In the year of 200X, a super robot named MegaMan was created. Dr. Light created MegaMan to stop the evil desires of Dr. Wily. However, after his defeat, Dr. Wily created eight of his own robots to counter MegaMan. Cue iconic intro music and thus begins your journey to save the world from Dr. Wily’s nefarious plans again. Dr. Wily’s attempt at taking over the world includes a new cast of robots to stop you. Once again, you must journey as MegaMan and navigate eight stages each headed off by an adversary that matches the stage’s theme, followed up by a gauntlet of obstacles as you storm Dr. Wily’s fortress. MegaMan 2 brings innovation through new powers, brilliant level design, and new obstacles to navigate.

The presentation of the game remains largely the same. The innovation lies within level design and the various abilities MegaMan obtains. Each level has a distinct set of themes with a matching robot boss at the end. Levels range from a factory setting to traversing the skies. These levels contain a collection of enemies waiting to stop you from progressing forward. With fewer hazards flying through the air, it’s easier to identify an enemy and work towards a solution given the environment. Some enemies are skippable while others demand you destroy them first. Certain enemies are reminiscent of their origin and give you an unnecessarily hard time. Still, overall the game is much less hostile towards the player and is more encouraging to approach.

The bosses you face off against at the end of each level are fun and engaging. I faced off against MetalMan and his saw blades to begin the gauntlet and was not disappointed. With MegaMan’s copy ability returning, gaining MetalMan’s power was the most useful ability in the kit. The saw blades deal heavy damage to three of the other robots. Other powers available are unique and offer distinct advantages over other robots and can influence the different stages too. What’s more, the additional abilities you obtain outside of defeating your adversaries are automatically obtained after clearing specific stages. No more searching for missing abilities after reaching an obstacle you are ill-equipped to handle. All of this adds up to a unique experience with banger soundtracks to accompany.

The music of MegaMan 2 is worth noting as it includes some of the most well-known tracks in the series. Each stage has a tune that is unique and fits the present theme. Dr. Wily’s stage theme and the intro themes are easily the most recognizable tracks you will experience. The themes that stick out for me are CrashMan and AirMan. Each track is memorable and will worm its way into your head like it did for me. I believe a lot of soundtracks go unnoticed as they usually do exactly what they need to do to accompany the game (and that’s a good thing!) but it’s always worth mentioning when a soundtrack goes above and beyond that and I firmly believe that MegaMan 2 accomplishes this.

MegaMan 2 is the follow-up you hope to play in a series like the MegaMan. Building off the foundation of core ideas and propelling the series forward with innovation and intrigue was likely to be one of the more gratifying moments for the developers working at Capcom at the time. MegaMan 2 retains its visual and musical aesthetics while giving you a dozen new stages that benefit from greater design and a fantastic soundtrack. Navigation of these stages is improved by great margins and engaging with the bosses provides a thrilling experience. The theming of these levels and bosses work remarkably well with each other. If any game should be used as an example of what it means to make an outstanding sequel, it’s MegaMan 2.

This review contains spoilers

After five (mostly) good entries it’s only natural to expect great things from a sixth and final installment to a tenured franchise such as Mega Man Battle Network. Yet, just because it’s a capstone entry does not guarantee success or quality. Mega Man Battle Network 6: Cybeast Gregar is a mixed bag of good and bad overall with the bad often undermining the good. Despite personal enjoyment and affection, I wish I could have gotten more out of my experience that rounds off this retrospective spanning almost a year. Improvements to existing systems and the return of proven systems make for a compelling reason to love this game. Poor writing and narrative design paired with questionable overall design choices limit how much you can engage with and appreciate those positive changes. After all, a game can feel good while still being bad. I insist that this Mega Man entry is good while leaving much to be desired.

The introduction brings about radical changes which feel necessary for the driving force behind the plot. For there to be titan programs capable of the sheer destruction and power demonstrated, it would almost certainly be required for them to exist somewhere we haven’t been to before. The Cybeasts, named Gregar and Falzar, still demand suspension of disbelief that you, the son of one of the greatest scientists in the world, would never have heard of these monsters before. In light of all that Lan has accomplished, it begs you to not consider this while proceeding with the plot. Regardless, the concept of MegaMan absorbing one of these great beasts is almost just as unbelievable were they not to give some sort of reason for it to work. At a surface level, this feels like a contrivance but given the history of MegaMan’s origins, it comes off as believable enough to move on from it.

The new characters that are introduced in this new setting have the potential to be compelling friends and allies, were they given more time to form attachments like that of Lan’s ACDC Town friends. Unfortunately, the narrative rushes you from the setup scenario to the crisis scenario before urgently pushing you to the next area so you can repeat the same formula until you reach the bittersweet end. The spaces occupied by these scenarios become bland the moment you resolve the crisis. These areas exist solely for the sake of the plot as the added NPCs do little to contribute to the intended “lived-in” feeling. We see this type of setup in previous Battle Network games too but usually, there’s a little bit more to justify the setting beyond the facilities that are rooted in these spaces. Places like Yoka in 3 have the zoo and the hotel with the hot springs and 5’s SciLab has a pathway to the marina. Nothing like that exists within Battle Network 6 and the game is worse for it. None of these places feel connected to each other either as half of these places are in unconventional spaces like the sky or out in nature.

The themes present in these areas go beyond their appearance too. This is most apparent in the Green Area where Cyber City’s justice system resides. The themes present in Green Area go further than what I imagine the developers intended. The idea of using program-based judgment works when you consider how all of net society relies on technology and its integrations into a daily living but when you take a step back and consider the social ramifications behind computer-based judgment it becomes immediately off-putting. Who put in the parameters that define justice? Is the computer capable of understanding nuance and contextualization? What happens when the computer reaches the wrong verdict? Furthermore, is it ethical for a prosecutor to create such a system and still do their job under the pretense that they designed that system? These are all questions that I don’t believe were intended to be explored by this area, especially with how quickly the plot resolves and the game moves on. All of these factors don’t even acknowledge the fact that justice has been weirdly married to environmentalism. None of this translates to the net aside from the background and a few cyber-trees that block your path.

The net design is perhaps, the greatest it’s been since Battle Network 3. While visually it’s about what you have grown to expect throughout the series, the layout is highly intuitive and is easy to follow and remember how to navigate. Obstacles are less present in favor of offering you shortcuts to navigate through areas quickly. The rush biscuits open up the opportunity to spend your gratuitous amount of money accrued from battle and then create paths that allow you to find otherwise inaccessible items or spaces. This is a completely missable feature but it’s incredibly useful for those repeat journeys through the net. Obstacles can also be cleared by using one of the various Link Navis that you obtain throughout the game. The Link Navi system is the continuation of Battle Network 5’s system that allowed Lan to operate other characters’ Navis. In this game, Lan is permitted to explore the net with some returning characters along with some new faces. Getting to run around as Navis such as HeatMan and ElecMan was a pleasant way to change up the gameplay and challenge you to synergize with these Navis. This also allowed you to clear the barriers that were present throughout the net. This could be tedious at times due to the static starting point of each Navi but it overall lends itself to a pleasant experience. Of course, the best part of exploring the net is busting viruses and gathering battle chips.

Gathering battle chips has never been better. The chip selection, accessibility, and synergy are next level. From the beginning, it’s easy to narrow your folder down to a couple of chip codes. Regular memory is available in abundance and the new tag system makes it even easier for you to put together Program Advances or set up to use chips more efficiently, all of which adds up to an excellent combat system. The problem is that the battle chips are too strong. Immediately upon arrival, you can gather chips that do sixty or more damage. Your folder starts with very fast-acting chips that do a lot of damage as well. This is most present with new chips. A lot of the Navi boss chips do a ton of damage and have low regular memory requirements. Like BlastMan, his basic chips do a lot of damage and only require 30MB to select as your regular chip. This allows for combat to be heavily trivialized and undermines any need for other systems that are present in combat. Namely, the Double Soul system that was rebranded to the Cross system and the new Beast Mode that is introduced when MegaMan absorbs Cybeast Gregar.

The Cross system is a feature that’s introduced with the Link Navis. It allows MegaMan to adopt the physical properties of the Link Navis and boosts the power of their respective elements. The crosses you obtain throughout the game are very powerful in their own respect. Specifically, HeatCross and SlashCross are the first two you can obtain and are incredibly strong. If there were tougher viruses to face the Cross system would have been critical to helping you compete but as mentioned before, battle chips are so strong that you only feel the need to use this system during boss battles. Any other time the animations and process of using the ability would take longer than the battle itself. This system synergizes well with Beast Mode though. Beast Mode boosts the strength of elementless chips and also gives you the ability to jump into the effective damage range of a chip before using it. This aids in hitting enemies while you’re also taking evasive action but it could also leave you vulnerable for an attack. The strongest implementation is the combining of the two systems. Combining a Cross with Beast Mode changes how the affected chips work. Depending on which Cross you use, combined with Beast Mode greatly magnifies the effects and strength of your battle chips. Effects like turning your chips into a seven-tile burning attack or adding a stunning effect to your electric chips. This is well presented and fun to use but it further trivializes content. All of these factors rush you through the game until you reach the end.

After facing off with the titular Cybeast, Gregar, you have finally reached the end of not only Mega Man Battle Network 6: Cybeast Gregar, but you’ve also reached the end of the Battle Network series as a whole. While the franchise has had many ups and downs, this particular title perhaps has the deepest valleys in terms of storytelling while having the highest peaks in terms of gameplay elements. The gameplay feels so good that if you’re not paying attention you could miss just how poorly the writing and execution of this game’s narrative is. Breaking an established character’s behavior in an attempt to misdirect and then justifying it with an incredibly vague backstory is more frustrating than anything that has been done, narratively speaking, in the entire series. This is compounded by the fact that they gave this backstory to two different characters. At least with one of those characters it works because that character wasn’t established as morally grounded as the other character was. Then to right the wrong the characters basically admit because an eleven-year-old said it was bad and they should feel bad, that they were bad and feel bad for their part in the main villain’s plot.

Afterward, we’re given a few scenes that depict Lan and all of his friends talking about what they want to do when they grow up and the game ties it off with a proverbial bow that reads “and so they did.” It’s about as fulfilling as the narrative that we just experienced and it reminds you of how haphazardly this story has been put together. Between the linear area introductions and the immediate crisis that resolves just as swiftly, you’re left with a sentiment akin to “That’s it?” when the sentiment should be one of amazement. The Battle Network series as a whole has been a worthwhile experience, yet with this conclusion I’m left dissatisfied and desiring a follow-up containing a stronger ending. For as much fun as Mega Man Battle Network 6: Cybeast Gregar was to play, as a final installment to an otherwise fantastic series I am left sorely disappointed.

This review contains spoilers

Achieving the zenith in a series is often a lofty goal and realizing the true potential of anything can be a challenge. It’s great when you can reach a culminating point in a project while also achieving greater heights. When considering a series like Pikmin, it’s easy to dive into the philosophies and central themes but recognizing the merits of their innovative systems and the way they compel you to participate in them is a higher point for each entry. With each game building off the last, Pikmin 4 is the zenith of the series. While it’s not without fault, Pikmin 4 is the ultimate culmination of every concept achieved throughout the series thus far. With a strong compelling narrative, and fluid, cohesive gameplay, matched with stunning visuals, Pikmin 4 offers the most comprehensive and engaging experience of the series.

The introductory sequence is shaky with many cutscenes and tutorials that disrupt the flow of gameplay. Once you make it through the first couple of days of exploration you are given the freedom to approach the available areas in whichever fashion you deem appropriate. With all previous Pikmin types returning, the game brings about big changes to the formula for expanding your capabilities. The first thing they do is introduce you to the biggest new feature, space dogs! Instead of having extra leaders to do tasks with, you have a trusty companion who works independently and cooperatively with your self-made main character. Oatchi has a lot of unique capabilities like being able to take treasure back to the ship and return to you without having to take control of him first. You can also ride on his back with your Pikmin and carry them for more accurate navigation around hazards or enemies. This allows for different obstacles and pushes you to form a cohesive plan on what you want to accomplish before nightfall.

Nightfall brings a brand new type of mission where you go out and take on creatures that stir up at night. You are introduced to a new Pikmin type, Glow Pikmin, that are immune to hazards and have a neat ability to immediately return to the player. These Pikmin can only be found during these night missions where your goal is to protect a plant-like structure called a Lumiknoll. The missions in the first few areas are pretty straightforward, you collect crystals and kill enemies as they make their way to the Lumiknoll. As things go on, you eventually are tasked with protecting two Lumiknolls at a time during certain missions which challenges your ability to change focus between two defense points. Your reward for surviving until daybreak is this sap that’s excreted by the Lumiknolls so long as they survive the night. With this sap, you’re able to generate medicine for characters that have been infected with a condition that has been plaguing people who crash-landed on PNF-404.

Leaflings are people who have been infected with a condition that covers their body with leaves and makes them obsessed with Pikmin 4’s (along with the entire series) most present and consistent theme. Dandori is the art of organizing tasks strategically and working effectively to execute a plan. While this idea and concept has been present in every game prior, Pikmin 4 is the first to use the term explicitly. The main idea is to make the most of your time and resources. Your character is part of a rescue organization that was sent after receiving Captain Olimar’s SOS signal at the beginning of the game. Upon arrival, you learn that many people have crash-landed on PNF-404 and they all need rescuing. Leaflings are mixed in with several of these characters and the only way to cure them is with the Lumiknoll sap. So during the day you are finding and rescuing castaways, and at night you are finding the materials to cure the castaways that have been turned into Leaflings. Most of these leaflings demand that you demonstrate your Dandori abilities before they can be brought in for treatment.

These challenges consist of a variety of objectives that include retrieving as many treasures as you can or defeating as many enemies as you can within the time limit. Each area has a few of these challenges along with one Dandori Battle challenge. The Dandori Battle challenges are how the game incorporates multiplayer battle into the core gameplay where you’re tasked with collecting more treasure than your opponent. It’s a nice way for players to learn how Battle mode works without the stress of having to compete against real people. In the main story, your opponent is a leafling that looks strangely familiar. He consistently has a castaway hostage and always turns them into a leafling. The battles themselves are fairly easy as the opponent seldom tries to interfere with your gathering so most often you can bully him by just stealing whatever his Pikmin are carrying by outnumbering them with your own. Later in the game, they introduce new battle mechanics like a bomb that can make the opponent lose some of their points in the form of stealable treasures, a golden pear that’s worth a large chunk of points, and a bonus multiplier that changes throughout the battle that indicates collectibles worth double points. All of these challenges are designed around the central philosophy of Dandori. So much so that once you’ve beaten the game you unlock a series of exceedingly difficult challenges.

Immediately after beating the main story, the post-game grants access to Olimar’s Shipwreck Tale. This is a condensed callback to the first Pikmin game where you are tasked with collecting the thirty missing ship parts before Olimar’s oxygen depletes. In the original Pikmin, you had thirty days to complete this task. This time around you only have fifteen days. While this remains ample time, it leaves less margin for careless use of your time like the main narrative affords you. Once you complete this segment you are granted access to the Sage Leaf Trials. This gauntlet consisting of ten of the most difficult challenges present in the series truly puts your mastery of Dandori to the test. Most of these challenges took me several tries and gave me the impression that they are meant to be completed once you’ve finished the post-game narrative. These challenges operate on the assumption that you have obtained all of the upgrades for Oatchi and yourself and it necessitates the implementation of all that you’ve learned. The rewards you get for completing these challenges are appropriate for the difficulty presented. Still, by then you’re playing more for the satisfaction of beating the challenges than what the game has to offer. The way these challenges are positioned in the game and how they are presented, make for a great capstone of what it means to play Pikmin and make for solid endgame content as a whole.

In the endgame, your team returns to PNF-404 because Oatchi seems to be afflicted by the same disease as the castaways. This brings you to explore two more areas in the game before you’ve truly beaten it. These areas were well presented much like the main areas but they were not as impressive. Serene Shores and Hero’s Hideaway were both beautifully designed areas in ways that we had never experienced before. The theming and execution of these areas feel inspired and remind you of the capabilities of the series. Paired with the caves that return from Pikmin 2, you’re given a wide berth of spaces to explore. Caves make a great return to the series. They’re not procedurally generated like they were before and they’re generally shorter. Each floor is less complex but feels more focused on what challenges are presented and of course, comes with a large cast of enemies and bosses. The enemies feel the least threatening in this game as you have so many different answers to them. The more complicated enemies are less threatening to your Pikmin and the bosses can be rushed down so fast that you’re not likely to lose any Pikmin to them either. The only way the game made any of these challenges hard was to deprive you of the space to fight the boss. Yet, at that point, you’re better off using the copious amounts of items you have access to so that you don’t even have to bother. While this doesn’t necessarily take away from the enjoyment of the game, it does reduce tension as you work your way down to the final boss.

The Ancient Sirehound lurks at the bottom of the game’s final cave. We need a cell sample so that we can create a cure for Oatchi but Louie is down there causing mayhem. The cave itself is longer than any other dungeon in the game and rehashes a lot of older bosses from previous Pikmin titles. At the end, you face off with the Ancient Sirehound. This boss was visually and thematically well put together. Mechanically it leaves much to be desired as the powers presented don’t make sense to the creature, nor do they serve as real obstacles. The boss has more health than any other boss we’ve encountered but falls short in the repetitive nature of fighting it. This is emblematic of combat as a whole being significantly less challenging than before. There’s little satisfaction to be had from defeating this beast since it doesn’t challenge your ability to employ your forces like the Plasm Wraith or the Titan Dweevil do and you never find out why Louie is operating against you and Olimar. Despite the absence of challenge, I wouldn’t say anything in this game lacks enjoyment nor do these final moments feel inconclusive to the game.

Recognizing what makes each game good while acknowledging its faults, Pikmin 4 easily boasts the most content and accessibility of the series thus far. It’s the zenith of this type of success that begs for innovation in the form of departure. While that’s certainly not the only direction the series could go, I’d be impressed if something like this could be accomplished again. Pikmin remains one of the most endearing and visually appealing franchises in Nintendo’s roster of independent properties. While Pikmin 4 boasts a great array of features and content, it doesn’t necessarily capture the spirit of the series the same way that its first two entries do. Pikmin 4 is unequivocally the best Pikmin game due to its ability to provide all that previous entries have brought before it, yet still leaves enough to be desired for more in the future.

This review contains spoilers

The art of deduction is the process of drawing logical conclusions based on available evidence and reasoning. Being able to examine the evidence and come to an accurate conclusion is the lifeblood of detective work. If the answers were to present themselves without having to do the work of gathering evidence and formulating inferences based on logical reasoning then there would be no need for detectives at all. While Detective Pikachu Returns demonstrates these principles, the player is scarcely expected to conduct any form of deductive reasoning. As a matter of fact, the player is barely allowed to conduct their own investigation. What Detective Pikachu Returns does offer, is a concise and moderately paced story. In the wake of the successful film adaptation, Detective Pikachu Returns is the next logical step for this Pokémon spinoff series.

The first thing that stands out when playing is the tutorial investigation. This was done well as it shows you, functionally, how the game flows between gathering evidence, speaking to witnesses, and making deductions. The investigation is short, and it effectively introduces the main characters and tells you about them. The next investigation then expands on these principles by giving you multiple factors to figure out. Each investigation has a unique setting that fits within the expectations of detective work. Investigations include a stolen jewel from a mansion, finding your way to an archeologist lost within ancient ruins, and gathering evidence in the city to prove the innocence of several Pokémon that were detained for crimes they did not commit. All of these investigations tie together for the overall story in which, our main characters (Tim Goodman and Pikachu) are trying to find Tim’s father who hasn’t been revealed as the very Pikachu that Tim is doing detective work with. Each investigation adds a new piece to the puzzle until you uncover the heinous plot being perpetrated by the mysterious organization called Unitas.

While each investigation is interesting in its own respect, the game never allows you to do the investigating on your own. At every turn, Pikachu, Tim, or another character tells you what to do. When investigating a crime scene the game tells you when you are looking at an object of interest, and informs you that you’ve gathered all that you can from the scene once you’ve interacted with every piece of evidence. Then once you’ve gathered all of the evidence, Pikachu or Tim will say “Alright! It’s time to start deducing” as a way to inform you to bring up your notebook and draw your conclusion. This is presented to you as a multiple-choice question such as “How did the professor open the door?” There are no consequences if you select the wrong answer as Tim or Pikachu will say something along the lines of “Hey that can’t be right because of this” or “Are you sure that’s the answer? Consider this” and then put an “X” on the answer you chose and let you try again. The overall experience makes you feel like you’re engaging in a visual novel with reading comprehension quizzes, rather than a detective game. If the presentation did a better job of conveying that then this would be less of an issue.

The presentation of Ryme City, and its surrounding environments, was effective in conveying the idea that people and Pokémon coexist more equally to each other than the traditional relationship of Pokémon and their trainers. The streets are bustling with activity as many different shops are run by people and their partner Pokémon. Being able to interact with the various people and Pokémon allows you to feel the sense of community that is present. Pikachu has a rapport with the owner of his favorite coffee shop, the quiz professor is present around every corner, ready with her partner, Toucannon, to test your knowledge of the Pokémon in the area, and the rival detective who always seems to be one step ahead of you with his Manetric. All of these factors lend themselves to a cohesive world and make interacting with it enjoyable. Some of the dialogue is corny but it’s endearing in its own way. The sum of it all makes you want to participate in the world and get to know the citizens of Ryme City.

Due to how the game plays out it’s a blessing how short it is. The game takes about 10-20 hours to complete depending on how much time you spend looking around and interacting with the other characters. There are a series of sidequests throughout each investigation but those are for the player's self-satisfaction as there is nothing to gain from helping anybody out. You do it more because it makes sense for Tim and Pikachu to want to help out more than to ignore everyone to focus on the main investigation. Were the game to allow you to take charge in your detective work then I would have enjoyed the game much more. That being said, the different settings present were still fun to explore and the story was interesting enough to encourage me to keep going and if the experience were a little more involved I would have wanted more from it. With these good qualities present, the experience of Detective Pikachu Returns overall remains bland and dissatisfying.

Fan service is often detrimental to the presentation of a character. Grossly misrepresenting a character’s personality and development for the sake of the audience’s ability to ogle their body more often than not, spoils the investment one could have in that character. This is often the case in various games and TV shows where you have established characters that have strong personalities. When a game can give effective fan service, make it ridiculously over-the-top, and campy, you get Bayonetta. Despite the many criticisms this game is well deserving of, the theatrics and spectacle make it entirely possible to forget you’re playing a deeply flawed game. With an intricate battle system and a convoluted mess of a story, Bayonetta relies on the player being captivated by its flashy charms to encourage its completion.

The core gameplay for this PlayStation 3 hit is an arcade-style combo system that was famously implemented in classic PlayStation 2 titles like Devil May Cry (Both titles have the same director so this makes sense) and God of War. The short of it is that landing attacks will generate points, landing combos will generate more points, and at the end of each chapter, you are assessed on how many points you scored while also receiving scores based on how you performed in each of the various fights throughout. Pairing this with a wide berth of combos, special attacks, and powerful combo finishers you are given an intricate combat system that allows you to participate in it as little or as much as you’d like. I wish the game would have done a better job of giving you the space to learn and practice this battle system as it is more complex than what it teaches you. You’re left to figure it out on the fly and if you are playing on normal difficulty this means struggling through many encounters until you learn and master the finer intricacies of the combat. The game does take time to teach you how combos work and how to use Witch Time but that’s about it. Witch Time is the central mechanic in Bayonetta’s combat as it slows down time so you can complete larger combos. It’s a reward-based system as the requirements to trigger it are well-timed dodges. Combining Witch Time with the various attack combinations is essential to mastering combat.

The execution of Witch Time and combos works incredibly well with the combat system. Combos flow into each other seamlessly and the animations of Bayonetta’s attacks are seductive and brutal. Whether she’s stripping herself to use her hair (which she manipulates to clothe herself) to land a devastating blow, or creating these massive scale beasts to slash, bash, or mash enemies into the ground, the spectacle of it is incredulous. The enemies you face throughout the game are biblically inspired angels who are intent on killing Bayonetta. These creatures take on many forms and constitute the majority of the boss encounters. The settings of these battles are just as immense and interesting as the wide berth of enemies that are present. Battles take place anywhere and everywhere. Pieces of a crumbling clocktower, surfing on a piece of driftwood, and the side of a missile are all places that you battle on. Every time you think you have seen it all, the game surprises you with something more ludicrous than the last. This holds true from start to finish and it’s one of the stronger aspects of the game which lends itself to forgiveness of the lack of a cohesive story.

While there is definitely a story being told in Bayonetta, you can’t really understand it until later towards the end of the game. Certain plot devices are obvious from the moment you come upon them but there are major plot details that the game withholds from you until you’ve almost completed the game. The game gives you the amnesiac protagonist cliché and a very basic understanding of the game’s setting. The pacing of the story is off-putting since you’re given a vague sense of what the characters are doing and an even vaguer sense of why they’re doing anything. You understand what the main goals are but you are given very little sense of what you are doing to accomplish those goals or why those are their goals to begin with. The game makes up for this with the presentation of our titular character.

Seductive is the definition of Bayonetta. Her lines are dripping with innuendo and overflowing with lust. The self-awareness and intention in her behavior embody the spirit of the game. The supporting cast all have unique traits but aren’t given as much space to express their personalities. It’s clear that the intention was for players to fall in love with the characterization of Bayonetta and enjoy the additional characters as added enjoyment. Where the story does excel, is in its presentation. Cutscenes are film-reel framed images that capture each moment to convey the story. Despite not having a clear idea of what’s going on, the personality of each of the characters makes for a fun and engaging experience. You learn more about the character’s personalities and how they interact with each other during these scenes. While some scenes are fully animated, the still frames are the best at conveying the charms of its presentation and helps the player to want to see the game to its conclusion.

Despite how terrible certain aspects of Bayonetta was to play, I felt compelled to keep going and allow the game to show me everything it has to offer. Suffering through terrible quick-time-events and cheap shots thrown at the start of battles, allowed me to realize why people love this series as much as they do. When you take into consideration the spectacle and scale of the game, it’s no wonder why people are drawn to it. While I don’t think this is a game that I would personally like to come back to, I can see myself engaging with its sequels. So long as the spirit of the game remains, I can see Bayonetta improving upon its rougher aspects and offering a game that is both fun to play and experience as a whole. Even the uglier aspects of the game have something to contribute towards the bigger picture and with refinement, Bayonetta could easily become one of the greater series that are offered towards a more mature audience. Bayonetta may not be the greatest sum of its parts, but it has many highs to combat the lows and that’s what makes it important.

Changing the direction of an otherwise successful formula is a bold move in gaming. Being able to recover when it’s not well received is even more impressive. It takes a special game and an even greater series to repair that kind of damage done by a single bad entry. Rising from the ashes of failure, Mega Man Battle Network 5 takes previously introduced features and recognizes their greater potential while also giving us a compelling story. Improvements are made to DoubleSoul and Dark Chips. You’re also reintroduced to a large cast of supporting characters. With the inclusion of the new Liberation Missions, Battle Network 5 offers much for players to engage with.

The game wastes no time introducing you to the conflict. Led by Dr. Regal, the Dark Chip Syndicate Nebula is back with a hostile takeover of the net. They capture Lan’s father and lock down all of the net spaces which sets the stage for Liberation Missions. The biggest feature of Battle Network 5 is the tactics-styled missions where you must fight your way through enemy forces to confront the boss of that zone. Lan is given control over several Navis throughout these missions and each of them has unique abilities that help you clear out large spaces or allow you to maneuver around obstacles set in front of you. Some of these abilities are more useful than others but they all make sense for each mission. Afterwards, MegaMan’s soul resonates with the new teammate Navi and that’s how we return to the DoubleSoul feature that was first introduced in Battle Network 4.

DoubleSoul functions broadly the same as it did before. The major difference this time is that the feature is much more accessible and the game actively encourages you to partake in it. By offering up a Battle Chip, MegaMan takes on the visual and battle properties of other Navis. This remains a better realization of MegaMan’s classic copy ability and is more fun to engage with. You also gain access to all six souls in a single play-through of the game. This encourages you to build your folder to support multiple souls while also maintaining chip synergy. The addition of Chaos Unison makes for a unique experience as it’s limited to a single turn instead of the usual three turns. It also allows you to use the Dark Chip offered multiple times as it replaces the charge attack. However, if you don’t time the attack right then Megaman’s Dark Soul comes out and attacks you. This was a great way to incentivize the use of Dark Chips while maintaining their narrative lore.

Dark Chips were previously introduced in Battle Network 4 but were quickly dismissed as the consequences of using them were far greater than the reward they granted. With the inclusion of Chaos Unison, along with having greater access to them, Dark Chips have been given a much greater value in their use. Some of these chips would do a high amount of damage while others would heal you or freeze the enemies. They remain completely optional in their use and the consequences previously introduced remain present. Permanently losing health when using these chips is a good balancing aspect as it encourages you to not take the easy way out every time. Certainly, you wouldn’t want to use these chips on random battles at the very least. The narrative impact of their use seems less prevalent than before but the story more than makes up for it.

The story is one of the more compelling ones in the series thus far. Fighting off the hostile takeover of the net feels urgent and fitting. If the net weren’t so ugly, in both design and accessibility, I’d even say it deserves to be fought for. The narrative structure and pacing of the story are done in such a way that you don’t feel as bogged down by previous sins like vague indications of where to go. The game does a good job of pointing you in the right direction and leaves it up to you to find your way to the next one. This is most apparent during the segment where you’re following a breadcrumb trail of clues left by Lan’s grandpa. While faced with several roadblocks throughout the narrative, Lan must enlist the help of new teammates to clear these various obstacles. While Lan’s classmate friends remain largely in the background as they did in Battle Network 4, the characterization of the liberation teammates steps up into those supporting roles. While each character has their own reason for helping out, you’re able to gather an eclectic cast of characters ranging from a snobby rich woman to a rough military operative. They each have a strong connection to their Navis and contribute to the narrative with those personalities. You usually meet each teammate at the beginning or the end of a segment involving a dungeon.

Dungeons in this game would have been a highlight were you not made to repeat them multiple times with no variation. Each dungeon features a fun or interesting mechanic such as punching boulders or sending Mr. Progs dressed as ninjas to disarm traps. The sin of it all is being sent back and having to slog your way through the entire dungeon with nothing different about it. It gives a feeling of stagnation where something needs to happen in between the bigger story beats. The game has only four dungeons including the dungeon in the finale so the scope of the spaces available isn’t broad by any means. This feels magnified by the fact that the spaces present simply have little to explore anyway. Half of the environments feel similar to tunnels that you go through so many times that you grow bored of them rather quickly.

Part of the dungeons are the puzzles you have on the way to the comp spaces. These are usually ways that you interact with the spaces like raising drills or opening up pathways. Usually, these instances are fun and make the areas feel more tangible and I believe this applies here too. There was one actively bad mini-game but thankfully you’re not made to repeat it once you’ve suffered it to completion. The concept of the Samurai mini-game was decent enough, if not a little dumb, but the execution was awful. The rhythm of hitting the statues was fine but when they changed tempo you were often not given the proper spacing to hit the statues and you would have to start over again. Fortunately, this is the only time the game imposes on you in such a way and it happens later in the game so you’re more inclined to see it through to the end.

The final dungeon was the best one in the game and possibly the best in the series so far. Having to work with your teammates to open the various passageways in the dark chip factory was well realized. You get to experience each of your teammates one last time before confronting the final boss. When you finally reach the point of no return, a short hallway separates you from Nebula Grey. This battle continues the trend of being significantly harder than any other enemy or boss you’ve fought before. It also continues the trend of having at least a small amount of ridiculousness. Nebula Grey’s attacks are, generally speaking, mostly fair. The fight would have been more interesting if there were more narrative influence but the challenge felt fair for the game’s conclusion.


Mega Man Battle Network 5 offers much for the player to engage with. The improvements easily overshadow the more disappointing aspects of the game. Making DoubleSoul more accessible alone was a massive improvement that was necessary for the growth of the game. Also improving access and incentives to use Dark Chips makes leaps where some series might only hop. While acknowledging the game’s flaws, it’s easily a top-tier game for the series and an overall pleasure to play. With much to offer and only more room to grow I’m left hungry for more. Looking forward to seeing what comes next.

This review contains spoilers

Only special types of games create a lasting impression on our youth. With a vast array of games to look back on, it’s easy to recall which ones were special. What’s even greater is revisiting these classics and finding that your affections weren’t misplaced. Many of those games earned that space in your memory and deserve to remain there. The inverse of this is also true. Some games that have garnered much praise have aged poorly. One of them being inFAMOUS. I remember charging through this game fondly. I beat it at least twice and made sure to find every collectible the game had to offer. Coming back to it 13 years later to discover monotonous settings, themes, and gameplay does not evoke the sense of nostalgia that I was expecting.

Initially, navigating Empire City was fun and interesting. You’re getting used to how Cole interacts with the world as the game drip-feeds you more lightning-based powers. The problem is that what you see in the beginning is what you get for the entire duration of the game. The dark and gloomy weather combined with rundown streets are designed to convey the oppressive atmosphere but it’s so ugly that it feels suffocating as a player to engage with. The enemy encounters never get more interesting because the design philosophy is just “more enemies” or “a handful of enemies and a bigger enemy.” The powers you gain along the way are supposed to facilitate change in the challenges presented but the daunting nature of constantly being shot by absurdly accurate enemies actively discourages you from wanting to participate in it. This combined with a half-baked narrative makes for an overall unpleasant experience.

You meet your core cast of friends and mysterious allies almost immediately but the game does not introduce you to the antagonist until much later in the story. You’re constantly facing the oppressive forces of the Reapers, Duskmen, and the First Sons but none of them are more than roadblocks as you push your way through them to get to the next objective. By the time you do meet the story’s villain, you’re ready to bolt your way to the finish line but by then you’ve been inundated with plagues of enemies constantly discharging fire upon you. This can be thinned out by doing the side quests offered in the game, but those quests are just as repetitive and unrefined as the primary gameplay. Bogged down by fetch quests, poorly designed stealth following quests, and elimination quests, you’re only hope of completing the game is to ignore it all and focus strictly on story missions. This resolves in one of two ways depending on a heavily imbalanced karma system that demands the player to commit to choices that are completely devoid of nuance.

Like many other games that came out during its time, inFAMOUS offers choices that are said to impact the storyline. These choices start off small where you have to decide whether you are going to share resources with the starving and desperate populace, or you can scare them away and horde them all to yourself. This choice serves nothing more than to generate karmic points towards either good or evil. The game informs you of which choice leans which way prior to you committing to it and provides nothing else for you. This is the case for basically every choice beyond that. They also usually boil down to scenarios where you either harm yourself or harm others. Towards the end of the game, the main antagonist gives you a choice to either save Cole’s love interest or a bunch of doctors. This is possibly the most frustrating choice in the game. It’s not a bad point of decision for what kind of character you want Cole to be, but because the love interest dies no matter what, the decision is immediately undermined. If you choose to save Trish, it’s revealed that the villain lied to you to prove a point and if you choose to save the doctors then you get a brief scene where Cole mourns his loss. Either way, it only skews your karma in one direction or the other. The game’s final decision is the only one that truly matters.

The game starts with you working as a courier delivering an object in your bag. Then there’s an explosion and you’re left in the epicenter with the power to control electricity. You later learn the object was an item called the Ray Sphere and it’s the source of your powers. In the game’s final chapters, you are given the choice to either destroy it or activate it again to enhance your powers further. This is the only decision that has a major influence on actual gameplay and the story’s ending. If you destroy it you gain a few points of good karma but if you activate it again you are locked into the evil ending and are realigned to full evil regardless of your karmic alignment prior to making that decision. You also gain some experience points and a power buff. From a narrative standpoint, it makes sense. Why would a hero committed to saving and helping people be willing to kill thousands of people to gain more power? The problem is the imbalance between the two decisions. Throughout the narrative, you’re encouraged to be a hero and do the right thing, the game practically shoves you in that direction by virtue of giving you good karma for simply not draining people of their energy to replenish your own. But were you to make it to the three evil ranks and choose to destroy the ray sphere you still remain evil. You have no true incentive to commit to one or the other when you can choose to go one way at the very end. After this decision, you are faced with the game’s conclusion.

Whether you are good or evil, you have to face Kessler (the main antagonist) at the end of the game. He’s been taunting you for all of the third act and now it’s finally time to end it. This battle takes place neatly where it all began and the setting is nicely designed to allow you to make full use of all of your abilities. These abilities have been the bread and butter of the entire game. Having shock grenades and rockets is a great way to make combat fun and engaging. This battle is one of the few instances where combat is actually enjoyable and engaging despite all of the powers you gain throughout the narrative. The boss has different moves that challenge your ability to maneuver and attack. Once you beat him, you are shown the big reveal that Kessler is actually you from the future where you were faced with an adversary that you chose to run away from. Shoehorning time travel into this already, weak story was the final nail in the coffin. This also depicts Cole taking actions that you, as the player, have no influence over which strips you of agency over whether Cole is truly good or evil. I wouldn’t call this a bad game by any stretch of the imagination. But the game’s active hostility towards the player whether it be from oppressive environments, overwhelming amounts of enemies easily overtaking you, or a weak story filled with meaningless decisions, I can easily call this a mediocre game that doesn't live up to the fond memories I had for it as a young adult.

Playing Pikmin 1 and 2 gives much to invest in. There’s the high score system encouraging you to play better every time you boot up the game and the completionist aspect of collecting every ship part or treasure. Each game has a unique approach to Dandori and gives you the grace to come at it in whichever way works best for you. Pikmin 3 is no exception when it comes to day planning and resource gathering. After skipping the Wii and going straight into the Wii U, Pikmin 3 makes for an average experience that combines key aspects of its predecessors. This is accomplished with new gameplay features, new Pikmin types, dialing back the presence of indigenous lifeforms, and giving you a more concise narrative.

The story in Pikmin 3 is the most articulated thus far. You have an opening narrative that describes the people of Koppai and their need for new food to save their civilization. The planet that the Pikmin inhabit is given an official name (PNF-404) and the opening scene perfectly sets the premise. Due to a crash landing, you lose all but three jars of food and the cosmic drive key needed to go home. With such a limited supply, you must quickly find edible food for your crew to consume while you search for your cosmic drive key. The game plays out chasing after signals that are detected immediately after the last is found. On one hand, this allows for a more involved story, but on the other, it takes away from the feeling of being stranded and having to find your way. This makes for a more linear experience than before which also translates into some of the environments.

As is expected with console generation jumps, Pikmin 3 sees a major face-lift in its environmental design. With the lack of caves, the four major areas you explore are once again the object of focus when interacting with the world. The updated graphics work incredibly well to bring out the beauty of PNF-404. The chief concern of these environments lies in the noticeably fewer enemies populating it. There are spaces where you encounter nothing or a single enemy. While there remains a wide variety of enemies, the sparse representation gives a hollow feeling to these areas. Each area gets a small introduction and immediately inundates you with obstacles that you cannot clear until you get further into the game. This heavily detracts from the experiences garnered in the first Pikmin games because you don’t feel like you are allowed to set your own pace. The design of these areas is made to hold your hand and lead you to each objective. The longer I played, the more obvious it felt that the core focus of the game was for you to complete the story instead of collecting the food which is misleadingly presented as that core focus.

Foraging for food feels like it should have been the primary objective as that’s the whole reason you came to this planet. Upon beating the game I found that food only really mattered to give yourself enough time to beat the story. The amount of time that food gives is ridiculous though. By collecting every piece of fruit, you are given an extra ninety-five days to complete the main story objective. It took me 34 in-game days to collect every piece of fruit and complete the story. Thirty days in the first Pikmin was ample time while still giving you a sense of urgency when collecting your ship parts. With Pikmin 3 I only felt the tension of the time limit during the first couple of days and during a segment towards the end where all of your stored food gets stolen. After a day of foraging that fear is immediately assuaged. This feels like a deep-rooted issue because even on the harder difficulty (Ultra Spicy mode) where food supplies are halved, you still have an absurd amount of time to complete the story

Difficulty settings are a feature unique to Pikmin 3 Deluxe. Continuing the trend of bundling games with their DLC for a Nintendo Switch release, Pikmin 3 offers quality-of-life changes that the original release doesn’t see with difficulty being one of them. This is potentially a great way to encourage people who played the original Wii U version to challenge themselves to play again or to sell people on the DLC that they may have missed initially. When I first started I selected Normal as I wanted to experience the original difficulty. As I was playing I noticed that days felt much longer than before and nothing challenged me like the previous games. I looked this up and found out that Normal is effectively Easy. Normal gives you an extra five minutes each day and nearly halves the health of every enemy in the game. I replayed half of the game to experience the game on Hard mode because it’s the closest difficulty to the original Wii U experience. This game was easy enough on Hard mode and to make it that much easier while giving a label that suggests an intended experience is unbelievable without first researching it. This is compounded by the lack of a threatening presence in general since there are significantly fewer enemies in this game.

Part of exploring the world of PNF-404 is both discovery and survival. Pikmin 2 featured an impressive amount of different enemies. Pikmin 3 has close to the same amount of different enemies but it’s hard to notice when they are more sparse throughout the environments. The new enemies and the changes to existing ones made them interesting and also made me want to see them more. Bulborb eyes stick up out of their bodies now and have become a new weak point for them and the Cannon Larvae have been given two distinct forms based on whether they shoot out a rock or a snowball. There’s a new creature called the Bearded Amprat that charges itself with electricity before running at your Pikmin in an attempt to eat them. Skitterleafs make a return to the series but their more aggressive counterparts, the Dissected Skitterleaf, is an interesting addition that threatens your forces. All of the new enemies were worthy additions to the cast of oppressive forces. Were they more abundant they would have been more fun to engage with. Making the Pikmin bring back the entire enemy’s body was also fun because some enemies are much larger than others. This is particularly true for the bosses we encounter.

Pikmin 3 has six story-specific boss encounters. Each of them has specific attack patterns that require you to observe before you launch your assault. The quality of each battle lacked consistency. The Armored Mawdad consumed a large space in the arena and gave you short time windows to attack it while the Vehemoth Phosbat gave plenty of space to expose its weakness and attack. The latter was the more interesting of the two as it’s the first to incorporate the environment as part of its battle. Having to restore the light in the cave to expose the monster and make it vulnerable allows you to utilize the multitasking skills that you’ve been developing with your two leaders. The Sandbelching Meerslug is perhaps the least inspired of these big baddies since the battle demands you to wait until it surfaces and then rush it with your Pikmin. None of its attacks are incredibly threatening to your Pikmin and even the one that does kill them will only kill a few at a time. This is a consistent throughline of each battle. The final boss was, in some ways, better than the original Pikmin’s Emperor Bulblax but far inferior to the Titan Dweevil. Where the Titan Dweevil excelled was demanding the use of the various Pikmin types. This fight feels more generic and seemingly out of nowhere. Every boss in this game has had a reasonable belief to inhabit this planet whereas the Plasm Wraith doesn’t seem to fit in anywhere. The fact that it will most likely take you multiple in-game days to beat it is also a more frustrating aspect. The best fight was against the Quaggled Mireclops. This is the only boss (other than the Plasm Wraith) that was able to kill a significant portion of my Pikmin. It has multiple stages to its fight and was the most effective in both scale and battle mechanics. The other more interesting battle was an optional boss.

There are four optional boss encounters in Pikmin 3. There is a large Crawmad called the Bug-Eyed Crawmad which requires you to damage its eyes to expose its weak point and there’s the return of the Burrowing Snagret which has become trivial due to the lock-on feature and new Pikmin types. The most interesting of these optional bosses are the new Arachnorbs called the Shaggy Long Legs and the Baldy Long Legs. There isn’t much difference between these two as one leads into the other but they make for a more interesting approach to the Arachnorb family. Usually, you would attack their bulbous mid-section but the Shaggy Long Legs requires you to send Pikmin to climb up its legs and attack its leg joints before you can expose its belly and change it into a Baldy Long Legs. These changes are a great way to take something older and make it feel fresh again which is one of the more refreshing aspects of the game and makes good utilization of the new Pikmin types.

Very early on in the game, you are introduced to one of the two new Pikmin types. Rock Pikmin are needed almost immediately as you get going into the game. There are crystal barriers that only the Rock Pikmin are capable of destroying. They are also useful for combat as throwing them at creatures does more damage than their standard attack does. This allows you to dispatch enemies with ease quickly. They’re not as strong as the Purple Pikmin in Pikmin 2 were but they make for a valuable resource. It’s important to note that Purple Pikmin, along with White Pikmin, are not present in the story mode of Pikmin 3. They are included in other content but remain nowhere to be seen otherwise. The other new Pikmin type that you experience is Flying Pikmin. These Pikmin are the strongest Pikmin you will use despite them having the lowest attack modifier. Their strength comes not from their ability to deal damage to enemies but from their versatility in their flight. Creatures on the ground can’t reach them and they can carry fruits and corpses over water. Certain enemies were completely trivialized by these Pikmin being able to fly directly to their weak points. For the sake of difficulty, it’s a good thing they are obtained so late in the game as they could have undermined the usefulness of our core Pikmin types.

The regularly occurring Pikmin have seen fewer changes this time around. The usefulness of their abilities dwindles considerably with the lack of hazards that they are equipped to handle. Red Pikmin are still immune to fire, Yellow Pikmin are still immune to electricity, and Blue Pikmin can still survive in water. These remain great features except for there are few instances in which you can properly utilize them. Red Pikmin are still the strongest of the bunch so you should always be bringing some along with you for that purpose but there are only a couple of fire hazards this time around. You can’t destroy them either so you’re still having to bring your group through making sure to save any that catch on fire. Although Yellow Pikmin are still immune to electricity, electricity is no longer lethal to Pikmin. They also have a new obstacle they are meant to handle where they can chain together and touch the open ends of wires to complete a circuit. Electricity now stuns your Pikmin which is less threatening than before. Yellow Pikmin also have been given the White Pikmin’s ability to dig faster. Consistently Water Pikmin have only been useful because they can exist in water. While that ability has been proven invaluable, the idea that they are only good for that is frustrating. The most important aspect of the Pikmin abilities is how they are used when directed by one of the leaders.

Continuing the trend of giving us more ways to interact with the world, Pikmin 3 offers three captains to switch between. At face value, this seems like it can be too much to handle but the game does a good job of easing you into it by giving you enough time with only two of these leaders until you locate and rescue the captain of your team. The gradual increase in control allows for you to learn and get comfortable with new mechanics like “go here” where you can direct a leader to go independently to a visited location. They travel slower than if you were in control but it’s a great way to set up for retrieving fruit or clearing obstacles while you control a different leader. The verticality in the maps makes for a dynamic that requires planning and strategy between characters pursuing individual projects and working together to overcome larger obstacles. There is at least one instance in each area that requires your captains to throw each other forward to cross two gaps so they can open up a path that allows for conventional travel. While having the ability to do more in a day is nice, I don’t think the environments are quite expansive enough to make full use of this mechanic. If there were any more of these types of obstacles the areas would feel either crowded or linear.

Playing Pikmin 3 feels better than playing the previous two games despite its shortcomings. However, when you look at Pikmin 3’s accomplishments, the game is disappointing in many ways. Even new features like charge or lock-on, no matter how great they are, cannot make up for an incredibly short narrative and objectives that mean virtually nothing. Some side missions allow you to revisit boss fights and challenge your ability to operate under a time limit. There is also a new iteration of versus mode where you can compete against your friends by completing objectives on a Bingo board. Ultimately I’m left wishing there was more to the main story though. Considering the consecutive successes of the first two games, I’m left wondering how we got to disappointing boss fights and a brief narrative. I would like to maintain that this game is still good by all means but it falls below the standard established by the series as a whole. While Pikmin 3 makes good use of the foundation laid before it, the sum of its parts makes for an average experience overall.

This review contains spoilers

Nobody likes moving. Anybody who claims to like moving is a liar. The laborious act of boxing up your belongings, transporting them to a new place, and unboxing them again so you can sort and sort again later is not what anybody should describe as fun. So why is it that when Humble Games publishes “Unpacking,” I found an immense amount of pleasure in opening up boxes and placing things in various places? Is it because I’m not doing it for real, or is it because helping somebody else unpack is more inviting? Regardless of the answer, Unpacking is perhaps the most unique casual experience I’ve ever had.

There’s no narration and you immediately start decorating a bedroom. Once you are done a picture is taken and the main character writes a note about it. Then you fast forward a few years and do the same thing but this time you are decorating a dorm room. Each level you complete takes place over the lifespan of the main character. You go from living at home to university to living in your own space, moving in with a boyfriend, moving back home, moving into your own space again, moving your girlfriend in, to finally moving into your forever home with your newborn baby. The span of our unnamed character’s story is brought to life with these small snapshots. As time goes by some belongings that were brought from previous living spaces are left behind.

Each time your character moves you have a little bit more to unpack. The game naturally increases the challenge by giving you more rooms to decorate. Sometimes while you are going through the boxes you’ll find items that don’t belong in that room. It’s up to you to figure out where they should go. Something nice about Unpacking is how the game allows you a certain amount of creative liberty. There are incorrect decoration placements but there is usually more than one correct answer as well. Having flexibility on where things go allows the player to have a more personal experience with the game. It makes for a much more immersive experience and is ultimately more engaging because you are given that freedom.

After eight levels, I can say that Unpacking was a solid experience conducive to winding down for the night. Finding the perfect spot for every little thing was engaging and trying to make out small details (like one of the movies is clearly “Jaws”) was fun. Learning what the characters were like and seeing them grow in their interests was more intriguing than some games with proper narratives. I took personal enjoyment in seeing the game consoles upgrade over time. Going from the GameBoy and a GameCube to a 3DS and a Wii console was fun for me. Getting an outside perspective on a young woman’s life and watching her grow up and mature felt cathartic. I still can’t figure out why playing this game was as enjoyable as it was, but I can say that unpacking has never been more fun than when it wasn’t real.

Returning to a franchise as esteemed as Megaman holds much excitement. Despite its growing pains, the Battle Network games have provided much joy and excitement for their innovative gameplay and storytelling. Even a game as unrefined as the first Battle Network has much to offer as a foundational start for the series. With each game improving upon the last, it’s only natural to be excited for the fourth installment. This is especially true when considering the success of Battle Network 3. Megaman Battle Network 4: Blue Moon brings an overhaul to the visuals, restructures ACDC Town, new features like Double Soul and dark chips, and a combination of old and new boss Navis. All of this culminates in the series’ greatest failure.

Immediately when you start the game you will see a significant change in the art direction. The sprites are more detailed and the perspective feels slightly zoomed in. Each character’s portrait and sprite remain the same in spirit but some have different expressions. The overhaul of ACDC Town was the most jarring change. Some houses were removed, Yai’s house was moved and made bigger, and the locations of Higsby’s shop, the park, and the train station were all relocated. This condensed the town by removing about a third of the space within it. There’s no rhyme or reason behind it, it’s just different for what feels like the sake of being different. These changes don’t necessarily hurt the game but drastically changing the most known location becomes a contributing factor to the game’s other failings; starting with the story.

Battle Network 4’s story is essentially a tournament arc where Lan and Megaman participate in three tournaments while an asteroid is hurtling toward Earth. The missions between the Navi fights were daunting and served zero purpose other than giving you something to do. The story often would introduce a point of conflict and then quickly undermine it. The first example of this is the introduction of AquaMan. AquaMan overhears a conversation where he is led to believe that his operator is going to discard him for a new Navi. The conversation made me feel bad for AquaMan but then you almost immediately find out that they weren’t talking about him at all. The story does this a few times where the “danger” was a misunderstanding or a plan to gain respect/admiration gone wrong. Each tournament gives you three randomized quests to complete while they drip-feed you what’s happening with the meteor. All of these missions feel empty because they have no bearing on the story. The problem with randomized quests is that because they have to fit the story regardless of which ones you get, they ultimately end up being nothing but a means to force more journeys into the net on you.

You’re introduced to the net very quickly, and the seemingly endless forays into the same bland net spaces begin. Battle Network is no stranger to running through net spaces but Battle Network 4 takes it to another level of constantly jacking in, running to a place, jacking out, completing an objective, and then having to jack back in again to go exactly to where you just were. I think I had the layouts of ACDC and ElecTown’s net spaces memorized before I finished the first episode of content. This persists throughout the narrative as you are only given three proper dungeons to explore. One of which is so linear that it’s literally on rails. The other two were incredibly limited with only one of them requiring you to figure out navigating due to the nature of the puzzle. By the time I reached the third and final dungeon, I was ready for the game to end. I hurried to get through it as quickly as possible so I could fight the last few bosses at the end of the game.

Battling the various Navis throughout the game was the game’s greatest opportunity to show off the good aspects of Battle Network 4. This is where you can experience the Double Soul mechanic where Megaman takes on attributes of Navis that he has made a Soul Bond with. This replaces the style change mechanic that was successful in previous games. Battle Network 4 has a cumulative six characters that this can happen with. The game only lets you gain three on a first-time play-through of the game though. Subsequent play-throughs forcibly limit your encounters so that you can only gain two on a second play-through and one on a third. Having to play the game three times to fully experience this mechanic is incredibly daunting, especially for a game that is so frustrating to play even a single time through. The mechanic itself would have been more enjoyable had I not been actively discouraged from using it. The first two Double Souls that I received were weak against the next boss fight I was to encounter. The Navis you face in the third tournament don’t have elements so this is when Double Soul could truly shine. Instead, I received a Soul that’s interesting in concept but hard to execute due to the nature of how to trigger it. Double Soul was the most interesting of the new features but because of the story structure, I was unable to enjoy them outside of random virus battles.

The other features they added are synchro and dark chips. When you successfully execute a counterattack against a virus you can achieve an effect called “Full Synchro” where Megaman gets glowing rings around him and can deal double damage with his next chip. I used this new feature the most as it was the most accessible of the new features. There are lots of chips that are complimentary to this feature. On the other end, if you are struggling and taking a lot of damage, Megaman will enter a worried status. In this status dark chips become available. Dark chips are introduced at the end of the second dungeon where the game makes you use a dark chip to delete a boss Navi. After being forced into using one, you are informed that dark chips will now cost you a permanent loss of 1HP every time you use one. This would have been more interesting or tempting to participate in but the chips are only available when you are in that worried state. I went through the majority of the game not being able to use the chips and the one time I might have considered it, they were no longer accessible. These new features should have been redeeming qualities because surely gameplay can make up for a bad story at least a little bit. Unfortunately, because most of the gameplay is spent trekking repeatedly through the same bland areas of the net and pursuing half-baked plots and tedious minigames, these new features do nothing to alleviate the pain of fighting the same viruses repeatedly. The boss fights did little to change things up either.

Because of how the game is structured, you do end up fighting a lot of bosses. Many of the potential bosses are a combination of Navis you’ve met before and new ones which is good but the new bosses weren’t given enough time to establish themselves as characters. You get short villain arcs where you learn who they are, solve a problem they’re causing or are related to, and then fight them in the tournament. I would say that most of the boss Navi fights are well put together but when enduring the fatigue this game puts you through just to get to them it’s hard to find enjoyment in them. The new Navis that you get to face are also of questionable quality. The only returning Navi I got to face was WoodMan. While his scenario was poor in execution, his fight was one of the more enjoyable moments of the game. The scenario with BurnMan was the most interesting and calls back to a scenario that has happened in previous games, but his fight was by far the most frustrating to deal with. I’m told that Ghost Navis are in the game but I never encountered one so I never received a Navi chip. This is the first game where I didn’t receive a GutsMan chip or a Roll chip. The battles at the end against LaserMan, Dark Megaman, and Duo made for a tough challenge to finish off this experience. LaserMan’s fight was tough. The way he puts his attacks together made for a stricter challenge than I was initially prepared for. His mechanics are entirely manageable except for the health regeneration that he triggers part-way into the battle. His health recovers faster than you can damage him with a fully upgraded buster. To defeat him I had to rely on his regeneration activating later in the battle and getting the right combination of chips so I could quickly kill him before he regenerates all of his health. Defeating LaserMan opens the way to the point of no return.

In the game’s final moments, you must confront the darkness within Megaman. This is a battle against a shadowy copy of Megaman, sporting the exact amount of health that you have and having access to your most used chips. The battle was disappointingly easy. It was easier than any of the previous Navi fights. It does make attempting to fight Duo easier as you aren’t faced with as tough of a boss fight as you were with Bass leading into Alpha in Battle Network 3. The battle against Duo initially feels overwhelming. After giving it a few attempts I found that the battle was incredibly easy. Other than one move, I was having no problems avoiding his attacks. Not long after I started battling him was I finally done. This leaves you to watch the remaining plot points before the game ends.

It’s not often that you find yourself playing a game that actively makes you want to quit. Battle Network 4’s way of introducing new features and immediately disincentivizing their use is extraordinary in its own respect. So extraordinary that I have no desire to pursue the post-game content. I’ve never looked forward to the ending of a game as much as I have with this game. It was only natural that Capcom felt the need to depart from the near-perfect formula of Battle Network 3. It’s a shame that departing from the formula meant revisiting the failures of the previous games and further regressing on them. Feeling excited about beating a game should be because you feel accomplished in conquering the main game’s final challenge. The only thing exciting about beating Battle Network 4 is getting to move on to Battle Network 5.

Mortal Kombat has come a long way from seven characters. Being released in 1992 meant participating in the controversy surrounding video games that feature a prominent amount of blood, gore, and violence. This eventually led to the creation of the ESRB rating system that we know today. Thirty-one years later, Netherrealm Studios released its twelfth main installment and soft reboot titled “Mortal Kombat 1.” With a fun and campy story that relates to its previous 2019 release, a strong roster of twenty-two well designed characters, fantastic visuals, and an engaging post-story single-player mode, Mortal Kombat 1 serves as a strong release for the franchise.

Every Mortal Kombat has had some sort of story. This eventually led to each game having a full narrative in place with a few reboots throughout the series. This twist of Mortal Kombat 1 is that while they are rebooting the story again, they’re doing it from the perspective of the previous game’s entry. With Liu Kang being given the power to restart the timeline, he has taken special care to fashion a universe in which peace and prosperity may endure. Liu Kang’s vision of the universe is remarkably different from the previous timelines as certain historically problematic characters were set upon paths designed to make sure they never gained any sort of power. This quickly derails when a mysterious figure, who knows of the previous timelines, interferes with Liu Kang’s vision. The narrative quickly unfolds as Liu Kang brings Earthrealm’s greatest champions to Outworld for the centennial Mortal Kombat tournament. The story is very lighthearted despite the threats that our heroes face. Mortal Kombat hasn’t taken itself incredibly seriously in a long time (if ever) and this game is no exception. I found the comedic moments to be well placed throughout the story and I enjoyed the dynamics between each of the characters. The story paces well through the first two acts and then picks up speed at an almost jarring rate. The stakes increase dramatically once the main villain is revealed and the implications of his plot come to light. Fortunately, we have a great cast of characters that band together to stop him.

There is a stark difference between the original cast of characters and the modern cast. The differences between the original character’s abilities are also vastly different. While most characters retain characteristics from the classics, Netherrealm Studios has done an excellent job translating those into a fresh modern experience. For example, Raiden’s “Flying Thunder God” attack has more balance now that it behaves more like a tackle with limited range. Johnny Cage’s “split punch” has come a long way from a straight-arm punch to the groin. The attack itself is not any more or less than what it has always been but the flair is still there. The spirit of each fighter remains the same as ever and it encourages me to learn how to play every character. The story mode serves as a good tutorial for a little more than half of the roster and gives you a decent amount of time to learn how each character plays. I feel like most characters were given an adequate amount of time to be experienced, but I also felt rushed to learn quickly. I tackled this by focusing on a couple of special moves and trying to combine them with a couple of basic combos. The overall design of the game lends itself to an authentic experience.

With character design being one of the most important aspects of an arcade-style fighting game, it only makes sense that much attention has been given to the character roster and the “Kameo” characters. Since these characters are going to be on your screen for the entire duration of gameplay, they have to be top-notch. Mortal Kombat 1 more than delivers on their characters. Each character is depicted in astonishing detail. The animations of their moves and how they connect make for a visually appealing experience. Characters that can change form do so swiftly and smoothly. The various special effects for each attack are rich in detail. The acid that comes from Reptile’s attacks looks natural and the lightning that comes from Raiden looks real. Even the more supernatural elements of Liu Kang’s cosmic flames come out so crisp that I couldn’t imagine it looking better. Each character’s costume is done with such fine attention that this is the most visually appealing game of the series. The less magical characters like Baraka and Johnny Cage have moves that work just as well as the flashy moves that other characters feature. The alternate appearances for each of the characters are done just as well. No attack looks bad, and this certainly applies to the famous fatality/brutality feature.

One of Mortal Kombat’s longest-standing traditions is the ability to finish off opponents in manners that are both spectacular and gruesome. These are aptly called “fatalities” and brutalities.” No series has ever made me feel so disgustingly thrilled to witness the physical destruction of an opponent’s body. With significantly enhanced graphics, this is even more apparent. Each character has unique finishers and they are all abhorrent and yet you can’t get enough of it. The game also features a mechanic where if you are low on health, you can execute a team-up attack with your Kameo character called a “Fatal Blow.” These moves aren’t quite as grotesque as the finishers but they do feature X-ray close-ups of the big hits. This feature is a bit over the top because realistically these moves would kill their victims despite how often an opponent survives the attack. It’s forgivable because it’s exactly what fans have come to appreciate out of the series. Watching the skin fly off of a character’s face as they are swung at high speeds or seeing characters bisected by their body parts is exactly what you expect from these horrendous attacks and finishers. It doesn’t make it any less disgusting but it couldn’t be featured any better. I have found that when playing the same character for a while, using the fatalities every time can get boring which results in me choosing not to use them sometimes. This is only a mild criticism that I have as this is easily remedied by changing up which character I’m playing. This is easily done in every mode that you can perform a fatality in so nobody should ever feel discouraged from changing it up. I have a few characters that I enjoy playing with so I can avoid having this issue when I’m playing the Invasions mode.

Invasions is a post-story mode (that’s available as soon as you start the game) where your selected character journeys on a map board and fights their way through different environments. Invasions are seasonal so after a set amount of time, your game will update and give you a new set of boards to explore and fight in. I find this to be more engaging for me than the tower-style invasions that were featured in Mortal Kombat 11. While you can still play the classic tower ladder, Invasions makes for a more interesting approach to fighting CPUs and practicing with your favorite characters. As you explore, you can seek out treasure and in-game currency that can be used to unlock cosmetics. There is a “premium” cosmetic shop that you can spend real money on, but the majority of the cosmetics will be unlocked by playing the game normally.


After a good ten or so hours, I have come to appreciate all that Mortal Kombat 1 has to offer. I have plenty of additional content to pursue and my skills are far from refined (I’m bad at fighting games). The story delivers exactly what I have come to expect from the series while the character development and gameplay innovations have exceeded that. The level of detail that went into this game is beyond extraordinary. The stages you battle on are finely detailed and the music remains as engaging as ever. For a series as fleshed out as Mortal Kombat, I remain pleasantly surprised with every feat that Netherrealm Studios accomplishes. Hearing the words “get over here” never gets old and neither does Mortal Kombat.

The transition from arcade to home console had mixed results where some games did better than others. Going from a score-based system designed to consume all of your quarters to games with more forgiving gameplay elements was a huge change to the gaming industry. In my experience, the original Megaman finds itself with middling success at making this transition. The levels aren’t quite as hectic as other games of its time, but the principle of arcade gaming persists. The original Megaman is the first of a legacy spanning multiple genres that speaks for itself. The original Megaman features a concise story and a platforming-level design that culminates in equally interesting boss encounters.

The story is simple, Dr. Wily has created an army of robots in an attempt to take over the world. It is Megaman’s job to defeat all six robots and stop Dr. Wily from executing his evil plan. With your mission at hand, you get to select what robots you want to fight in any order you wish. Most people start with Gutsman, the rough and tough robot that throws stuff at you. Other characters you will confront include the sharp disc-throwing Cutman, the shocking Elecman, the chilling Iceman, the infernal Fireman, and the volatile Bombman. Each of these characters has stages uniquely designed to fit their theming.

The platforming in Megaman can be quite tough. This is where the arcade feel comes in. Levels are more difficult than the bosses themselves. Gutsman’s stage has platforms that move fast and can drop you to your death if you don’t time your jumps right. As you’re trying to navigate these levels you have a crazy array of enemies in your way. Metalls shooting bullets at you and hiding underneath their helmets, Bunby Helis that are out of range and swoop up or down at you when they get close, and blasters that spray bullets in multiple directions. As much as I like platforming, the challenges in this game were a bit intense for me. I managed to fight my way through and figure out how to navigate each level but I found the experience to be more frustrating than enjoyable. I believe the sheer amount of enemies to deal with are the largest contributing factor to this frustration. It feels like a bullet hell game at times. It’s this type of middling experience that puts me off from the game. I persevered though, and each trial and was greeted with difficult bosses.

Boss battles in the original Megaman are the best part of playing. Each character has a unique way of showcasing their abilities. Gutsman shakes the room (which can stun you) and throws objects at you, Cutman has a sharp blade that loops towards you like a boomerang, Elecman sends out electrical shocks in three directions, Iceman shoots ice directly forward, Fireman shoots fire forward and creates a ring of fire around him, and Bombman throws bombs at you with a delayed timer for their explosions. It’s up to you to figure out their patterns and when it’s safe to launch your attack. Whenever you defeat one of the bosses, the core progression mechanic kicks in. Megaman copies the enemy’s power and uses it for himself.

Megaman can weaponize the abilities that he has stolen from his adversaries and use them against the other robots which have clear weaknesses to specific abilities. If you have the Iceman power you can quickly dispatch Fireman and Fireman’s power melts away Bombman’s health. This actively encourages you to choose a stage where your available powers will ease the difficulty for you. There’s one ability that the game gives you that’s not obtained from the bosses and that’s the Magnet Beam. This ability fires beams that you can use as platforms to reach higher places. Great for mobility and potentially skipping past enemies that are particularly frustrating. I like that you can find a upgrade outside of boss battles. I don’t like that if you play Elecman’s stage without the Gutsman power then you are forced to skip the ability and will have to replay the entire stage again later when you do have that power. The game does nothing to indicate that you need this power so in my case, I was completely ignorant of the ability until I had to look up why I couldn’t progress further into Dr. Wily’s Factory. The cursor does naturally select Gutsman first in the stage selection screen but that’s a weak indication that I need that ability prior to challenging Cutman. Once I did go back and retrieve the Magnet Beam, I was able to finish the assault on Dr. Wily’s Factory.

Dr. Wily shores up his defenses quickly and gives you a great challenge to tackle before you can confront him. You have a long stretch of platforming to accomplish before you can confront the Yellow Devil. This robot can disassemble and reassemble itself, causing harm to Megaman should the parts hit him in transit. The weak point (his eye) is only visible for a second before he covers it and begins moving to the other side again. His body does follow a strict pattern so dodging becomes easier as you begin to recognize his attack pattern but you are stuck in an incredibly tight space. I struggled a lot with this boss but eventually, I was able to lay it to rest. The following stages pit you against the robots you fought before to reach this stage and also include a copy of Megaman. He copies the power that you are using which encouraged me to stick with the standard mega buster. As you fight your way through you will finally reach Dr. Wily in his machine. The fight itself wasn’t all that difficult. Both phases of the boss involve dodging a single attack. Once Dr. Wily has been defeated, the game ends and you are presented with your score.

I like that you receive a score. It’s a good feature that hails from the arcade era. It also gives you a measuring point for how skillfully you completed the game. Having a high score system likely encouraged people to play more than they might have without one. Despite my frustrations, I found this to be a worthwhile experience. After playing the game, it’s easy to see why there are 10 more games like it. Not to mention the countless spinoffs that have occurred due to its popularity. A game like Megaman can only improve from where it started and its legacy stands as a testament to its qualities.

When playing the original Pikmin, the most enjoyable aspects of the game were the exploration, discovery, and learning of how Pikmin operate in the world. Finding and collecting your lost ship parts so that you could escape before time ran out struck a delicate balance of time management and resource conservation skills. The knowledge and experience from the original Pikmin gave me confidence going into its sequel. This time, however, you have more at your disposal. You explore with two captains, there are dungeon-like caves to explore, new Pikmin to command, a large abundance of treasure to find, and a new cast of enemies to impede your progress. With there being no limits on how many days you may use to explore this distant planet, you are given more grace on how you choose to pace yourself through the game.

When playing a sequel it’s always nice to see good things return, but what you are truly looking for are the new features that are being introduced. Pikmin 2 does a great job exposing you to new features in tandem with the original features of Pikmin. For example, you start with a small colony of Red Pikmin. You are then taught the basics of collecting flower pods and enemy carcasses to bolster your forces. This naturally translates into the new goal of this game. Instead of fixing your ship, you are looking for treasure. Having two captains to control allows you to cover more ground within the small time window that you have for each day. I do wish that there was a way to send an inactive captain to specific places. That being said, the ability to coordinate the two captains worked fine to serve the challenges presented. Many obstacles from the first Pikmin game return. Throughout the different environments that you get to explore you will encounter obstacles like the breakable walls and the extendable bridges. Walls that require bomb rocks, interestingly enough, do not make a return. New obstacles include poison emitters and electrical lines. While poison can be recovered from, electricity instantly kills all of your Pikmin except for Yellow ones. There are only a few treasures to be found on the surface, the abundance of treasure needs to be uncovered in the game’s largest feature: caves.

Caves in this game are the focal point of exploration. Pikmin 2 successfully takes the original experience of Pikmin and pivots it in a completely different direction by introducing this single feature. Once you gain access to a cave, the day timer freezes so you can explore at your own pace. Upon descent, you are greeted with a labyrinth of randomly generated floors. Your game saves in between each floor, so if you’re given a bad floor layout you can reset the game for a more desirable outcome. This comes in handy later in the game when there’s a chance for you and your Pikmin to appear immediately within range of enemies. These floors are littered with all kinds of treasures, enemies, and traps, so it is up to you to strategize your approach. Caves demand you to play more thoughtfully as you cannot repopulate your Pikmin whilst exploring them like you can on the surface. Some of the caves do have flowers that can give you a few extra Pikmin, but enemy carcasses are turned into money instead of additional forces. Aptly preparing for a cave excursion is essential and the game gives you enough knowledge of what to bring beforehand. Each cave gives you a preview of what elements will be present within. This gives you a chance to decide what type and how many Pikmin to bring.

To aid your search for treasure, you enlist the help of several different types of Pikmin. Six types, to be exact. You have your original roster of primary color-themed Pikmin; Red and Blue Pikmin retain their respective immunities to fire and water while Yellow Pikmin lose the ability to pick up bomb rocks in exchange for immunity to electricity. You can still throw Yellow Pikmin higher into the air than any other Pikmin. New Pikmin types include Purple Pikmin, White Pikmin, and Bulbmin. Purple Pikmin do twice as much damage as a Blue, Yellow, or White Pikmin and are also ten times heavier and can lift with the strength of ten Pikmin. White Pikmin can find treasure buried underground and dig it up, are immune to poison and are poisonous to hostile creatures. Bulbmin are parasitic Pikmin that have taken over Red Bulborbs. You obtain them by killing the leader of the group. They are immune to all environmental hazards but are slower and weaker than regular Pikmin. Although Bulbmin cannot journey with you out of a cave, they make for a nice disposable supplement for your forces. These unique attributes open up the game to more challenges by combining returning hazards with new ones. You can now encounter poison/electric gates and much heavier items to be carried back to your ship. The main thing to note here is that the new Pikmin types don’t have onions. To get them you have to sacrifice your main forces (or Bulbmin) to convert them into these new Pikmin types. This makes White and Purple Pikmin intrinsically more valuable. By adding three new Pikmin types, and limiting your access to them, the game can create a new atmosphere of interesting challenges and resource management.

Locating and collecting treasures is your primary goal in Pikmin 2. The entire reason you have returned is to collect treasure so you can pay off your boss’s loan that was taken to cover a lost shipment. The treasures you find in the original release are directly related to things we have in real life (i.e. a Duracell battery and a bottle cap that says Sprite on it). Some of these items are mundane garbage to us, others are fun or interesting. You get a whole range of treasures. One of the caves yields only confectionaries. The best part of this is that your ship names and describes each of these treasures. I often found myself getting a good chuckle from some of the names given to the treasures. Naming a queen chess piece “Priceless Statue” and the king chess piece “Useless Statue” was probably my favorite example of this. The unfortunate thing about the remaster is that all of the third-party brands were removed from the game and replaced with generic fictional brands. While the game is still enjoyable, I found this diminished my appreciation for the treasures. Things that had a generic label ended up being less interesting to me and so I was less likely to look at it in my treasure catalog in between days.

The setting isn’t entirely dissimilar to the first Pikmin game. Although your adventure takes you to new locations, you are still visiting the same planet so that makes sense. While the first Pikmin had more explicit theming, this charm isn’t realized so well in Pikmin 2. You have four locations like before, but only two of them feel truly defined. The Valley of Repose is an oblong-shaped snowscape. Lacking much detail, you’re left pursuing the few obstacles that are laid down before you in this introductory area. Awakening Wood is a more lush environment. You find the Blue Pikmin onion here despite them being locked behind an electrified gate. This area is more square and features only a few challenges. The Perplexing Pool was the most interesting environment for me. It features a central land mass that’s surrounded by water. You find the Yellow Pikmin onion here. This area had the most interesting challenges that demanded the use of multiple types of Pikmin. Finally, the Wistful Wild is accessed only once you’ve cleared the debt owed by your boss. This area felt more plain. You see very little opposition between you and the caves. The lack of bosses on the surface undermines any sort of challenge that you may face since all of the creatures are decently manageable. I found these places to be much less memorable than its predecessor. It feels like the environmental innovation was spent more on developing the caves. This would have been fine if the caves were less procedurally generated. Because of this, only a few caves are truly memorable.

What’s more interesting than the environments, are the creatures that inhabit them. Some returning creatures are Bulborbs/Bulbears, Burrowing Snagrets, Blowhogs, and many others. Pikmin 2 almost triples the amount of creatures that you will encounter throughout your journey. Notable additions are the various types of Dweevils, Wollywogs, and some new variations of the aforementioned returning creatures. Each of these creatures have unique behaviors and ways of impeding your progress in the game. Anode Dweevils steal treasures and wear them as protection. Swooping Snitchbugs make a return and are often paired with the new Bumbling Snitchbug. Bumbling Snitchbugs grab and throw your captains around which can get pretty annoying when you’re trying to retrieve your pikmin from the ground. Seeing many different enemies is a marked improvement upon the cast that you got to enjoy in the first game. Many of these enemies have great designs and are fun to read about in the game’s new feature, the Piklopedia. This catalogs every enemy you encounter and gives you information on each of them. Given entries based on the perspective of both Olimar and Louie, also provides a fun spin on the information gathered for each creature. This can be helpful if you are struggling to figure out a good way to tackle a particular creature.

You also encounter several bosses as each cave has at least one. They are usually found at the end of the cave and some are encountered multiple times. The Empress Bulblax is the first boss you will encounter and is easy. When you face her again you are given a much stricter challenge as she’s constantly reproducing Bulborb Larvae that can eat your Pikmin before dying. I’d say her encounter in the late game is more forgiving than in the mid-game but that’s because her mid-game encounter is poorly designed. Sloped hallways would be okay if your Pikmin were able to consistently climb them without fear of the Bulborb Larvae. The Emperor Bulblax makes a return and is seen a few times as well. Not much has changed except you can’t use Yellow Pikmin to throw bomb rocks into their mouths like before. You’re left to try other strategies with them. My favorite boss was the Water Wraith. The Water Wraith is encountered in the Submerged Castle, which is only accessible with Blue Pikmin. The cave has all types of hazards along with a unique gimmick. The boss drops in on you if you take too long on any given floor. This applies pressure for you to hurry to the end where you’ll be given the proper tools to defeat it. This was the first cave that challenged my ability to manage my time and resources properly. With proper strategization (and a few choice resets of certain floors) I was able to avoid the Water Wraith altogether for a few floors. The boss itself isn’t that tough once you gain access to its weakness, but the challenge it imposes on you is what makes it so effective. The only other boss that elicited a strong response was the Man-at-Legs. This was a Beady Long Legs equipped with a machine gun. Although terrifying at first, once you have a chance to think rationally the boss isn’t too difficult to handle.

Fully delving into what Pikmin 2 has to offer gave me a lot of thrills. Despite the environments being less fleshed out, I still enjoyed searching for the treasures both on the surface and underground in the caves. The inclusion of three new Pikmin types was a welcome feature and well implemented. I ultimately found Pikmin 2 to be a more engaging game for me. I still appreciate the original Pikmin and its simplicity but Pikmin 2 has so much more to offer. I did find that towards the end of Pikmin 2, I started to feel a bit of fatigue with the longer caves. One cave is effectively a boss rush and another cave just has tons of grueling floors to tackle. Then once you finally reach the bottom, you have an extremely tough final boss to face. The Titan Dweevil is perhaps the most challenging aspect of Pikmin 2. This boss forces you to play to the strengths of your Pikmin. It was a much more challenging boss than the Emperor Bulblax in 1, and it was more thematically interesting as a final boss. The seamless introduction of new features balances well between innovation and stagnation. The accomplishment of collecting all 201 treasures felt satisfying. By the time I had completed all that I wished to accomplish, I was ready to put the game down and play something else. Pikmin 2 gave me just enough content to feel satisfied, if not a little bit more.

This review contains spoilers

Only a handful of games have the legacy and tenure that Final Fantasy has. Being the property that serves as the foundation of Square Enix it’s no wonder that 36 years later the series realizes its sixteenth main entry into the series. With a wide berth of spinoffs spanning several platforms and genres, it’s easy to see why Final Fantasy is so widely popular. Final Fantasy XVI is the culmination of ideas that span the last decade of concept and design. The result is an average action RPG with some above-average sequences.

As a fan and active player of the hit MMORPG Final Fantasy XIV, I was excited to see what the beloved producer, Naoki Yoshida, could do when given a single-player project to work on. Yoshida stated in interviews that his vision for a new Final Fantasy would be a darker fantasy that leans more into the fantasy aspect of the series. Final Fantasy XVI is certainly Yoshi-P delivering on that statement. While I have yet to play every Final Fantasy title, I can confidently say that this is one of the darkest storylines I’ve played in the series. The storyline begins in tragedy and is steeped in despair. For every moment that gives you hope, there is another to temper your expectations until the bitter end.

The story first grips you with Clive and Joshua’s brotherly bond. Sworn to protect your brother you do all in your power to shield him from harm. No time is wasted throwing you into the first of many large-scale spectacle battles between you and other god-like beings called Eikons. The battle between Ifrit and Phoenix is intense. Everything around you is marred in flame as you eventually watch the Phoenix’s fires extinguish. Bearing witness to the death of his brother both you and Clive are left stricken with anger and sorrow. Throughout the story from there, you meet several characters as you join a band of rebels that is headed by the charismatic leader named Cid. What they seek is a world that allows all of man to live on their terms. Free will and agency are some of the most dominating themes in this story. Fighting to tear down a hierarchy built on the foundation of a classist society, I was continually satisfied with the themes and how they were presented. Clive and Cid’s vision for the world swiftly became my vision and I felt committed to seeing the mission through to the very end.

The visuals in this game were impressive. So impressive that I had to switch my PS5 into performance mode to avoid frame drops. For being a dedicated release on a single platform, it seems silly to me that you would have to worry about performance. I appreciate that there is a way to smooth it out by reducing graphical fidelity but it would be better if the game performed properly without having to make that change in the first place. Frame drops mostly occurred during high-profile cinematics with a lot of effects but I noticed it still happened in a couple of scenes even with performance mode on. The world of Valisthea is gorgeous. From barren deserts to lush fields there is much to behold. The world is vast and well-designed. Creatures that you encounter feel like they belong there. The settings where the boss battles take place are just as detailed. There’s a battle that takes place in outer space that is immaculate. Another battle is outside a castle overlooking the ocean where you can see the ocean spray as the waves crash against the cliffside. Visually there was never a dull moment.

Combat in this game takes place in real-time. We’ve come a long way from turn-based combat and Active Time Battle systems. Having a free-flowing combat system felt good. Transitioning in and out of battle was smooth and using your abilities made sense within the confines of the game. Aside from boss fights and when you gained new abilities, the combat quickly became boring. The experience points gained from battles were marginal and the materials gained were often unimportant or unnecessary. At first, I would fight all that I encountered. By the time I got halfway through the game, I was running past packs of enemies because they didn’t matter. Battles where I had to fight were filled with repetition and button-mashing. There were interesting battle mechanics like being able to weave magical attacks in between sword hits but the damage contribution didn’t feel worth the added effort of timing out the button presses. I think the problem is there are a handful of enemy types and very little differentiation between them. Some of the notorious marks offered a new and unique fight but a lot of them were just hard-hitting versions of enemies we had already fought.

Combat flow boils down to burning through your Eikon abilities, dodging, and mashing your sword button until whatever you’re fighting falls. There’s a bit of strategy with the larger enemies that have stagger meters but that just means waiting to use some of your larger attacks to maximize their effectiveness. It doesn’t help that there is no increased difficulty. You get either story focus or combat focus and the difference is how much input you have to make as a player and how much damage you give and receive. After you beat the game you are given a harder difficulty mode but after sixty hours of mostly middling combat, it’s hard to believe that a harder difficulty is going to make a noticeable difference. There were encounters where an optional boss was ten or more levels above my current level and the only difference it made was that it took longer to defeat it.

The exceptions to the mundane combat are the major boss battles. What makes these battles different isn’t so much the combat mechanics themselves, but the visuals that are presented while you are playing. It’s easy to get swept up in the spectacle of these fights and forget that you are doing the same thing that you’ve been doing in between these fights. It helps that you are drip-fed combat abilities in your Ifrit form so each fight feels fresh and exciting. Each battle was exhilarating and made me forget about the mundanity of the regular gameplay. The peak of this excitement is around the halfway point in the game where you fight side by side with your brother in his Phoenix form against Bahamut. The visuals in that fight are stunning and the events that occur throughout the battle felt inspiring. The battle design and flow give you a new and exciting experience despite the core mechanics being unchanged. These fights alone gave me a high that almost obscured my view of the glaring flaws in the rest of the gameplay.

Only one of these fights left me feeling disappointed. It was the last fight before going into the endgame. For as much as the battle against Odin was anticipated, it failed to deliver. The story does a fantastic job building up this adversary until it reaches its boiling point and you are made to do battle. The entirety of the battle is done with Clive remaining in his regular form and employing the same boring combat that you experience throughout the game. The only difference is that you are focused on a single target and he has a big health bar. All of the exciting parts of the fight are done in cutscenes that are used to transition between battle phases. By the end of the fight, you are left wanting more because you weren’t given the same experience as you were from the previous six boss battles that successfully delivered an exciting and fun experience. The reward for completing this boss battle was amazing but I didn’t feel the satisfaction as if I had earned such a powerful boost in my abilities.

Customizing and increasing Clive’s gear and abilities was something that felt exciting at first but with the disappointment that was combat, it became a matter of picking your favorite abilities and equipping the strongest sword and armor that you had. Accessories were interesting as you could either equip accessories that assisted you in combat mechanics or you could equip accessories that benefitted your abilities. It was well developed and implemented but could have served a more interesting combat system.

Abilities were fun and exciting for me and easily the most interesting part of combat. Starting with simple abilities that were granted by the Phoenix quickly turned into fantastical displays of tornados sweeping up your enemies, explosive strikes of lightning, and a brutal onslaught of stone. I never tired of using Bahamut’s Gigaflare or Odin’s Zantetsuken. The latter was a blessing to receive towards the end of the game because it greatly assisted in expediting the regular bouts of combat. Being able to quickly destroy the masses of enemies that were thrown at me greatly encouraged me to run headlong into the final missions and see the story to its completion. These abilities stand as the main aspect of combat that held my attention because even though each fight played out the same, at least it could be visually appealing.

Every good action-based adventure has a good amount of side content to do. This is a great way to pace yourself through the story and enjoy the new abilities you’ve unlocked before you unlock more. Side quests were well-paced as you would unlock a handful of them between each story mission. These quests were used to help facilitate a sense that this is a world that is lived in. Most of these quests were able to give you a greater sense of weight in the decisions made during the main plot. It helped you connect with the characters of lesser importance. The actual gameplay of these side stories was a lot of traveling between characters, fighting an enemy of some sort, and then reporting back to the quest giver. Those quests were generally fine. The fetch quests were the ones that felt like fluff and filler even when you did get added characterization or lore. The lack of substance in these quests reminded me of a lot of the side quests offered in FFXIV. It works for an MMORPG because there is an inherent sense of grinding in that type of game. For a single-player title though, this failed to deliver for me. Oftentimes the story and lore that you gained from the quests were more important than the actual tasks which was okay in certain instances. I did find that some of these quests had way too much dialogue as it felt like they were trying to fit a larger story into what should have been a smaller bit of side content. This was most apparent with some of the bigger side characters as you would assist them with whatever personal problems they were facing. You were often given a long story of what the situation is and what needs to happen along with the background behind it all. I think appreciation for this content relies more on your investment into the character that you are doing the quest for. I paid more attention to my favorite characters and found myself skipping through dialogue for characters that didn’t capture my interest or if I felt like the exposition of the quest was taking too long.

Generally, through the story, there weren’t too many side quests to make you feel over-encumbered with content until you got to the endgame. As soon as you wrap up the last story mission before you reach the point of no return you are given twelve sidequests. Some of these quests are chained into other quests. So you were actually given around twenty side quests to do at the end of the game. These side quests were used to give conclusions to many storylines that were started earlier in the game and to give you access to the game’s strongest equipment. I know that nothing is forcing you to do this content if you feel ready to finish the story. That being said, I'm the type of gamer who generally likes to feel like I’ve completed all that there is to accomplish before finishing a story. Having so much content dropped right before the finish line was daunting. Except for a couple of the side quests it felt tedious to complete. It also took me out of the moment in the story. I wish the content had been made available sooner so that I could have remained focused on the conclusion.

Just before going into the endgame, you and your brother are whisked away by the primary antagonist (Ultima) to make you aware of his plans and motivations. While the revelations that are made are interesting and fitting to the lore of the world, the forced exposition makes this information feel unnatural. You’re completely removed from a moment where the stakes are high so that Ultima can give you a lecture on the history of the world and his people. You’re left wondering why Ultima is even wasting his time explaining this to you and doesn’t try to kill you right then and there. Ultima has been known since the first act so it’s frustrating that you couldn’t have been made aware of these details more naturally. By the end of the segment, you are left with a good sense of his motives. I feel that the writing team could have figured out a better way to relay this information to you.

Once you set out to complete the final mission, you are immediately sent into a sequence of battles against Ultima. This sequence gives you a healthy balance of everything that we have experienced throughout the game. You have battles that exercise all that you have learned. The battle wasn’t incredibly difficult but it was appropriately themed, balanced, and enjoyable. There’s a healthy blend of cutscenes, battles in regular form, and as Ifrit. Some new attack patterns call back to spells and abilities from older Final Fantasy titles that were fun and interesting to have thrown at me. The attacks themselves did a good job representing these callbacks as well. By the end of the battle, I felt a sense that I had applied everything that I had learned. Although the difficulty of the battle didn’t satisfy the part of me that appreciates a challenge, I was left satisfied with the narrative aspect of the battle.

I have mixed feelings regarding the conclusion of the story. On one hand, the ambiguous nature of the ending is fun, and watching the kids reenact their favorite moments from our story is cute and endearing. The part that didn’t sit well with me was the implications that were made as our hero’s journey ended. It’s incredibly emotional and the result could have worked either way. How they ended it didn’t make sense to me. I appreciate the poetic nature of it all but the suddenness of Clive healing his brother and then dying felt forced. Not every gritty adventure needs a tragic ending. Clive returning to The Hideaway as a hero could have been just as emotionally charged and I think would have worked better for the narrative. The game lays it on thick that Clive is going to die, especially in the narrative moments just before confronting Ultima.

After participating in everything that Final Fantasy XVI has to offer, I am left feeling mostly satisfied. The game never addresses what characters are going to do now that Ultima is no more. There's also the blight that is still spreading and is the catalyst for everything that happens in the game. That is the one thing that I wish the game had addressed but I also suppose the ending of the story implies that it's no longer an issue. Despite its shortcomings, I had an overall positive experience. Given the opportunity, I'm sure that Naoki Yoshida and his team could take their experiences with this game and improve with another title. With the resume that Creative Business Unit 3 has, I believe that they deserve it. That being said, with the qualities that have defined Final Fantasy over the years, I look forward to the many more entries to come.

This review contains spoilers

Banjo-Kazooie, which was released during the Summer of 1998, takes a unique approach to the 3D platformer genre. 3D platforming had already been established by now with games like Super Mario 64 and Crash Bandicoot but those games took a more episodic approach to level design and exploration. While all three games have the same basic collect-a-thon idea, none do so as seamlessly as Banjo-Kazooie. As we follow our lovable anthropomorphic duo through various levels of unique design and charm, we get to enjoy what will later become a much beloved and fondly remembered game developed by Rare Ltd and published by Nintendo.

The premise of Banjo-Kazooie is fairly simple. The wicked witch, Gruntilda, is jealous of Tooty’s beauty which was proclaimed by her magic cauldron. So Gruntilda kidnaps Tooty and it falls to our titular heroes to save her. Banjo the bear and brother of Tooty, and Kazooie the bird that resides within Banjo’s backpack set off to stop Gruntilda from stealing Tooty’s beauty and to bring her home. The plot hook has a short and silly presentation and is effective. This game has a through-line of silly undertones that are present in each area of the game. There’s lots of fourth wall breaking and an overall sense that the game does not take itself seriously.

The characterization in Banjo-Kazooie is both fun and unique. The gibberish that accompanies each character’s message does a good job conveying the character’s personality and does well as a companion to the dialogue. Banjo is characterized as a goofy bumbling bear that likes to sleep in. Kazooie is a sarcastic bird that isn’t afraid to bust the chops of anybody. Whether it be a mole that wears glasses or an aggressive and large hermit crab, Kazooie has a backhanded nickname at the ready. The game starts with a charming exchange of trash talk between Kazooie and the mole named Bottles. They go back and forth throughout the adventure as Bottles is the character that teaches you your abilities that you can unlock as you explore each world. This created a fun experience for me as I was more interested in the character interaction and the dialogue and less concerned about the gameplay itself. No single character is alike and all are favorable in their own respect. Even Gruntilda is lovable in her own despicable way as she taunts you in between levels in her lair. Just the fact that Gruntilda speaks strictly in rhyme makes her a joy whenever her wart ridden face appears on screen.

The controls for this game are simple, yet effective. Most of your interactions are going to be met with the A button or the B button. There is some camera manipulation and it’s a bit rigid and uncooperative but thankfully the game is usually pretty open and accommodating to where you can effectively control the character. This is one of the few games where I do believe that using an Nintendo 64 controller would have benefitted. Using the right analog stick as the replacement for the C buttons works well enough given where controller technology is. Though, I would have struggled less with certain aspects of the game had I not been accidentally turning the camera while trying to rapid-fire eggs. I can’t harp on this subject too much, however, because when the game was developed and published it was for a controller that wouldn’t have exhibited an issue like that. I liked how the game slowly drip fed you abilities throughout your adventure and gave you the proper space to learn and practice the techniques. With the exception of one area the developers did a good job allowing you access to all of the collectables in a level without having to backtrack once new abilities were learned.

There are nine levels offered in Banjo-Kazooie. Each level has a unique and interesting design and soundtrack based on some sort of theme. There is a pirate themed island, a swamp, an arid desert, a frozen peak, and more. Each level has 100 collectable music notes, 1 jigsaw puzzle pieces called “jiggies,” two honeycomb pieces (which are used to expand your health) and a hidden witch switch to make a jiggy appear in Gruntilda’s Lair which serves as the hub world for all of the levels. Out of the nine levels, the first seven of them took me anywhere from 45 minutes to 75 minutes to complete. These levels were the core experience that made me enjoy the game. My favorite of these levels is Mad Monster Mansion. The centerpiece is a haunted house but the level has all of your spooky staples. There’s a hedge maze, a chapel, a court with a fountain, and a nice variety of enemies ranging from ghosts, to headstones, to bats. You get to enjoy a fun little minigame where a ghost hand is playing the organ and you have to follow along and repeat each key that it plays. Each level is full of fun minigames that play with the physics of the game and make use of your character’s abilities. Each level usually has a boss encounter that also challenges you in some way shape or form.

Levels eight and nine were the most frustrating for me. I loved the concept ideas of the levels but the execution of segments led to a sour experience. Level eight is named Rusty Bucket Bay. When I first entered this world and started looking around I was having a great time. I liked the idea of the oil polluted water making you lose air even if you were at the surface and consumed air twice as fast when you were under the surface. I thoroughly enjoyed the shipyard theme. It was shaping up to be my favorite level until I went inside the ship. While I eventually learned how to make my way through this part of the level. I found it to be excessively punishing. Basically there’s no floor. You have platforms connected by a series of rotating pipes that have platforms that also rotate. In the back of the room you have a platform with fan blades that are guarding a jiggy. Something I should mention is that collecting music notes in this game goes on a scoring system. So whenever you leave a level or die, the game notices how many notes you’ve collected and does a leaderboard style. In order to walk out of a level with 100 notes, you have to collect all 100 notes in a single life without leaving the level. So imagine my frustration when I go inside the ship with 73 notes collected and die from a single badly timed jump and have to start over. Mastering this area took me an extra 30 minutes beyond the hour I had already spent here. It then took me another 45 minutes to clear that room and then collect everything else in the level. As I mentioned earlier, each level had taken me around an hour to complete. Having a single level double that time was less than enjoyable, especially with how needlessly difficult that area was. It’s not like the ship didn’t have a bottom to it.

Level nine is called Click Clock Wood. This is a level dedicated to the four seasons. It had a lot of charm to it, the jiggies were interesting to find, and the quests related to the characters were fun. Something I enjoyed was how certain actions spanned across the seasons. If you break a boulder for Gnawty in the Summer, you’ll be able to collect a jiggy as a reward in the Fall. There’s also an Eagle that you hatch and raise to maturity. This level took me three hours to complete. Part of that is because I died at 93 notes and that’s completely my fault. But the biggest time suck in this level is climbing the tree that takes up the majority of the level. I can’t tell you how many times I either fell out of the branches, or was struck by an enemy and knocked back to the bottom. While I recognize that those are skill related issues, it doesn’t change the fact that I probably spent the majority of my time climbing the tree over and over again. By the time I reached the end of the level I was ready to move on. Dying when I was 7 notes away from completing the level was the worst feeling.

Once you’ve collected enough music notes to progress, you gain access to the last challenge before getting to do battle with Gruntilda. It’s a trivia game titled Grunty’s Furnace Fun. It’s a stretch of tiles above a lava pit. Each tile requires you to answer a piece of trivia about the game. Seems easy enough, we’ve just spent the last 12 or so hours playing through the game. Hopefully we remember some simple trivia. The board consists of several different tile types so that you have a variety of questions or timed challenges to complete. One of these tiles is a sudden death tile. This tile can be any question or timed challenge or more difficult version of a minigame that you’ve already experienced. If you get the question wrong or fail the challenge then you are automatically ejected from the board and you have to start the entire board over. There are tiles that, should you get the question right, will grant you skip tokens. I opted to use those to skip the sudden death tiles to play it safe. My biggest hangup with this was the trivia questions specifically about Gruntilda. Throughout the game you can spot Gruntilda’s sister, Brentilda, and she will tell you facts about her wicked sister. I wasn’t interested in learning a bunch of random details about Gruntilda so I neglected to seek her out. I thought it was just a bit of added flavor to the game. I can appreciate that. When I reached this part of the game I was ready to finish the game and be done with it. So the last thing I wanted to do was backtrack and write down all of this silly trivia about the character. I wish I had. I probably spent more time trying to guess my way through the trivia questions than it would have taken to just do the backtracking. You can’t look the answers up online either because while the three answers available are always the same, the correct answer is randomized to your save file so that no save file is alike. I do appreciate that the game made these bits of trivia relevant and overall I like the concept of Grunty’s Furnace Fun. I wish the segment was a bit shorter and I also wish that one path across the board wasn’t clearly more favorable than the other. I believe that there should not have been so many questions related to Gruntilda because even if you wrote all of the answers down, you only get ten seconds to answer the question. It’s not like you can scan through 20 different bits of trivia in that amount of time and I don’t like the idea of having to memorize randomized character trivia. If I had at least entertained Brentilda and read through the trivia I might have stood a better chance at making it through the segment in a shorter amount of time.

Once you’ve cleared Grunty’s Furnace Fun, you rescue Tooty and you go home to celebrate. Some of the credits roll, it gives you a sense that the game is completed. But then Tooty reminds you that Gruntilda is still in her lair and she shouldn’t get away with what she’s done so you go back to finish what you started. By the time you’ve reached this part of the game, you have had the opportunity to collect every possible collectable. Four additional health pieces, 900 music notes, and 100 jiggies. If this is the case you are rewarded with doors that lead to fillups for all of your resources (eggs, red feathers, and gold feathers) and a door leading to a room with one last puzzle. When you fill in the missing puzzle pieces you are rewarded with a doubled health bar. This seemed frivolous to me but I still appreciated the recognition of accomplishment. Then I challenged Gruntilda and I fully understood why this was such a blessing of an upgrade.

Gruntilda is straight up, hard. Her attacks have a homing effect, the battle is resource heavy, and there are multiple phases. I had moments where I truly wondered how I would have accomplished beating this fight had I not found the character named Cheato where he gave me the ability to double my red feather capacity. I almost felt like I needed to go find him again so I could use his cheat code to double my egg capacity. After breezing through most of the game, and then struggling up through the last quarter of the game, it was great to experience a boss that truly challenges your mastery of the characters. From start to finish you have to use just about every ability you’ve learned throughout your journey. There’s dodging and attacking, there’s shooting eggs, there’s flying combat, and then there’s dodging while trying to fulfill another objective. All of her attacks have a recognizable pattern. She predominantly attacks using her wand to sling explosive spells at you. At first it felt like you couldn’t avoid them but once you figure out that you can dodge them by changing your direction after she’s cast the spell then you basically never get hit by them again. You slowly go from needing sixteen chunks of health to get through phase one, to only getting hit once or twice and she drops health between phases. The last phase of battle is the most intense. While you’re trying to activate the giant Jinzo statue Gruntilda is rapid-firing her spells at you and throwing in a homing spell at the end of each onslaught. When the cutscene plays and the giant Jinzo statue defeats Gruntilda once and for all, I was filled with joy and a sense of accomplishment.

Completing the game and defeating Gruntilda felt cathartic. After struggling over the past seven to eight hours the game was finally over. Your gang of friends get to relax on the beach while the credits roll. Mumbo shows you some pictures of things you missed unless you collected all of the jiggies prior to defeating Gruntilda. Then he shows you some images from a feature that wasn’t fully realized until the game was later rereleased for the Xbox. By the end of the credits I was left feeling satisfied with my platforming adventure. I appreciated the different style that Rare took when approaching the game’s design. Banjo-Kazooie was clearly well fleshed out and a sequel was already in the works by the time the game was published. Banjo-Tooie sounds like a promising sequel to a game that was already a joy to experience.