I have a lot of conflicting feelings on this one. The controls are wonderful, the atmosphere and theming are lovely, and the visuals are a sight to behold. However, the game is stretched very thin by trying to fit 120 shines into only 7 major levels. I am not as hard on the blue coins as some people are, as I find them fun to collect for the most part, but the gameplay gets exhausting after so much scouring and searching. I was shooting for 100% completion in my playthrough but I gave up at 102 shines due to the exhaustion, maybe one day I'll get that fabled end screen jpeg but not today.

I'm not much of a Smash fan but I think a lot of that comes from the unprecedented hype cycle for specifically the Wii U version of this game leading to not only the worst feeling big budget fighting game I've ever played (except maybe Virtua Fighter but that shit was revolutionary), but the worst community too. I'll give credit that some of the new characters had inventive movesets for the series. However, just about everything about this game compares negatively to both Brawl and Ultimate. Horrendous game feel, lack of single player content aside from the bare minimum, weakest remix selection in the franchise, that awful plastic-y look, the worst character balance ever with Bayonetta... I could go on for ages about how much I hate this game and everything it did.

Kingdom Hearts on PS3! Considering they were "forced to buy a used copy" to reverse engineer the first game, it's impressive they were able to transfer it over so well, and with such amazing video output and flawless performance! The inclusion of the "between game story", with Re:Chain of Memories and the 358/2 Days cutscene movie are a nice inclusion for diehards, though casual fans are likely to skip or not appreciate them. This release is largely obsolete now with the PS4 version including 60fps and PC including higher framerates and modding support.

Fun with friends. Less fun with kids who barely understand text chat.

No Clank in the title, no Clank in the gameplay. Ratchet: Deadlocked is a semi-spinoff of the mainline series that ditches the planet-exploring adventure elements to focus solely on the arena-based combat challenges that first appeared in Going Commando. While I don't think this game reaches the heights of the first two, once the gameplay loop settles in it's very addicting and quite the fun time. It's a lot like a 3D bullet hell, where you have to jump-dodge incoming projectiles and use cover to manage the damage you take throughout missions.

This game has perhaps my favorite implementation of the weapon leveling system in the series. The full loadout is very trim even compared to Up Your Arsenal, with only one weapon per use case. Each weapon can be adjusted with mods that add effects like zapping nearby enemies, freezing the one in place, dropping bouncer-bombs off the explosion, and so on. The low amount of ammo per weapon along with large swarms of enemies mean you will often have to switch between multiple weapons for the same purposes, leading to the most strategizing about what to use since R&C1. All weapons upgrade up to level 10, which means even players that favor a set of 3 or so weapons won't max them out until the very end of the game.

Surprisingly, considering the travesty that is this game's cover art, the story is actually one of the best in the series. It balances the team narrative and outwardly jokey nature of 3 along with the irreverent and play-it-straight comedy of 2 by portraying a deathmatch game show that parodies shows like the WWE. I would say the narrators interject a bit too often with bad jokes during gameplay, but it's very much the point so I'd leave it at "it would be better if they halved the frequency of voice lines". Gleeman Vox is a highlight villain, embodying the best elements of Vince McMahon's TV presence while finally living up to the villainy of Chairman Drek to give us a competent and cunning face behind the mayhem for once.

Underlining all that goodness is one of the most jamming soundtracks on the PS2. The electronic-hard rock vibe captures what you would think they were going for with that awful cover art. The visuals are quite nice as well, with color palettes that don't seer through your eyes like the worst levels in 3, though Ratchet's head never seems to fit the gladiator suits he is in whenever the helmet comes off Iron Man style. My last complaint is that since the structure of the game is entirely mission based with no exploration or moments of quiet, there isn't a really big sense of progression as you get to the end, as every single mission in the game ends with the same song and results screen. But aside from that, this is one of the most solid entries in the Ratchet and Clank series.

Just try not to think about the cover art while you are playing.

2007

Fun game but I think this is definitive proof that "global ranking of every player you cannot opt out of" is just a bad way to run an online community. PP farmers got me to question my self worth while I was still getting better at the game. I've gone back but only logged off, and it's hard to enjoy it the same way I used to.

This is a sort of "dream sequel" to Super Mario 64 in a way, capturing a lot of the essence of that game's appeal in a new setting that pushes the mechanics and difficulty a bit further than Nintendo proper ever did. One of the greats of the ROM hacking scene, especially for SM64 considering how many shoddily designed hacks exist in the same space as this. The level design is a real treat if you are well trained with the controls, though newcomers may find this hack really frustrating. This is a big comfort game of mine to veg out to when I'm listening to youtube videos and crave a bit of 3D platforming on the side.

If you had to make a case for a perfect DLC that improves on its base game in every way, The Old Hunters would fit that bill quite well. It follows the formula of "short but sweet run through a few areas with a few bosses" of the other Souls DLCs, but the bosses here really give the base game a serious showing-up. They're fast and relentless, but very well balanced on the difficulty scale. Each boss plays like a sort of dance, as you learn their tells and rhythm. It kind of goes to show how weak a lot of the bosses in the main game are in comparison. And that music... hot damn.

I am very conflicted about this game. There's a sort of focus and confidence to the design that is beyond what earlier Souls games displayed. However, I also feel a lot of the best experimentation and design aspects were lost as this game over-specialized into its combat design. Don't get me wrong, the combat here is much better than in Dark Souls or Demon's Souls. But it's also not all that great compared to something like the Devil May Cry or Kingdom Hearts series.

The introduction of trick weapons is probably this game's best inclusion. It allows for a single weapon to have two different modes of attack, which greatly increases the variety of gameplay even as you spec into that one weapon. That said, this game has much less weapons than a typical Souls game, as each acts as two unique weapons as opposed to fitting a category. For such a great system, the game doesn't have all that great of a variety of enemies for you to use them on.

Bosses here are a bit of a disappointment. The game hits you early with masterclass fights like Father Gascoigne and Blood Starved Beast, but later fights are generally against big enemies with wide sweeping attacks that aren't all that fun to deal with in this system. The game does redeem itself a bit with Gehrman, possibly one of the best "final boss" type fights the series has had. However, it's a real shame the best combat the series has had is paired with the second weakest boss lineup, only beat in unoriginality by Dark Souls II.

The music and visuals never disappointed in this game, but I expected more with all the praise this one gets. The level design was incredibly solid for the early parts, so it was a shame to see the game doesn't vary a lot in terms of structure as it goes. It kind of feels like wandering through a forest for a really long time: at first it's interesting, but as it goes the monotony of the walk through similar areas really gets to you.

I can't say I didn't enjoy my time in Yahrnam, but I was expecting a lot more. For the supposed "masterpiece" of the Souls series, this game has very little variety or ambition of its own. This game is too long for its own good, with so much to do that nearly all feels exactly the same. I don't see myself coming back to this one much.

This was my favorite way to play Sonic 2 as a kid, and the first way I beat it. Nowadays the bad audio emulation drives me crazy. Very playable considering the circumstances I'm sure this was developed under, not worth revisiting today.

Not a bad time but I don't find myself attached to this one. I think the game feel sabotaged itself with the wild view bobbing and maybe-too-generous ledge recovery. It's nice to be able to save jumps that feel lost sometimes but I never felt like my player character actually existed in the space, which is a death sentence for a 3D platformer to me.

Overhated? For sure, in the same way Sonic '06, Dark Souls 2, and many other notably unfinished games are. Though I would struggle to call it good either. Environments are some of the coziest in the series. I'd say the new characters are pretty fun, and the music is nice at times as well.

Combat is a chore, everyone knows this game is a blockfest but did you know this remaster has a shorter quickstep in some versions? Afaik this has never been officially fixed on PC for this game or Yakuza 4. That would have made my playthrough better. In fact, playing on any difficulty but Hard would have done that too...

While earlier Ratchet and Clank games felt like trailblazing inventions, this game is the first of many in the series to feel like a slight iteration on what came before. It comes short in presentation apparently due to troubles with getting online multiplayer done within the same release schedule as the previous game. I definitely feel for the devs and think they still released something good, but I don't think I'll be coming back to this game like the first two.

The core gameplay is solid as always, mostly comperable to R&C2. Weapons feel good to use and have some interesting effects, but definitely don't feel particularly inventive. The biggest change from 2 is a shift from a large arsenal of weapons with one upgrade each to a slim roster with five levels per weapon. Effectively you get more time with each weapon, though by the end of the game you'll have cycled in some new weapons to replace early game ones, much like R&C1. Though many of the late game weapons are recycled weapons from 2, which feel a lot more unique in comparison to such inventive weapons as a plain sniper rifle again, "light cannon" shotgun again, throw bombs for the third game in a row, et cetera.

Where this game really falls flat is level design. Nearly the entire game is structured around shooting gallery levels like Notak (Canal City), Joba (Megacorp Games), and Todano (Megacorp Armory). None ever feel as bold or memorable as Boldan or scenic like R&C1 planets. In fact Kerwan (Metropolis) and Aridia (Outpost X11) from that game return in short and ugly form. Variety in general is low with the least amount of Clank stages, unique level gimmicks, and a lack of space flight stages. Though this game does have the most robust coliseum mode thus far, which is fun.

Music takes a pretty big hit as well, with the series for the first time feeling cliche. Same goes for the story, no longer as dry or funny as the series is known for. Some jokes land but not the same as it used to be, and the general plot is much less engaging. I sill give credit in that this game has the best bosses in the series so far, especially with a final boss on par with the first game's to make up for the limp one in R&C2.

Yeah let's leave this one in the past actually.

This game is 5 stars but this port certainly isn't! The biggest selling point of this game is the gorgeous backgrounds. Some of them are much higher resolution than the Gamecube version. Some aren't. Many are in between at completely random and arbitrary changes in level of detail. The lighting engine seems to be quite a bit different, the difference is minor but I'd say mildly noticeable and just a little worse compared to the original release. The new models and textures are nice, though it's weird to have costumes where Chris and Jill have different face structures.

I do like the added difficulty levels, this game is ruthless for series newcomers. The new analog controls are a necessary evil for getting more people to try this game I understand, but I urge every new player to try using the d-pad and learning tank controls (it makes this game and others like it so much better) even if it feels tough at first.