When I played through the earlier chapters, I thought to myself: "Yeah this game fucking rocks, they nailed the appeal of Half-Life 1." When I played through Interloper, I thought to myself: "Please end already, god damn it."
When I really think about it, this might be a more well-structured game than Banjo-Tooie. But I prefer the formula of Tooie, so I can't give this a higher score, okay?
This would be one of my favorite games ever, but the Mumbo sections are as boring as everyone claims them to be, there are too many Jiggies tied to minigames, and I always have the "SUPERBANJO" code enabled for faster movement.
Shockingly bad. A "spiritual successor" that flies too close to the sun by shamelessly copying Banjo-Kazooie instead of just building on its strengths. The bloated level design is a particular case study for how the developers failed to learn from the mistakes of older 3D platformers.
Rebirth is obviously superior when looking at the larger scope of things, but the artstyle of this game and Danny Baranowsky's soundtrack still haven't been topped to this day.
The second most depressing case of locked 30FPS behind CTR Nitro Fueled... until you find a mod to unlock it, in which case it becomes one of the best roguelites ever.
This is among the most polished roguelites, but it also has some of the most baffling design choices out of any roguelite I've played. Did I really need to free a jailed NPC just to unlock a mode that makes the game faster?
I tried really hard to like this, but even after unlocking Bumbo the Weird, the game is so obnoxiously slow-paced that I can hardly bother to invest in it further.
Look, this game may be incredibly polished and full of content, but I've grown tired of the standard "Enemies do nothing but move in a line while your towers slaughter them" formula for the genre. Plants vs Zombies is so much more engaging to me because the enemies actually fight back.