss Battle – Levels culminate in one or two large bosses, often with multiple destructible parts. Giant insects and powerful spaceships dominate these encounters, though they are easier than expected.
The structure provides variety on paper, but in practice the formula never changes, making the game feel repetitive after only a few stages.
Gameplay and Mechanics
B.A.D is designed for two players, and the UI is permanently split to accommodate this, which can be distracting for solo play. Controls are limited to horizontal movement, preventing the vertical dodging and weaving found in many other shooters of the era. This restriction reduces skill expression and makes encounters feel more static. The game’s highlight is its power-up system. Destroying enemies or objects can yield drops, which fall into positive and negative categories:
• Positive Bonuses: weapon upgrades, speed boosts, bombs, extra lives, repairs, and credits.
• Negative Bonuses: speed reductions, weapon downgrades, randomizers, or confiscators that strip all progress.
Credits can be spent at an always-available shop to buy positive bonuses directly, giving players some control over progression. Another unique mechanic is the dignity marker system—collecting six differently colored markers promotes the ship, strengthening its hull and awarding points. Despite these systems, the game struggles with balance. Lives are limited, and dying sends players back to level one, with no ability to save progress. Bosses, while visually interesting, lack difficulty, making them underwhelming compared to the endurance required in the earlier waves.
Atmosphere and Presentation
The game’s aesthetic mixes standard shoot ’em up enemies with bizarre, comedic designs, supported by humorous text messages between stages. These brief intermissions give players a short break and inject personality into the otherwise repetitive flow. The graphics are serviceable but dated for 1997, especially compared to the richer visuals of other shoot ’em ups of the era. The soundtrack, however, stands out as the game’s strongest feature: varied, energetic, and consistently enjoyable, it adds a sense of momentum to the otherwise repetitive stages.
Strengths
• Fun and quirky enemy and object designs.
• Positive/negative power-up system with risk and reward.
• Dignity promotions add a small sense of progression.
• Entertaining stage intermission messages.
• Excellent soundtrack.
Weaknesses
• Repetitive level structure across all eight stages.
• Limited horizontal movement restricts gameplay depth.
• Bosses lack challenge despite strong visual design.
• Long, monotonous object-dodging sequences.
• Outdated presentation compared to contemporaries.
• No save system, forcing full restarts on game over.
Verdict
B.A.D is a curious late entry into the shoot ’em up genre. While its humor, enemy variety, and power-up mechanics show flashes of creativity, they are buried beneath a repetitive structure, shallow movement system, and lack of escalation. The soundtrack keeps it enjoyable for a while, but before long, the monotony overshadows the fun. By 1997, the genre had already moved forward, leaving B.A.D feeling like a relic even upon release.
Score: 4/10
Developer: Pseudos Software
Released: 1997
Genre: Shoot ’em Up
Rating: 4/10
Overview
Released in 1997 by Pseudos Software, B.A.D is a fixed-screen shoot ’em up that mixes traditional insect and spaceship enemies with a surreal sense of humor. It borrows heavily from classic arcade shooters like Space Invaders and Galaga, but arrives late in the genre’s lifespan, when many shoot ’em ups had already evolved into more dynamic and visually impressive experiences. While B.A.D has a few enjoyable touches—particularly its soundtrack, quirky enemy designs, and power-up system—it suffers from repetitiveness, limited movement, and a lack of meaningful progression, leaving it far behind its contemporaries.
Story and Structure
The narrative is minimal: life exists on Mars, led by the tyrannical Rupert, who plans to invade Earth. Players take control of a single ship tasked with defeating him across eight levels. The story is presented briefly in an opening info screen and revisited only at the conclusion, serving little purpose beyond setting up the final boss fight. Each of the game’s eight levels follows the same three-part structure:
1. Enemy Waves – Player faces four types of shooting enemies, ranging from flies and beetles to stranger creations like bone fish, pigs, or even elephants used as hair bows.
2. Falling Objects – Instead of enemies, various objects rain down—meteors, wrecks, forks, fridges, or even smiley faces. These must be dodged or destroyed.
3. Boss Battle – Levels culminate in one or two large bosses, often with multiple destructible parts. Giant insects and powerful spaceships dominate these encounters, though they are easier than expected.
The structure provides variety on paper, but in practice the formula never changes, making the game feel repetitive after only a few stages.
Gameplay and Mechanics
B.A.D is designed for two players, and the UI is permanently split to accommodate this, which can be distracting for solo play. Controls are limited to horizontal movement, preventing the vertical dodging and weaving found in many other shooters of the era. This restriction reduces skill expression and makes encounters feel more static. The game’s highlight is its power-up system. Destroying enemies or objects can yield drops, which fall into positive and negative categories:
• Positive Bonuses: weapon upgrades, speed boosts, bombs, extra lives, repairs, and credits.
• Negative Bonuses: speed reductions, weapon downgrades, randomizers, or confiscators that strip all progress.
Credits can be spent at an always-available shop to buy positive bonuses directly, giving players some control over progression. Another unique mechanic is the dignity marker system—collecting six differently colored markers promotes the ship, strengthening its hull and awarding points. Despite these systems, the game struggles with balance. Lives are limited, and dying sends players back to level one, with no ability to save progress. Bosses, while visually interesting, lack difficulty, making them underwhelming compared to the endurance required in the earlier waves.
Atmosphere and Presentation
The game’s aesthetic mixes standard shoot ’em up enemies with bizarre, comedic designs, supported by humorous text messages between stages. These brief intermissions give players a short break and inject personality into the otherwise repetitive flow. The graphics are serviceable but dated for 1997, especially compared to the richer visuals of other shoot ’em ups of the era. The soundtrack, however, stands out as the game’s strongest feature: varied, energetic, and consistently enjoyable, it adds a sense of momentum to the otherwise repetitive stages.
Strengths
• Fun and quirky enemy and object designs.
• Positive/negative power-up system with risk and reward.
• Dignity promotions add a small sense of progression.
• Entertaining stage intermission messages.
• Excellent soundtrack.
Weaknesses
• Repetitive level structure across all eight stages.
• Limited horizontal movement restricts gameplay depth.
• Bosses lack challenge despite strong visual design.
• Long, monotonous object-dodging sequences.
• Outdated presentation compared to contemporaries.
• No save system, forcing full restarts on game over.
Verdict
B.A.D is a curious late entry into the shoot ’em up genre. While its humor, enemy variety, and power-up mechanics show flashes of creativity, they are buried beneath a repetitive structure, shallow movement system, and lack of escalation. The soundtrack keeps it enjoyable for a while, but before long, the monotony overshadows the fun. By 1997, the genre had already moved forward, leaving B.A.D feeling like a relic even upon release.
Score: 4/10
A cute little puzzle platformer game. You can pick it up, 100% complete it and put it back down within an evening.
«Sit back and relax»
«Underrated»
good time killer with wide progression options
Gameplay is very limited and very simplified
The story the music and the combat is where the game shines the best the characters were really well written even though it's not one of the games main strong points I would highly suggest this game even if you don't like turn based games
This game is so overrated people keep saying the combat is insane but it's not even that good the story was not that good either basically I believe nothing in this game was groundbreakingly insane or good it was a good game and that's about it
This game is overrated but still it's a good game the graphics are insane probably the best graphics I've ever seen up until today but still the other aspects of the game are not insanely good they are just good the combat the main story the protagonist all were okay but they were not anything insane the side quests were extremely boring and repetitive and there were a lot of them which makes it worse also unskippable dialogue and cutscenes come on man
This game I've ever played the main character was so relatable and so rich and deep the graphics were amazing which even stands its ground to this day it's a must-player for everyone the only thing I didn't like was the combat which was too easy and kind of boring
Good aesthetics great atmosphere the music was good but could have been better also the protagonist could have been better but he was also okay the game and the survival mechanics were real nice the exploration was where the most fun was in this game which I really liked
5.5/10.
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In the world of online casinos, there is a unique charm in the opportunity to earn rewards without the risk of initial investment. Slotozen emerges as a shining beacon in this regard, offering players a chance to dive into the thrilling whirlwind of games without a financial commitment. The no-deposit bonus serves as an enticing gateway, flipping conventional casino wisdom on its head. A gambler, now a strategist, navigates the vast ocean of possibilities with Slotozen's innovative approach. This paradigm shift is more about the experience than the monetary gain. The allure is in keeping everything you earn, an exhilarating notion that stirs the adventurer within us, urging both novice and seasoned players to explore the endless potential at Slotozen, breaking boundaries where traditional casinos drew stark lines.
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Responsible Gaming
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Gameplay is about what you'd expect from this type of game. Story is interesting, though doesn't live up to the intro IMO.
Date Completed: 2025-08-19
Playtime: 11h
Enjoyment: 7/10
Recommendation: Yeah, mostly.
Date Completed: 2025-08-19
Playtime: 11h
Enjoyment: 7/10
Recommendation: Yeah, mostly.
If you’re a fan of rogue-like deck-builders, *Gordian Quest* is a must-try. Even if you’re not, give it a shot — it’s arguably the most expansive take on the genre, letting you play in the style of *Slay the Spire*, *Banner of Ruin*, or *Nowhere Prophet*, with a wealth of options for wildly varied gameplay. This game is more of a rogue-like sandbox, blending nearly every deck-building mechanic and mode from the past decade. One of its strengths, yet also a point of contention, is its refusal to guide the player, offering so many options that you might spend more time crafting items than fighting. For its genre, it packs surprising depth: three game modes with options, 10 unique character classes with distinct card sets, each with 4 subclasses, dozens of equippable items, and tons of materials for flexible upgrades. The character progression system is original, with no fixed skill tree — instead, players build their own by choosing blocks that suit their preferred strategy. There are varied quest events, shops, forges, and alchemy labs.
«Blew my mind»
«Just one more turn»
Great murder mystery involving LGBT characters in 1950s Montreal.
The AI could use some adjustment, and the combat could be more polished. But considering it's their first ever game, I was really impressed with the visuals, and I liked the story. It was a bit predictable, but that might just be me — I’ve played and watched too many games and movies. I LOVE ABRAM <3


«Liked before it became a hit»
«Sit back and relax»
Brat reasonable priced sim racer! Great handling! Superb car choice!
«Blew my mind»
«Just one more turn»