169 reviews liked by Decisive


Just like Dreamland 2, the first time I fully beat this game was in 2022, directly after Dreamland 2 actually. I first played this years ago when I got an SNES classic, and thought it was cool. But I'll come out and say it, I never really digged the whole multiple bite-sized campaigns in one shtick. I had a greater appreciation for this game, when I played it in 2022, due to some of the series staples it added. But even then, it wasn't one of my favorite Kirby games. How do I feel about the game now though? Basically, the same tbh. Though, when compared to every Kirby game that released prior to this, I'd say it's the clear best.

The biggest improvement, and this would be a Kirby staple once Return to Dreamland released, is the expanded move set. No longer do you only have a single move per copy ability. Now, depending on your directional inputs on the d-pad, you can use several different moves per copy ability. This is a fantastic addition, and probably my favorite aspect about this game, as it makes beating each level more fun. Both of the fire abilities that were in Adventure, are now in one and the one that would turn you into a fireball is your dash attack. Spark, which was a staple in Adventure and Dreamland 2, isn't even in this game and was basically replaced by Plasma (which is all around better because of the electric shield you can get). The copy abilities in general, are really good in this game. You have your series staples like sword, hammer and all that. But then you have new ones like Bomb, Mirror and Yo-Yo which are all really awesome. Compared to prior games, the amount of copy abilities in this game is massive and I think it even rivals some of the modern games. You can also, at anytime, turn whatever copy ability you have into a little NPC helper. This was a fun addition and let's you play the game with two players? I actually never tried it out myself, but I assume you can do that and not have the multiplier be regulated to the minigames.

I am a Dreamland 3 fan, and while I prefer how that game looks visually, Superstar still looks really good for an SNES game. The game is full of that Kirby personality, whether it's with Kirby himself or the enemies he faces. The animations on some of the enemies in this game are just really expressive, and that includes the bosses as well. They're all very charming, especially the computer virus boss, that one is very witty. Some bosses are better than others (I really hate fatty whale) but most of them are pretty fun..especially with the expanded move set.

Now for the meat and potatoes of this game, the game modes. This is the part of the game I'm not much of a fan of. The game consists of 9 modes in all. 4 of them are normal Kirby campaigns, 3 of them are short minigames, 1 is a weird campaign that is more akin to a Metroid game and the last is a boss rush basically. They're all mostly fun in their own right, I just much prefer a more focused, full sized campaign since even with the longer modes here, they just don't stick in my mind as much. I'll delve into each mode though and explain my feelings on every one of them.

Megaton Punch is a short, button timing mini-game where you must see who creates the biggest crack on Popstar. It's very short and humorous to watch, but there's not much to it. Samurai Kirby is basically a remake of the one western minigame from Kirby's Adventure, and it's even more simple to play. You just press the A button faster than your opponent but I swear I just can't do it, even on the easiest difficulty. I always lose to Meta-Knight at the end. It's alright but I prefer Megaton Punch. The last mini-game is Gourmet Race. I won't get into the staple song just yet, but know it's my favorite of the three minigames because of its music and because its fun to race Dedede (and to see his reactions to you winning).

As for the normal campaigns, the first one is Spring Breeze. Not much to say here, it's the shortest of the four and is basically just a remake of Dreamland 1. It's actually even shorter than that game since it lacks the reused portions of levels before Dedede. Dedede is also super easy in this version compared to Dreamland 1. Dynablade is a little longer than Spring Breeze, but not by much. Also don't really have much to say here either, it's a pretty uneventful set of Kirby levels. Revenge of the Meta Knight is a lot longer than the previous two campaigns, or at least it felt like it was. It has Kirby trying to stop Meta Knight and his crew. The level takes place, mostly, in his ship as you destroy it. It also has the most dialogue in the game, because of his crew members, and it's very charming because of them. This felt like the most unique of the normal campaigns and it was definitely my favorite next to the final one. The final one, Milky Way Wishes, has Kirby trying to stop the sun and moon from fighting, which Kirby must make a wish using Nova (this cat face clock thing) because this fella Marx told him to. In the end of the adventure though, Marx dupes you and takes the wish for himself and you have to fight him. This one probably has the most stakes out of any campaign and Marx has a really cool design. I also really liked the space theme and I really really liked the copy ability mechanic. Basically, you can only get copy abilities from these pedestals hidden throughout the world, but once you do you keep the ability forever and can freely switch between any you've gathered at anytime. Thinking about it then, this is probably my favorite mode in the game..it would've been really cool to see this one fleshed out even more though since it still isn't very long.

As for the other two modes, The Great Cave Offensive is different from the other modes. It acts as sort of a metroidvania, where the goal is to explore each section of the game for treasure. You can backtrack freely which is unusual for a Kirby game and is why this one feels different from the other 4 campaigns. It's fun but getting every treasure can be a pain, and pretty much all of the bosses (which you would first see here) get reused in the later campaigns. The last mode, which you unlock from beating every other one, is the arena. This is the boss rush I mentioned earlier, and it's a staple in like all of the modern Kirby mainline games. I actually didn't beat it this time, I gave it like 10 go's, but I did beat it back in 2022. The copy ability you want to use is definitely hammer as it does the most damage. The arena is usually the hardest part of the modern Kirby games and that's no different here, as you have to defeat every boss in the game with only 5 Maxim tomatoes for all of them. It's not totally my thing but it's a decent inclusion nonetheless.

The OST is good, as most Kirby games are, and the standout of course is Gourmet Race. It's one of the most well known Kirby songs for a reason (besides becoming big because of Smash) and yeah it's pretty awesome. The rest of the OST is good too, but this was my favorite new song, as this game continues the trend of remixing a lot of older Kirby songs.

I'm not crazy about this game like some other Kirby fans are, due to the multiple campaigns, but I can't deny it added some great series staples like the expanded move sets and the arena. While not in my personal top 5, at this point in the series this is definitely the best Kirby game thus far. Fun time overall!


A pretty solid doom game, I had only played a few levels on pc when I was in high school but never got to finish the entire game but I'm so glad I did it now after being able to play the other games in the series and being able to compare it. I thought the map design was strong, a little too industrial environmentally, I really prefer hell settings as opposed to city settings (just a personal preference) and I just felt like there wasn't a ton of that in here. There were a lot of "What the hell do I do?" moments in the first game and I felt like the linear design of this game really helped with that, environmentally hinting at the next steps instead of a 'figure it out' mentality. This game really loved to flock with enemies, especially map "Tricks and Traps" (Map 8) was one of the standout moments of this game, utterly terrifying and making me sweat bullets. One of the maps that I wasn't a fan of was Map 24, nothing combat-wise, just environmentally very frustrating, walking along teeny-tiny walls, trying not to fall into poison pits when you cant even look down to see where you are, I just got super annoyed after awhile and it was one of the maps I had to replay a few times because if you fall there is absolutely no way to get out in certain areas BUT this gave added quick saving (which I didn't notice until embarrassingly late) which helped a whole lot. Overall I think Doom 64 is stronger than this one but I had a great time playing it.

I'm sure I'm hurting a few people's hearts when I say this is my first experience with a Sonic game. I had fun overall (This game is hard to play when high, JS). I played the entire thing co-op with my boyfriend and I felt like it's just a game genre that doesnt work well with co-op, due to camera restrictions. While a fun idea in theory, I just don't think it worked well for this style of game. MOST of the level designs/environments were fun but none of the bosses stood out to me and were more annoying than anything. The final boss fight was horrendous during the first phase, doable on the second phase but not fun. While I did have fun in the moment playing it, the overall experience felt mediocre.

Weird, self-righteous, self-indulgent bullshit. This game has the audacity to call itself an “essay” but doesn’t do anything except attempt to teach you some basic video game philosophies, which even then it does poorly.

On top of its holier-than-thou approach, the game making itself is done poorly. My game broke about 15 minutes into it; I couldn’t equip my gun anymore and I couldn’t pass a certain puzzle (which is a generous word to use) without it. Restarting the game or the checkpoint didn’t even fix it. I had to reset the entire thing and almost didn’t even want to waste the 15 minutes to do so.

Gameplay was boring and the design of it was trying too hard. I don’t like rating games this poorly but man this was a drag.

This was cute. Me and my friend have really gotten into this niche co-op escape room genre games, and while this one didn't impress us as much as the We Were Here series (especially the last couple) we still had a good time with it. It wasn't quite as tightly crafted but still had some unique puzzles.

Another summertime mistress to distract me from my one true love (Slay the Spire). On the real though, I do enjoy niche little roguelikes and this game did enough cool and unique things that I had a good time with it. It didn't addict me like some others have but it was well worth the few dollars I paid for it.

In its renowned sequel, Fear & Hunger 2: Terminus maintains the foundations that defined the success of its predecessor, but now enhances the experience through improvements in gameplay, map design, mechanics, and characters.

The story presents a completely different proposition, where 14 characters are forced to participate in a macabre Death Game to achieve their individual goals. The plot remains well-written/complex, and its difficulty continues with the challenging level that characterizes it, as it is not a simple, let alone an easy game. Progression is built through trial and error until the player becomes accustomed to the dynamics of the objectives to be completed, thus the game continues to playfully disregard the player, being intentionally cruel and stressful.

Its oppressive atmosphere creates an immersive experience for those seeking a game outside the so-called traditional standards, even though it may not please everyone due to the more graphic themes and content presented.

The compelling characters are part of the game's greater essence, each with a unique story, attractive personalities, notable charisma, and sensational interactions with each other.

Fear & Hunger Terminus does an excellent job of combining elements of horror, turn-based RPGs, and survival in its grotesque style. Although it still has some technical issues, such as general bugs, the fact that it doesn't crash on its own like the previous one is already a major differentiator.

For me, this second game has solidified its place as one of the best titles on RPG Maker, by far my favorite on the platform.

A promising proposal for a dungeon crawler with rhythm gameplay, but it is completely destroyed by lazy and poorly executed implementation.

In it, we play as one of the 5 characters who are teleported to a world where we have to end the present dissonance and thus return to the harmony of music. It's a standard premise that initially manages to hold up, but it becomes increasingly tedious as we progress through its monotonous story.

The game is phased, with 10 available worlds, each having 10 levels to explore (in addition to their bonus stages), which may seem like a lot of content at first, but soon becomes one of its biggest flaws, as the developers prioritized quantity over quality. All its worlds feature identical enemies and scenarios, only with reused templates and skins with different colors, as there is no variety whatsoever in the level design / gameplay. There are only 2 Boss Fights for over 100 repeated stages that will take some exhausting hours to complete, and even in its multiplayer mode, they are not enjoyable. Furthermore, with a huge number of stages and various music tracks, we encounter the game's biggest flaw, the note mapping. In some levels, this might be forgivable, however, in the majority, it has become a problem that ruins the immersion and the main element of this type of game: the rhythm. When the key mechanic is broken in this way, we get the product that is Soundfall.

Another glaring mistake is the issue of BPM, as in the various musical styles applied, there is a variation in the BPM of the stages, which is not necessarily bad, the problem arises when in some levels we have a BPM below 160, causing not only the shots of your character and their dodges to come out at delayed intervals, but also affecting the duration of the stage and the fight against enemies, as fewer shots mean lower DPS, hindering the fun with the game.

I believe that if the game were shorter and had minimal variety in mechanics, it could be decent. But, in a general assessment, Soundfall is one of the worst games I've ever played, being in my view a disaster in everything it tried to propose.

This game took me A LONG TIME to get into. Having never played a game of this style, the game really didn't have a lot of instruction and most of it I figured out through trial and error (lots of error). I just felt like for a long time that I was just REALLY bad at this game and it was really discouraging to say the least. It felt clunky and I just couldn't get used to the controls for the life of me, but once I got them down and unlocked more useful shards and weapons, the whole game was easier to navigate. This game really isn't forgiving and save rooms are few and far between so when you fuck up, it feels worse than usual. Once I was about 50% done with the game I started to get hooked and had my own shard formula that worked very well for my playstyle. The bosses for the most part were very challenging and I had a lot of fun with them but I must admit, they were glitchy. The two bosses that my game glitched out for were the twin dragons and the doppelganger. For the twin dragons fight, I randomly fell through the walkway and fell 2 levels down and saw the dragons from behind (they don't have full tails by the way; fun fact) and the doppelganger got stuck in the wall at some point and wouldn't come out. It just felt like for the boss fights, there should be little room for glitches to happen and they still do. Overall this game doesn't have a lot of replay value (at least to me) but I do feel like I got a full experience and am able to form a solid opinion on it.

I only recently learned that this even exists, just by scrolling through a particular shop of no importance. I figured, why not, I'll give it a fun try, and in the only way I know how anymore. With a 16 Star speedrun.

... That run took me, like, two weeks, because I immediately learned upon booting the game up that my New Nintendo 2DS XL™©'s analog stick has drift. Something I'd never noticed, but I suppose the stick is extra sensitive when it comes to Mario 64.

As far as I can tell, it's just Super Mario 64 on 3DS. A marvel to be sure, and a fun game all around, if you're looking for a fun new way to play, there's no reason not to try it out. Assuming your system doesn't also have drift. That can get very annoying, no matter how short you're playtime might be.

also would not recommend BLJs on a 3DS, not very fun.

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