EU copy played on a Xbox One X.

Psychonauts 2 is almost a perfect sequel to a much beloved cult-classic. It picks up both story and gameplay immediately from where its predecessor ended and greatly expands upon its lore and design.

The art direction still feels pitch-perfect in its execution, with the oddly-proportioned characters maintaining their charm even with the higher poly counts in their models, and the environments focused again on 1960s pop art and mod. Level design feels as zany as ever with a wealth of imaginative minds to explore while the soundtrack (composed by the returning Peter McConnell) ranges from eery oddness to psychedelic prog rock and beyond.

The story starts off strong and wobbles a bit towards the end, not quite fulfilling as great an emotional ending as I would have liked due to the earlier strong character work, but all in all it was a satisfying narrative.

Playing on an Xbox One X, the load times were frustrating at times (up to roughly 30 seconds on some instances) and there were a few gameplay stutters and animation problems, but I imagine those last two points can get ironed out in a future patch.

Psychonauts 2 is an easy recommend from me - it's fun and trippy gameplay is just as engrossing as the original and it's the perfect example of a AA game that offers enough to the player while not requiring the super high budgets to be worth its entry fee. I purchased it from the Xbox store but is also available on PSN and Steam as well as through Gamepass since Double Fine is now part of the Xbox Game Studios brand.

EU Virtual Console release played on a Nintendo 3DS XL.

This is really not a fun game. The first few minutes are cool as you automatically go into the cave, get your sword and try exploring for a while, but you very quickly realise you have no clue as to what to actually do and the game provides no real help in that regard. The fact I had to follow a guide for the entirety of the game due to the obscure "hints" it threw at me was a tedious experience and did not endear me despite the good art and audio design. Maybe American kids back in the 80s had a better time with a manual that provided hints, but on its own this game just does not hold up.

Don't feel guilty about save scumming if you're not playing on original hardware.

On a home console, this could have been a really good game. But on Sony's handheld, the PSP, this is one of the greatest street-racers of this time period. A great selection of maps and wide array of cars with the ability to import your own music collection as a radio station. This was an amazing experience to take with you on the go.

EU release played on a PlayStation 3 Super Slim.

This is an arcade game through and through with not enough bonus content for the console ports. The controls feel a little too twitchy at the best of times and it took me a while to adjust to the face buttons being used to switch between forward and reverse. The extra ranked stages can be fun but the level design really tests your skills (and patience) for what you can pull off with the control scheme. At least the art direction is really solid.

There's something slightly...off about this game that I was always unable to put my finger on. It expands on everything present on the first game, with added features of different times of day, more abilities, and being able to explore street-level areas. But as someone who played a lot of the original game and was well-versed with the limitations of it, I think it's these new features that gives me that weird feeling. It feels like a cracked-mirror version of the original and the stories of it being re-worked so close to release due to the 9/11 terrorist attacks further add to that uncanny feeling I have.

EU copy played on a PlayStation 3 Super Slim.

Alice: Madness Returns very much assumes you have not played American McGee's Alice, and while that original game was usually bundled as a free download, this is very much a good thing. The original Alice is a clunky title on the 360 and PS3 and while it's third-person Unreal Engine action was fairly attractive back in the day it can be a slog to play, being heavily reliant on save scumming to make any progress.

Madness Returns however is a complete joy in comparison. Perfect? God no, it suffers a bit in that what was once a novel concept of "what if Alice in Wonderland but edgy?" has been tapped bone dry by other forms of media, with Madness Returns offering nothing new to say. But the gameplay? Leaps and bounds better by far. Platforming feels a lot more fluid and in line with modern design sensibilities and the array of weapons at your disposal feel incredibly satisfying to use. The variety of art styles within the different worlds can be incredibly gorgeous and creative too with Alice adopting a new dress to fit in with her surroundings.

American McGee obviously has a lot of love for this idea he's built for himself and you can see that in every part of this game. It's a shame Spicy Horse didn't really survive long after this and the rights for the property remain with EA, but after the lukewarm reaction to Alice: Otherlands it's a little difficult to see what the future of this franchise will be.

EU Virtual Console release played on a Nintendo 3DS XL.

Ghosts 'N Goblins for the NES is one of those classic titles for this generation of consoles that just utterly destroys you in every way. It's the type of game you wouldn't really get away with releasing today without a bunch of Dark Souls fans being the only ones defending it.

And even if you love Dark Souls, this is not a good port. Even if you're prepared for the end-game twist of you having journeyed through a weird hell dimension version of the real world, forcing you to play through it all again, the overall design of this game is just a test in frustration. Enemies won't follow a predictable pattern, making trying to kill or avoid them next to impossible at times and Arthur's jump always lands just short of where you wanted to be. There's no point in even trying to get through the game with any weapon except the knife and the fact the game forces you at times to change to the useless fire projectile was not fun.

I did beat this game in the end, and yes I did it with the 3DS VC version and yes I did save scum my way through it because no way in hell would I have the time to do it all "properly" and retain my sanity. If you've played Mega Man, then you've already played this game but in a more satisfying and entertaining way.

EU copy played on a Nintendo 3DS XL.

One of the better 2D Dimps Sonic titles honestly. There's a lack of frustrating death pits which I appreciate and the difference in level choices in comparison to the 360/PS3/PC version made it more enjoyable, but the fact we were still only getting 2D gameplay at this point was frustrating when the 3DS could easily handle boost stages with the right optimisation.

PAL copy played on a PlayStation 2 Slim.

Ty the Tasmanian Tiger is a fine game. It had the unfortunate timing of being an animal mascot platformer during a period when they were losing popularity, whilst its game design really only being possible as soon as the PlayStation 2 era.

Compared to Jak and Ratchet, it holds its own fairly well and has the great novelty of a a variety of abilities via the boomerangs. The art direction is bright and fun while the level design keeps your attention for the most part but feels a little stuck in the 90s. The story is pretty meh but that's not really a slight during this time when good narratives and characters weren't a solid "must have" in the big releases.

If you're exploring the platformers available during this period, I'd easily recommend you check Ty out - it has its own fun gimmicks via the boomerangs and it was cool to see a gaming character represent Australia in a positive manner.

EU release played via Steam on a Fujitsu Lifebook A532.

A fun platformer, poking fun at the then ridiculous ramp in what DLC was being used for. A direct result of the days when Horse Armour and plot-relevant optional downloads were seen as laughable and the peak of capitalism within the industry, which is sadly depressing now.

In the wake of Grand Theft Auto III, a Simpsons game attempting to copy the formula would not have been high on my expectations, yet here we are, nearly 20 years later and still talking about it. It's a decent game, if a little shallow, and does a commendable job at fitting as many references and easter eggs as it can.

This, to me, is the perfect stepping stone between the N64/PS1 era of 3d platformers and what they would become in the years following. Jak and Daxter was a huge technological evolution from the Crash Bandicoot formular for Naughty Dog, with vast, open, challenging world areas, an entertaining plot that didn't talk too down to it's audience, and a killer soundtrack - and all with next to no loading times whatsoever. This was my first 100% completed game as a kid and is still stunning to this day.

When Crackdown first released it was an interesting take on the 3rd-person shooter with platforming and rpg mechanics. Now it feels like at one of the earlier attempts of a 3D rogue-lite with the ability to go take on whatever boss you want in whatever order with you learning more and more with each attempt. The leveling-up system for your guns, driving and platforming are really cool and running and jumping around the large city was entertaining back when we still didn't have a lot of open-world superhero games, but the lack of any realy plot or characters can make the game feel mildly entertaining at the best of times and dull and tedious at its worst.

EU release played on a Nintendo 3DS XL.

I got this as a pack-in title for my 3DS XL white edition at the time. It's a fun kart racer although a little sparse on the content. Roughly 8 championships (which become next to impossible to get perfect scores in the 150cc races) with no realy unlockables that I remember. I never really went back to it for any extended period of time afterwards though.

Every time I remember I played this game for hours on end on the PSP never fails to surprise me. Adding a story mode to the Sims 2 was kind of genious in my opinion and was a great level of absurdity to an already fairly great port to Sony's portable console at the time.