The broad and generic story is the least offensive aspect of Daymare: 1998. The rotten gameplay and ugly presentation that support this roof of mediocrity won't shelter even the most desperate horror fan. There is nothing classic about the gameplay or story; it is every bit as derivative as most of the soulless schlock that modern studios excrete from their focus group testing. There is no attempt at having any guts at trying to make something that is a throw-back, and the best Daymare: 1998 can offer are a few Easter Eggs and obvious nods to the games that inspired it.
La-Mulana is an exceptional metroidvania, but only to those who are capable of braving its meticulous ruins. Understanding the symbols and meaning behind so much of its cryptic messages is only half of the battle. Being able to meet it physically is another story, since the enemies care as insane as the ones in old-school Castlevania, and the traps are more methodically implemented. The adventure is epic with quite a few miles to it.
Bleeding Edge has almost nothing to offer. What potential it has in it is woefully stuck in a product that is so meagre and void of content. It is like taking a single slice of cheese, and trying to cover an entire pizza pie; there just not enough here to make this work passed a few hours, and that's all. There are not enough modes, not enough interest in the community to keep it going, and the combat is way too simplistic for high level play.
Katana Kami: A Way of the Samurai Story is likely going to still be a cult classic like its predecessors. This experiment has proven to be a huge success. Even gamers who are turned off by the words 'procedurally-generated' and 'roguelike,' might actually enjoy this new take on ronin simulation. It is mostly elevated thanks to the combat, and the attention to detail of choices that can be made to tip the scales in one's favour. Don't expect something like Ninja Gaiden 2, since the combat here is more methodical and gritty.
Hell Warders won't even be remembered as the sloppy low-budget experiment that it is. It won't be remembered at all. It is much too rough to meet the standards of average gamers, and not weird enough to be interesting. It certainly is a huge hassle to play for more than four hours, but those first few moments before the balancing gets out of hand are actually enjoyable.
Take away all the disturbing and horrific imagery, and Tamashii becomes a run-of-the-mill, trial-by-error indie platformer. It will test one's patience and frustrate to no end, thanks to its design and structure. It is much too rigid to allow anyone to get immersed in, and the tedium of having to memorize a new level only fills the soul with regret. The horror flourishes are what save this otherwise subpar title.