Loved this. I never played Chrono Trigger or any Final Fantasies so maybe there were reference points I missed. They really nailed what I imagined those games might be like when i'd see them in nintendo power, though. Mission accomplished on nailing that very specific vibe as far as I'm concerned. Slow clap! Now pardon me while I download the messenger

I really enjoyed the amount of options you have to customize the difficulty of this game- it's been a nice run of games lately that really felt player-friendly: Jedi Survivor, Prince of Persia and this. It seems like it's becoming a trend and I hope it continues.

I beat this game and got the "true" ending without ever playing Wheels! Ok, I played it once and had zero interest in doing it again. Like why on earth would I play this when the rest of the world is so much fun to run around in? I'm sure it's great but it wasn't for me and I'm very grateful that the game doesn't require the player to play/win it to progress or upgrade anything.

This game has had so much potential. The combat rules. It's so unique, it looks great, it feels great, it just rules. They thank the Street Fighter 3 artists and animators in the credits and you can see and feel the influence. They did a good job of making any team composition viable—maybe too good of a job? Should I be bummed they're isn't a definitive best comp (unless you're speedrunning)? You have a LOT of options for combat and everyone levels up at roughly the same pace, which makes leveling up pointless but opens you up to experiment the whole time if you want.

The characters really carry the whole experience. Though some of them are more endearing or interesting than others, all of them look cool and have beautifully animated movesets full of clever details and personality. The characterization and VO is really top-notch, with a bunch of unknown-to-me actors in the lead roles, and Star Trek: The Next Generation's own Lieutenant Worf, Michael Dorn, as Ravannavar, the boss of the first 1/3 or so of the game.

The platforming aspires to Metroidvania but we don't quite make it there. The movement never really feels fluid and the maps are difficult to navigate. Everything looks the same, getting from one end of a map to the other takes forever and the minimap is not helpful. They tried to do linear paths through big sandboxes but they should have picked one or the other. The settings are cool and exciting but moving through them was my least favorite part of the game.

One of the things that makes this game so compelling is that you can see the ambition, you can see the lack of resources, you can see that they had a vision and some of it really works! And some of it doesn't. Like why go to the trouble of making an innovative, gorgeously animated combat system and then make combat so infrequent after the first half of the game? Why have exp at all if it doesn't really do anything? They tried to cram so much stuff in and while i love that ambition—doubly so because some of it is realized—it just needed more time in the oven. It's a shame what happened with the studio because a sequel could have been something very special.

This was my second playthrough and I finally put down Qadira and Tungar to try Nuna and Ginseng & Honey. I'm not sure you really need a healer or support characters at all to be successful in this game but they're just adorable so we keep them around. I also enjoyed playing with Thorani a bit, she has fun mechanics. Maybe next time I'll finally figure out Zebei, Baozhai or Kushi. Razmi still rules.

Came into this one straight off a SOTN luck run and this one surprisingly really holds its own! A bit more of a Hollow Knight-style MV than SOTN-style since there's no RPG elements but this may actually be a little bigger than HK, and I think I might even prefer this to HK as the setting and environments are a little more compelling to me, there's no Soulslike mechanics (thank fuck) and I appreciate that this game swaps HK's mute world for thoughtful, interesting dialogue.

The platforming is no joke, and there was definitely a point about 70% of the way through where I never wanted to see another hallway filled with rotating knives again, and a LOT of those hallways led to a specific type of currency that I didn't ever come close to running out of. In retrospect it wasn't that bad but in the moment my patience was running a little thin.

I invested all of my resources into the amulets that increased sword power, cultivating athra and boosting athra surge damage, and that enabled me to kind of inelegantly brute-force myself through a lot of late-game battles. So maybe I didn't embrace the combat system as much as I could have, but there's a big difference between appreciating a cool boss fight and having to master the timing of a dozen different attacks just to scrape by—so I regret nothing.

I really appreciated how reasonable the difficulty was, and I felt a deep respect for the player through a lot of really great QoL mechanics—the memory shards, a liberal view of 'resetting' double jump and air dash abilities, being able to respawn right back into a failed boss fight and the ability to swing my sword and shoot arrows while perched on a wall. All of that really helps your mood when you're staring down your 3000th rotating knife hallway.


it's still a sluggish, heavy-feeling 3D platformer with a fair amount of jank but with much less of those things than in the first game. it's a huge level-up from fallen order, with way more player freedom, areas to explore and shit-talking stormtroopers to dismember in increasingly creative ways.

like fallen order, this game makes spectacularly effective use of the star wars IP. you get the grimy, rusted mystery of the OT (some exploration areas utterly captured my imagination despite being completely unrelated to the progression or story) alongside the goofy humor and grandiose bombast of the PT. the music and sound are a huge part of this–no surprise since they were exceptional in the first game as well. and i can't mention the music without bringing up the excellent cantina soundtrack. altin gün just knocked it out of the park- their songs are perfect. perfect!!

about 3 hours in i switched this to the lowest difficulty level and my enjoyment went through the roof. i dont mind a challenge but i'm not going to bang my head against a wall to fight 2 stormtroopers or a group of space chickens when i'm trying to live out my jedi fantasies. it was really fun to get through most bosses the first time and get swept up in the momentum of the story, which was... pretty good! nothing groundbreaking but i understood where they were going thematically and i was surprised at the affection i had for characters like greez and cere by the end. i enjoyed the cameos from well-known characters, although i was a little surprised that there weren't more, but it's not a major issue since that tendency is something i don't appreciate in other SW content.

i spent way too much time customizing my lightsaber, outfit, facial hair, blaster and bd-1. hours! hopefully this is something that will be even more robust in the third game.

since it's new years', let's do an in/out list for the third game.

IN:
• Emotional Speeder Bike Chases
• Just walking around vibing with Merrin
• Stormtrooper dialogue
• Pitchfork-worthy space jams on the cantina jukebox
• Wall-running on a Coruscant billboard
• Stacked voice acting ensemble. Hearing DiMaggio, Tatasciore, Mercer and Horovitz brought a smile to my face many times.

OUT:
• Battling creatures
• Swamps/mud planets
• Inexplicable adam sandler references
• Singing children





Fawful really steals the show here—he's legitimately funny in a way that Mario games don't often attain. Playing this on Switch Online and abusing the rewind to max EXP and damage with Bonus Ring/Great Force really made this quite easy and a lot more fun than getting owned by Bowletta for hours. I did it legit back in '03 so don't yell at me

I'm always saying I want something different—and this was quite different indeed. A really lovely experience of exploration and solitude with a unique movement mechanic that puts a welcome twist on the 'explore and read letters to get the story' genre. The environmental allegory is a little on-the-nose but still carries an impact. As someone who gets shaky climbing up to the roof of my one-story house, I found the scale of this game exhilarating and the setting was so well-realized that I had a tough time not blowing through in one sitting. Yet another decisive Game Pass victory!

A deeply odd mishmash of graphical styles, character designs and storytelling styles—but it's a very charming mishmash. This game really expanded the characterizations of mario, peach and especially bowser and set the table for the next 30 years of the entire mario franchise. hell, even the movie relies on some of the track laid here.

i played this game only once before (in 2002 or so) so i don't remember it vividly. the remake looks great and captures that very specific Donkey Kong Country-esque graphical style. didn't really care for the music with a few exceptions.

Nintendo doubles down on the movie with this delightful, inspired take on 2D Mario, using a relentless parade of new ideas, mechanics and environments to bring back the original series' (particularly 3 and World) feeling of joyous exploration and discovery. This is the next-gen 2D Mario that we've waited 30 years for.

I've seen people doing discourse about the diffculty, but I don't want to hear a word until you beat the final final level. The last bit of the optional endgame is the toughest, most hardcore Mario this side of Maker. I got all the medals except the standee one-I should have started working on that earlier but alas.

Gorgeous, moving, fun as hell to play. Perfect length for me—finished the game, did 100% sidequests and collected all the life/energy cells in 19 hours.

visuals that got a genuine 'wow' out of me and good music but almost everything else is beyond bare bones. the setting, such as it is, is a lot of alice in wonderland and surprisingly, coraline (did anyone else clock that?). i could easily see this game captivating an 8- or 9-year old and eventually leading to other action rpgs with a little more depth.

it's easy to overlook a lot of this game's shortcomings but one actively got under my skin: as pointed out by another reviewer, your attacks make exactly one sound effect. by the end of the game you are hitting enemies 5-15 times and it's just that same sound effect over and over. i also have thoughts about the typography (cococucumber hire me to do your typography)

bounced right off the original back in 02 but this was a pretty fun time. i played this with a walkthrough as i wanted to experience the vibe without having to worry about keeping track of routing and completion. maybe that makes me soft but i think it helped this games strengths shine through. they really nailed the whole isolated, space anthropologist-with-an-arm-cannon feel of metroid, and the unforgiving and sometimes janky difficulty was just present enough to be nostalgic instead of frustrating.

brilliant concept, lovingly executed. one of the greatest of all time.

this is so much like my dreams it's scary