SpongeBob Fight For Bikini bottom is poorly made, un-fun slop. I generally try to be positive or constructive when talking about things I love and in this case its games. That being said I can’t excuse this nostalgia bate cash grab that feels like its actively trying to be bad.
Personally, my attachment to SpongeBob is limited, I liked the show a lot as a kid and still watch the first movie to this day. I have never played the original version of Fight For Bikini Bottom, but I am aware that people generally think it is one of the best SpongeBob games and a great kids game. I do not agree with that idea and I feel that nostalgia or love for the IP must be at play when people make that statement.
Fight For Bikini Bottom or FFBB has an abundance of issue that I feel would be too long to list. One of the most obvious issues I had was the lack of polish or testing done, I was always battling invisible walls, death barriers, weird camera bugs, T-posing, characters clipping and a slurry of other issues. A particularly annoying mechanic that doesn’t seem to function correctly is Sandy’s lasso grapple. This tool would constantly fail me as it would randomly drop me off cliffs, not connect to the hook or fling me in the wrong direction.
One of the first things you will notice about FFBB is the lack of a complete voice crew that is present in the show. Obviously, you can’t expect the full line of cast to reprise their roles but some of the other voice actors sound like a dollar store nock off’s. The games cutscenes are split into 2 types, one being in-game cutscenes with written dialog and the other is recording with full animation. The problem with the in-game cutscenes is that they will often happen while being attacked or during a jumping puzzle so you will die mid cutscene. The story is also the least bit interesting or funny that I ended up skipping all the dialog about halfway through the game.
Unfortunately, most of the FFBB is relegated to collecting spatulas so you can progress to a new area and complete the same task again. The issue this presents and I faced was that I got to the end of the game and had to backtrack to collect an additional 16 just to fight the final boss. Talking about boss fights they are not much better and consist of about 2 moves each. In one of the fights, I was honestly able to stand still for the entire attack faze and wait for them to fall over so I could do damage. This is quiet a contrast to some of the regular enemy’s you will end up facing. In the latter half of the game, they will introduce about 3 new enemy types that almost made me quit playing. The frustrations come from some of the abilities to respawn, fling you off the map easily, regenerate shields or do large damage if you get anywhere in a specific radius.
SpongeBob Fight For Bikini bottom is not fun and does little to satisfy any want you may have for a SpongeBob game. There are plenty of great platformers or kids games that I would recommend instead (Psychonauts, Mario, Lego Series, Spyro, Crash Bandicoot etc) so please steer clear of this garbage.

I wasn’t exactly sure what to expect when booting up Gunbrella as I hadn’t heard a huge amount of buzz online. All I really knew was it would be a 2D action game published by Devolver, and honestly that’s enough to grab my attention.
After now completing the game in full I can confidently say that I would describe Gunbrella as a 2D action, story platformer. I say this because at any given point in time you will be battling enemies and bosses in a dungeon, following up on NPC’s and side-quest or traversing a snowy mountain Celeste style. Gunbrella is many things but it almost feels like it’s not quite enough of any one thing. I could almost say my problem with Gunbrella is that it feels stretched quiet thin between ideas and gameplay concepts without enough room to develop encounters around them.
Firstly the combat feels great but really struggles to be more than use your main gun while dodging some relatively easy attacks. Your given a variety of different limited ammo types but at no given point does it feel like they are required or better than the infinite ammo starting weapon. Your weapon has a few utilities such as a parry to deflect bullets, a dash to push enemies back and a shield to block gunfire. All of these are quiet fun and feel very fluid when fighting however they are not at all required to succeed. This is unfortunately because the enemy AI is generally quite dumb and focuses on placement rather than challenging combat. Similarly to regular enemies, boss encounters are almost trivial as, often they repeat the same move consecutively for most of the fight. I’m not sure if this is a bug or accidentally cheese but despite their creative or interesting design it makes what should be exciting encounters, quiet lacklustre.
Unlike combat I loved the atmosphere and the story about revenge with a creepy Lovecraftian undertone. It really makes you feel like a lone ranger hunting his prey no matter the cost. The soundtrack and sound design while traversing the world is desperate and worn out, which perfectly captures the vibe I feel Gunbrealla is going for. There are multiple instances where you will be given side quest or options involving side characters. This can lead to multiple outcomes however they don’t seem to have significant impact on the game outside of different dialog or vendor options.
Looking back at Gunbrella I feel a little let down as it has a lot of potential but doesn’t really shine in its gameplay or traversal. I feel that a longer run time or more challenging in depth dungeons could remedy my concerns. However, this doesn’t subtract from the intriguing story or the art and soundtrack which honestly were the highlights for me. Id absolutely recommend giving Gunbrella a go if it’s concept or style interest you, but it might be better to go in with tempered expectations.

Lunistice is a fun little platformer that has some great highlights for its short run time.
I’ve had my eye on this game for a while and finally decided to pick it up for my new Steam Deck. During my 2hrs of game time I had 0 technical issues and ran at a consistent frame rate for the whole time.
Gameplay is primarily platforming with a hand full of enemy’s and trials to beat. In each level you are able to reach an S rank (based on deaths & pick ups), get a secret collectable and have a varied experience based on the character you play as once you beat the game.
Generally I don’t have many significant complaints. I think the music was fine but not particularly memorable and the sound design was average at best. Personally I did not like the main characters model as the face seemed a bit off. It would have been nice for more enemy skin variety rather than just the last 2* levels.
Otherwise the game was quiet fun.
I look forward to hopefully playing more games from the developers in the future.

I honestly had high hopes for Blue Fire but I left feeling underwhelmed and a little disappointed.
Wether it’s the soundtrack or the visuals, Blue Fire just feels like it needs to be compared to a 3D Hollow Knight. However the visuals and soundtrack is about where I would stop the comparison.
Unfortunately the combat is an uninteresting, forgettable joke. I often found areas to have a minor smattering of enemy’s that do barley any damage or inconvenience you in the slightest. This also applies to bosses that poses little a threat when you always have max health charges. In my entire play through I didn’t die once.
I should also mention the economy, or lack there of. At any given point in time I was filthy rich (unlike reality) and whenever I found a new vendor I would immediately buy out all of their stock. Not only this it also applies to health recharges as whenever I would use 1 or 2 it wouldn’t be long before I was maxed out again.
Blue Fire does have a relatively fun movement system, as your progress additional jumps and dashes become apart of your traversal set which is nice. But it feels quiet essential as there are many points in which this game requires you to backtrack or re explore an entire area again as it now has collectables required to progress.
Personally I find for every nice thing I can say about Blue Fire I could also point out the many flaws regarding the same thing. Blue Fire feels like it wants to be more but just requires that extra polish.

Just got my Steam Deck imported today and this was a great introduction to the hardware.
I liked the humour and it didn't overstay it's welcome.
Would I have preferred something a bit deeper yes of course but for a free title with JK Simmons this is fine.

In short Inkulinati is best described as a card based board game with to many rules.
But
This was not the game I thought it was going to be. I understand why a lot of people found Inkulinati frustrating or challenging to get into; and honestly these complaints are valid and good criticisms the Devs should take on-board. However Inkulinati absolutely has some fun to offer it's just unfortunately locked behind it's very dense convoluted mechanics and rules.
Firstly when booting up the game with the stupid name the tutorial is absolutely recommended (not that the game tells you that). Initially you start with 3 tutorial levels that give a general idea of how the game functions. But this is when the Nightmarish 70+ optional tutorial levels reveal themselves. Not only are most of these necessary for understanding the basics of playing the game I would say they are crucial to having a good time. Personally I completed about 40 before moving onto the campaign as the agonising wait times between turns in the tutorial levels were killing me.
When setting up to play the campaign you initially have to decide different units, abilities and and team to use, but this isn't elaborated on unless you use an info tool to tell you what each item means. Initially I started the game on the easiest difficulty to get a feel for how it plays, but as I progressed I found I was grateful I made the decision. At the beginning most of the encounters were quiet easy and I would progress quiet quickly but in the second last world the difficulty spike was so sudden it made the experience quiet unenjoyable. Eventually I managed to beat the game and actually enjoyed most of my run.
I don't think I would recommend Inkulinati and it's not something I plan to return to.

The mediocrity of Dead Island 2 hurts me in a ways I've rarely felt before.

A fun little time.
It's cool that to you can change the graphic style in the settings.

My first completed Resident Evil game, and I must say what a treat. The atmosphere, the tension, the sound design all fantastic.
I love how menacing the Tyrant with his loud footsteps and how the music gross stronger as he approaches. I also appreciate some of the imperfections from the guns, personally it makes hitting those critical headshots more of a challenge and the combat more interesting.
However on my second playthrough the story with the child was a little average compare to Leon's. I also think it was unfortunate that 2 playthroughs are required to see the full ending. Otherwise I had a great time and I'm especially excited to play RE4.

I have very mixed feelings about Bloodstained and I feel that it's quiet hard for me to review well. So I apologise if I'm clearly missing something or I use the wrong terminology.
Firstly going into BROTN I was expecting a Metroidvania similar to Hollow Knight or the new Prince of Persia etc etc, but no this is very much just the Vania. I was completely fine with this realisation however I must mention my experience with Castlevania is very limited. So I thought let's give it a shot as I know the run time isnt that long and I'm always down to play a new genre.
Firstly I'll start with the positives.
Its clear alot of passion has gone into this game with it's fantastic sound track, awesome 2-3D, fun references and a cool world. I must commend whoever was in charge of boss design as these fights always felt creative and interesting. Bosses will often have an enhanced move set half way through the fight and the music will change to ramp things up. I also quiet liked the environments as they all looked great and had some alright puzzles. One of the true hilights for me were the many abilities you can unlock as almost all of them look awesome and have quiet a cool 3D flare.
However this is where I get into the negatives. Something about BROTN just feels off, maybe it's the uninteresting plot, all over the place difficulty spikes, weird UI or the large amount of distances you often have to traverse. Something just didn't sit right with me, which is ironic because for some reason there were chairs everywhere. Personally I really didn't like the need to switch move set all the time for one randome puzzle blocking my way. I also thought that the enemys although cool, were kind of odd and felt often very out of place. I also feel the same way for some portions of the map for example the random lava zone or Japan section in a Vampires castle? That aside the part that hindered gameplay the most for me was the ability to buy potions. Personally I don't have a better alternative but I often found with most of the bosses I would just buy max heals and out live the boss rather than "getting good" and beating them with skill. This aspect along with the other smaller ones I mentioned really diminished the experience I had with this game.

After completing Bloodstained I feel a little dissatisfied as you can tell the team is very talented but maybe Vania games aren't for me. Regardless I did have fun at times and wouldn't be against playing other games from the same team.

I like the ideas and world designed in Demon's Souls but this has not aged as well some of the future entries.
The balancing of this game is wild, sometimes you will be mowing through enemy's while others will one shot you at full HP. This also applied to bosses that barley attack compared to others that have insane hit registration or damage output.
I found it interesting that the game puts some bosses directly after a previous fight leaving some "bonfires" quiet close together. While the idea of world tendency is cool it isn't very well utilised or particularly clear on what has changed.
It's obvious that FromSoft games have evolved with every entry and the foundations layed in Demon's Souls are present in all future "souls" installments. Overall i'm glad that I went back and played this on the PlayStation 3 and I'm excited to see the graphical overhaul on the PlayStation 5.

A fine little cozy game. I would recommend mouse and keyboard as the controller can be a bit frustrating.

Just not very fun. Go play 1 or 2 instead.

A fun little time that's a good challenge to 100%.

The most socially acceptable way to play with your balls.