January - February
March
April
May
June:
Magical Pop'n (SNES) - 3/5
Pretty neat action-platformer. Not really exceptional, though - the stages are largely overlong yet sparse (things do tighten up near the end though), the earlier bosses are a little on the weak side, and although you have a pretty large arsenal of weapons, most of them aren't very distinct from each other and are largely not that useful.
July:
Mighty No. 9 (PC) - 2/5
Actually pretty solid mechanically - I like the dash and the concept of having to use it to finish enemies off - but the level design is kind of sloppy, with occasional awkward, hard-to-read instant death traps (which are sometimes even covered by dialogue boxes) and repetitive segments. There are some pretty downright poor levels too (like Countershade's and Call's). The bosses are generally solid, if sometimes tedious. Honestly, with just a few improvements I think this game would pretty much be on par with the later NES Mega Man games.
Momodora: Reverie Under the Moonlight (PC) - 3/5
Forgot to write something up for this when I originally wrote this post lol. Solid game - great art and music with a good-feeling player character and moveset - but enemies and bosses aren't particularly interesting to fight, and the map is a bit on the simplistic side (compared to Metroid games).
Furi (PC) - 4/5
Great all the way through. The bosses are almost all great, have a lot of variety, and do a great job at pushing you to learn your moveset in satisfying ways. I'm not sure I'm really that into the retry structure, though (the way you get lives back upon defeating boss phases can make progress through earlier boss fights feel a little tedious if you're "trading lives" with them. I think the dodge feels a little finicky too, due to its chargeable nature (and therefore the way it only triggers when you release the button) - clearly a design choice, but still slightly awkward.
The Evil Within (PS3) - 4/5
Fantastic third-person shooter. I love how the seriously pushes you to make every shot count due to the scarcity of ammo (honestly, this game is better about that than the classic Resident Evil games), and having to juggle the wide variety of useful offensive tools available to you in any given combat scenario alongside your stamina meter is really fun. Art design is great too, but I'm not really into the storyline (backstory is kind of interesting, characters largely aren't) or the dreamlike, disconnected nature of the game's stages. I think the bosses are actually pretty high-tier as far as third-person shooter bosses go, although it's unfortunate that most of them fall to similar tactics (agony bolts). Maybe not Mikami's best game, but I don't think it's very far behind Resident Evil 4.