23 reviews liked by Itchy_Sideburns


I honestly forget where I got this game, but I remember it was one of the first SNES games I ever played. The first was Super Mario World and I absolutely adored it. Because of that game, I got really into retro Nintendo games and some time after, I bought Yoshi's Island. Part of me thinks I bought this at my local flea market because it always reminded me of going there on the weekends. Yoshi's Island in general, is a big weekend game. I remember just playing it on my days off from school, and because of that it always gave off that vibe. Either way, I played through the game and loved it. I think since then, I only 100%ed it one other time or maybe not at all. So this was only, potentially, my 2nd time fully beating this game. I'm glad I did because just like Super Mario World, it's absolutely wonderful.

The most striking aspect of the game that you'll notice right away, is just how visually appealing it is. Its crayon-like artstyle is super pleasing to the eyes, and it also makes the most of the console and the newly created FX chip at the time. The FX chip was an add on to carts created by Argonaut Games (my beloved Croc developer). Basically, created to enhance the graphics of certain SNES games, and Yoshi's Island was one of the few games to use it. The FX chip, along with the wonderful artstyle, just gives the game this timeless look. Best looking game on the SNES imo, with Kirby's Dreamland 3 right behind it.

The gameplay itself is much more complicated than Mario World. In Yoshi's Island, you can run and jump and all that, but you can also create/throw eggs. Eating an enemy, and pressing down on the d-pad, let's you create eggs. These can be tossed at enemies and items and greatly enhances the regular Mario gameplay. You can have the eggs bounce off walls and based on the angle you threw it at, collect items you wouldn't have otherwise been able to get. You can have eggs skip across water. You can have eggs reflect against or be obtained by certain enemies and then thrown/hit back at you to get collectables. The egg mechanic gets utilized super well. This along with the varied level design makes the game a blast. Cuz yeah, the level design is super good in this game and is always throwing new things at you. Whether its the fuzzy enemies that make the screen all trippy, to the ski slopes in world 5, to the temporary platforms that disappear if you jump on them too much. And that's not even getting into the Yoshi transformations which are all fun too. Never was I bored with any level. Frustrated though? Maybe a little.

This is a good segway into the other half of the gameplay I wanted to talk about, the 100% requirements. See, unlike Super Mario World, you don't just have to beat each and every level and get all secret exits. You have to get a score of 100 in each level. There are three collectables that contribute to a score. Red coins, flowers and Yoshi's health. You must get all 20 red coins, all 5 flowers and have 30 health by the end of a level to get a score of 100. Then you do this in each world, 6 times for the normal levels and two times for each boss level. Then you unlock a bonus game and a bonus level. So why is this frustrating to do? Well, first it depends on the level. The early levels aren't too bad but some of the later levels are quite hard. The red coins appear as normal coins (tho there is a redness to them that is quite visible) so these can be tricky to find. The flowers are very obvious, you just have to be sure to find them. They hide both of these kind of collectables in some devious places sometimes. Usually it's not too bad but rarely, even now after having played the game before, I had to look them up because they're obtuse. This is all fine and dandy but the real hard collectable is the health. It all depends on how easy the stage is and how often they give you health in the stage, but sometimes it can be super difficult to have 30 star points (that's what the game calls the health) by the end of the game. Especially in that last world, hoo boy did I have to use an star point item in almost every one of those levels.

That's another thing the game has, you can get items (and live) from minigames at the end of stages. When you jump through the goal, and the ring stops on one of the flowers you collected in the stage, you can play a minigame. Like I said, it can give you lives but more importantly items. Some of these items suck but 2 of them give you +10 and +20 star points respectively. Seeing as, as long as you're alive, your star count always goes back up to 10. You can get hit as much as you want, get to the end of a stage, and pop a +20 and have full star points before ending a stage. Getting these items can be quite hard depending on the minigame, but the match cards game makes it super easy to grind these items out. You can replay this minigame as much as you want with the world 4 bonus game, so as long as you can 100% that world, going back to 100% every other level will be that much easier if you suck. Overall, I think the collectables are fun to collect and 100%ing the game isn't that bad because of the item system. The game can just be somewhat devious with its hidden collectables and its difficulty near the end game (that world 5 bonus level can suck it) which is why I found it a bit frustrating at points and not as replayable as Mario World. However, once I remembered you could at least cheese the star points in the endgame, this issue lessened a bit.

Something else I really liked were the bosses. Honestly, they're not all winners but they're probably better than any 2D Mario game. They all take full advantage of Yoshi's move set and egg mechanics and are also a treat to the eyes since they're usually so flashy looking too. I can really commemorate how creative they got with them. Like one of them has you getting eating by a frog and throwing giant eggs at the frog from within its stomach. There's a boss where you must use the egg water bounce mechanic to defeat it (or you can defeat it by killing it before the fight even begins, and Kamek has his own unique dialogue for doing so, so it's not even an exploit...it's a cheeseable method the developers put in which is hilarious). Just unique bosses all around. Baby Bowser at the end is one of the best final bosses in the series too I'd say. It takes a little getting used to with the whole change in perspective but its badass nonetheless. Also, the ending after that is so very heartfelt and feels good every time, I love it.

One other thing I wanted to mention was the game's OST. It's incredibly hard to dislike it, it's so happy and upbeat a lot of the time. The entire soundtrack is awesome but my two favorite songs are the Athletic Theme and the Underground Theme. They're my most listened to songs in the entire ost, and the underground theme especially is my absolute favorite in the game. That one always spoke to me and it out of any song in the game, gave me that whole weekend feeling I talked about earlier. I really don't know why, but I love it.

I originally had this game at a 9, and even despite my small criticism of the collectables, I can't help but bump this to a 10. I'd say I love Super Mario World slightly more but this is one of my favorite games ever and my 2nd favorite SNES game now. It's amazing, it's fantastic, it's wonderful. Go play it.

This Review is an excerpt from my recently-published List of the Thirty-Five Best Games I Played in 2023, so if this strikes a chord, there's more where that came from!

Now...On with the Show!!

As the sort of guy who spends his nights mulling over weird Pasts and Bad Futures, Sonic CD’s gameplay fantasia is a gift. The dream of loop-de-looping into ancient history, nipping the seeds of evil in the bud, and returning to find a kinder, more harmonious world…that’s something I think we all deserve to have at least once in our lives.

The Past

I’ve heard it said that those who played Sonic the Hedgehog games as children, because of their lack of money and therefore choice, persevered past their learning curves. They, unlike so many detractors, didn’t write them off for their quirks, didn’t fling them back in the bin for failing to immediately satisfy their need for speed. Well, not me. The “classic” Sonic games were some of my first, thanks to the Mega Collection on GameCube. I fell for every beginner’s trap, failed every skill check, ran out of lives and went back to Lego Star Wars. They did not survive the purge.

But I’ll give Sonic credit, he’s more patient than his idle animation would suggest. Waited the decade it took for Mania to teach me how it’s done. You can’t enjoy a Sonic the way you might a Mario. These aren’t games about charging forward through obstacles – asserting your presence with power-ups and projectiles – but going with the flow, allowing the geometry to carry you where it will, dexterously reacting to keep the ride going. The challenge of harmonizing with progressively jagged, unfriendly zones is not just the point, it’s the joy. After that, Sonic 3 & Knuckles became my favorite, and I figured that was just about the end of that. In 2017, I concluded that the highs of Sonic’s dynamic movement are fantastic, but it’s dependent on the strength of its level design, and those lows are just distracting enough to take it down a peg. An ideal Sonic playthrough occurs as a single unbroken thought, and a big enough blunder can compromise the current.

Fans will tell you that 3 and Mania represent the series’ most successful “balance” of forward momentum and exploration. I bought that; it’s the reason I prioritized those games. Here’s the thing. Why burden either one of these goals with the needs of the other? If the issue is that these level designs become unfocused, draw themselves out, fail to wholly satisfy either inclination…well, why not have one built entirely around speed, and another based on explor– OH WAIT THEY DID??

The Present

Last year, I called Mario World a great alternative sequel to Super Mario Bros. 3. Today, I’m crowning Sonic 2 its true successor. I play Mario 3 for the action, for its perfect jump and P-speed antics, and Sonic 2 takes that premise even further – a character whose movement is determined by his relationship to the environment. Even conceptually, Sonic's mechanical direction is inspired. Where 1 didn’t have the know-how to play to its strengths, and my previous favorites interrupted themselves with major gimmicks and a needless mess of boss fights, Sonic 2 is confident in the power of its physics – rolling through concise multi-tiered stages, darting from start to finish without a moment wasted. It's endlessly responsive to experimentation, filled with hidden shortcuts and dynamic skips. I spent ages fiddling around with a loop near the end of Chemical Plant Act 1, being sure to keep Sonic on his feet to better control his trajectory, taking off at just the right angle, through a one-way gate, to finish the stage in under twenty-five seconds. The thrill of tearing through the high route in Aquatic Ruin and Mystic Cave, of picking up speed shoes to launch high above Wing Fortress, bouncing off of a suspended monitor and landing DIRECTLY in front of the boss, is priceless. Emerald Hill Zone’s opening riff doesn’t get enough love, it’s up there with DaiOuJou in its ability to hook me in from frame one. Appropriately, it's as close to an OutRun-like physics platformer as we’ve ever had. It's one of the greats because every frame of its forty-five minute run fizzles with potential energy. Ignore the Emeralds and go.

But friends, I had played Sonic the Hedgehog 2 before the year 2023. My love for it has grown to ridiculous size (Thanks in no small part to Sonic 2 Absolute), but I've respected it for some time. Even finished it. This is not a review of Sonic 2.

How ‘bout I take you down to Quartz Quadrant.

The Good Future

Sonic CD shares 2’s place at the top of the heap. Given its reputation, I could not believe how well it clicked. Overly wide, exploratory level design in action games isn’t my thing, but here, it’s less a matter of “exploring” for a number of key objects, and more about enjoying the breadth of what Sonic’s physics are capable of – shooting through massive cascading loops and rebounding up and around towering, dreamlike worlds. Coming off the heels of the first game, with an entirely separate team from Sonic 2, it’s ridiculously forward-thinking. CD preempts the conceit of Mario 64’s 3D game design by a whole three years during an age when every year played host to wild innovation across the medium. It celebrates Sonic's unique movement mechanics like nothing before or since.

I called a perfect Sonic playthrough “unbroken,” but I didn’t say “fast.” Whether you’re flying high or barreling through badniks, movement is its own reward. And while that would’ve been enough for me to give it the thumbs-up, CD does not rest on those laurels. Hit a signpost and maintain top speed, and you’ll time travel between any of three eras of the same stage. Must be the best take on Mario 3’s P-Meter there’s ever been. Smash a robot generator in the past, and you’ve earned a wonderland of a future. Hunting generators is the way the game is designed to be played, and I refuse to ever run the game without them. Beyond the fact that they encourage the intended playstyle, the consequence for failure is too tangible, too well-executed to ignore.

I have to wonder if there was a kid in 1993 whose immediate inclination was to have Sonic go to the future. When this child finally managed to do this, the coolest thing they could possibly imagine being able to accomplish in any game – Making Sonic the Hedgehog Time Travel into The Future – they wound up in an apocalyptic hellscape. The Bad Future so starkly different, so loud and raucous, that it almost feels like a joke. The stakes are clear; Sega put in the work to make you want to care about the world you're trying to save, if only to find out how great the Good Future's music must be. It'd be sick enough to have this two years ahead of Chrono Trigger, but even now, I can't think of another action platformer that attempts anything like this.

And don’t believe what they tell you, there are no bad Zones (Wacky Workbench is fun, I promise). I could swear the Japanese Soundtrack makes its already vibrant colors even more evocative. It’s exactly as complex as any game in this series should be. Its opening cutscene is everything to which Sonic should ever have aspired.

The Bad Future

Another 2D Sonic game released in 2023. We don’t have to talk about that one.

I'm not from Kentucky, but I've been there. I live in an upper Midwest city where 45 minutes and a good sense of direction can take you from a bustling city center to the middle of nowhere, all rolling hills and tired forests and pocket sized towns, little corporate fiefdoms all teetering on the verge of abandonment, through catastrophe or corporate malfeasance or just plain old neglect. Flyover country, most people call it. The American Ruins, I call it. Urban decay is one thing. Rural decay is another entirely.

Kentucky Route Zero is a game (and yes, it's a game, it could not exist as a novel or a show or a series of slides) mostly about what it's like to exist in a post-2008 rural America, where the jobs have gone overseas and where 40% or more of the people are one disaster or accident away from utter financial ruin. It's a game about driving along the backroads at night, feeling like the only person in the world. It's a game about those dusty summer mornings where golden light trickles through the window panes and makes you forget about how powerless you truly are. Mostly, it's a game about reading dialogue bubbles and deciding how what you read makes you (or the character you happen to be controlling at that specific moment in time) happen to feel about it. There are no boss fights or Big Choices, just the struggle to keep going, to keep living in a society that wants nothing more than to crush you down into dust and pave over the remains to build a new parking lot.

Most dialogue driven games, be they classic adventure games, BioWare style RPGSs or even the recent strain of Telltale games, are based around the art of the possible. Around convincing the player that they truly control the narrative, despite the impossibilities of coding and game design that we all know exist. You can't really do whatever you want in Monkey Island, you can only do the things the game designers programmed you to be able to do. By stripping all of that away, KR0's designers are more interested in the art of the impossible, of taking you to places that have not and will not ever exist, and instead of giving you the same old power fantasy, they remind you that even here, in the realm of the impossible, capitalism can still crush you, and that the only agency you truly have is how you choose to feel about it.

I could talk about the terrific music, or the little experimental segments and how they toy with the concept of identity in a medium literally built around being someone else. I could wax poetic about the wonderful characters and the beautiful places they go and how well written all of it truly is (one of the major players is someone named Marquez, if you were wondering what kind of magical realism we're dealing with, here) but that's not what it makes me feel, that's not the parts of this experience that I'm going to take with me until the day that I die. What I'm going to take from this game are non-euclidean caves filled with buzzing skeletons, the white shadow of a giant bird swooping over darkened roads, the ceiling of a bar exploding out into the night sky, silhouettes of horses bathed in the muted light of a road sign. An old bony dog teetering on down the road, abandoned by the people who were supposed to take care of it but refusing to die, either out of pride or shame or both. Collapsed barns. Abandoned houses. The rubble left over after the collapse of the American Dream.

I'm not from Kentucky, but I've been there. And it's both like and not like Kentucky Route Zero in ways I still couldn't describe here and might not be able to if you gave me a hundred years. What I do know is that this game, this experience, is quite possibly the best piece of American art released in the whole of the 2010s.

"I don't think you can win. They say it's a tragedy on the back of the box."

Before I played Galaxy 2, I only ever really played crappy licensed games on my PS2 for the most part. I was a young kid at the time so I couldn't really gauge if a game was actually good or not, I just got a game based on a show/movie I liked and that was that. That all changed one day when I was scrolling on YouTube and stumbled upon Super Mario Galaxy 2. I can't even remember what I saw since it's been so long, but I remember instantly thinking "I NEED to play this". This was right before we were going on a trip to Ocean City Maryland and I knew my dad's friend who was going on the trip with us, was bringing his Wii. I go to my local movie rental store which also had video games and rented it. The trip lasted a week and while I really should've been having a ton of fun on the beach, I instead couldn't get enough of Galaxy 2. I was addicted. I think I got up to like world 4 before I had to return the game and I had to part ways with the Wii. I also remember getting a gaming magazine that focused on Galaxy 2. I also distinctly remember a game called "Ivy the Kiwi" being a big focus in it too. God, I wish I still had that thing. I lost it ages ago and can't remember the name of the magazine, and I've tried to look it up online many times to no avail. Anyways, after the whole trip, me and my brother got a Wii and I got Galaxy 1 as you know. A bit after that I remember renting the game again and then eventually getting it for Christmas that year (I think).
I eventually did beat it, but not 100%. I never completed the game until the summer of 2015, I don't know why it took me five years but when I finally did it, I was absolutely ecstatic. This game means a whole lot to me as it not only got me into non-licensed games but it really kicked off my love for gaming as a whole.

So let's start with the biggest elephant in the room, this game's story. Yes it's very lame that they retconned the first game and that the story in general is way more lame in general compared to 1. This is my biggest criticism besides the game not being quite as atmospheric/spacey as 1. It is the reason I think I do like 1 more now, but it really isn't a deal breaker to me. I think there's enough fun dialogue throughout the game for it to still have an above average story for a mainline Mario game. Still, not nearly as good as 1's which yeah is a bit of a bummer.

However, I think the game more than makes up for this by being so much fun and more fun than 1. While 1 had plenty of good galaxies, I did think having several samey ones (the beach and bee galaxies) when there's only 15 full length galaxies was a bit of a downside. Galaxy 2 however did something different. Instead of having a mini galaxy here and there, and having your main galaxies be 6 stars, here the full length ones have 3. Now while there is a good reason they did this, this also led to the game having more sized galaxies that are way more plentiful. This along with the fact the level design is way more straight forward and faster paced, makes the game more fun than 1 I think. It's up to preference of course and I still love both games approach to level design.

Another reason this game is a blast to play is the addition of Yoshi. You wouldn't think he'd add so much to the levels but he does. He's in a good amount of the galaxies and also in them are powerups for Yoshi to use. These were also a great addition and just add that extra bit of fun to the game. I like them all but my favorite was definitely the dash pepper just because it's used in the best of ways. Alongside Yoshi and his powerups are new powerups for Mario. The drill and boulder mushroom were both cool but the cloud flower? Absolutely my favorite powerup in any Mario game. It not only just gives Mario a very pleasant design to look at, it let's you create a maximum of three temporary cloud platforms to use which is just so much fun. They clearly knew it was gonna be the fan favorite since it's used in a ton of galaxies.

While I definitely like 1's soundtrack more now, 2's is also still amazing. It's funny, while the game isn't as atmospheric as 1, it may have the most atmospheric song between both games lol. That would of course be Cosmic Cove Galaxy which is hands down my favorite song in the game, which is fitting since it's also my favorite galaxy in the game. Some other songs I love are Sky Station GalaxyYoshi Star GalaxyStarshine Beach Galaxy and Wild Glide Galaxy. The game doesn't have as moody of an ost, it's more upbeat than 1 but it still has some moody tracks and is still amazing like 1. A good example of a moody track actually and a shoutout to this one is Slimy Spring Galaxy. They did not need to give a short galaxy like this such an otherworldly and atmospheric track but they did. I never really appreciated this galaxy when I first played the game but nowadays, I actually really love it. Again, while 2 doesn't have the same level of atmosphere as 1, it really does still have its moments.

I had a bit of an issue with the prankster comets in 1, not being the biggest fan of them since there's only 5 types (and one of the types barely gets used). This game improves on them I think. Instead of appearing randomly like in 1, you have to get a comet medal in each galaxy for them to appear. Once they do, they will never leave so you don't have to worry about getting them to appear again like in 1. There's also a better variety of challenges this time. You still have your speedrun comets, your daredevil comets, your purple coin comets. However, the cosmic Mario races have been replaced with cosmic clone comets. You now have a different type of speedrun where you have to collect clocks that give you 10 seconds each. You have comets where you have to kill a bunch of enemies in a period of time. These changes/additions, plus the comets not being color-coded anymore so you don't know what you're going to get until you go into the galaxy, just make them much more fun than in 1.

Another thing Galaxy 2 did better than 1 is the extra 120 stars. In 1, to get all 242 stars you have to play the exact same stars as Luigi and then your reward is two extra purple coin stars that I just never found good. In 2, you have 120 green stars to find. A lot of people don't like the addition of these and I never understood why. Sure you can say it's filler but they are brand new stars and they're usually placed in fun creative ways. They act as a sort of scavenger hunt for you to find and you can use the sound they make as a sign you're close to one. Sure, they're not quite as fun to get once you replay the game and know their locations. But a bunch of them still require more advanced techniques to get like triple jumps and stuff so I never found it tiresome to get them all even on this replay. And the reward you get is a fun challenging galaxy that blow's Galaxy 1's reward out of the water. Overall, I think it's a very good postgame and well worth doing it just for the Grandmaster Galaxy.

Just a couple of little changes I noticed between both games. The first is one I noticed all the way back in 2010 when I played both games. When you spin into a launch star in 1, there's like a little couple second delay until it activates. 2 fixes this issue and let's you activate it right away which is super nice. Something I noticed on this new playthrough is unlike 1, 2 doesn't let you spam the spin underwater. I don't know why I never notice this until now lol. I also think the automatic saving instead of giving you a prompt asking you to save is a nice addition in 2.

I love both Galaxy 1 and 2 so much, it really is hard to decide which I love more. While at this point, I'm sticking with 1, it really does flipflop back and forth a bunch for me. Chalk it up to me playing 2 before 1 maybe? Idk if I'd feel the same way if I played it way after 1 or something. Either way, I still feel the same way as I did with my 2022 replays. Play 1 for the much better story, better atmosphere and better OST. Play 2 for the better polished, all around more fun experience. The real answer though is to play both as they're both fantastic games.

Also my top 5 Galaxies now are Cosmic Cove Galaxy, Starshine Beach Galaxy, Slipsand Galaxy, Clockwork Ruins Galaxy, and Throwback Galaxy...among many others, there's just too many good ones in this game!

Well, beating this on my birthday sure was a nice surprise! Especially since this was a pretty great game overall. It was my Secret Santa game in fact, which was something me and my discord fellas participated in. I'll link the list I did for that here.

Any who, yeah this was really good. I beat Prime 1 last year for the first time and thought it was awesome. So I was excited to see how 2 fared and I was not disappointed. I do think 1 was better overall as 2 has higher highs in some parts of the game and lower lows but it's still really good even compared to 1.

When it comes to straight up improvements, there's a couple things 2 did extremely well compared to 1. Loading times are all faster, it takes like half the time for you to get to a new area now. Scans now go from red or blue to green when scanned and are much easier to see if they've been scanned or not. The scanning especially being a lot better than 1's would definitely make me miss it when I replay that eventually lol.

Obviously the game's big mechanic is the dark and light worlds and honestly, I thought it was awesome. I've heard some people say they found it tedious, and I never really had an issue with it. I thought it added a cool spin on Prime's gameplay and made you think. It could make the game difficult somewhat, especially when fighting some of those dark world bosses but I liked that.

Speaking of the bosses, they're very interesting in this one. Overall, I'd say they were an improvement from 1 tho there were a couple that were a pain in the ass. Spider Guardian obviously being the main culprit for most people. I didn't hate it but man was it frustrating trying to figure out what to do while fighting it cuz that one can be brutal. A lot of the bosses were actually pretty tough, they were certainly more complex than 1's bosses. Those last few tho, the 2nd Dark Samus fight...Quadraxis and the whole set of final bosses were easily the best in the game and better than all of Prime 1's bosses. At first I was a little disappointed with the boss roster in 2 but after fighting the endgame ones, overall I do think 2 has better bosses than 1.

Now the biggest thing I think that's holding this game back from being better than 1, is its world. Prime 1 was basically Super Metroid in 3D. You had a very interconnected world to explore that was more into showing not telling. Prime 2 is more similar to Fusion with its bigger focus on storytelling and more linear world. The game is definitely not quite as linear or focused on story as Fusion, but it definitely feels like it took inspiration from it. The world is broken up into 3 main areas to explore and 1 overworld type area you go back and forth from. Rather than exploring at your own pace like Prime 1, it feels more like you're guided around slightly as you have to go back to the hub to unlock each new area. Eventually the areas do have elevators that connect to other areas but even with that the world isn't as tightly designed as 1's I feel. The area's are all cool, especially Sanctuary Fortress...that one is awesome, however I feel there weren't as many "aha" moments whenever I saw areas connect like in 1. I also feel like the game wasn't as atmospheric as 1 was, at least not the atmosphere I dig as much. Still, the world does interconnect by the end, I just think compared to 1 it just aint as good.

As for other miscellaneous things, the OST is pretty solid tho I do think its a downgrade compared to 1. I love how the classic item room theme is back, that's sick. I enjoyed the connections the game made to 1 near the beginning. Dark Samus was awesome to see in this game finally and it seems like it comes back in 3 so that'll be cool. Pirate commanders suck ass and were easily the worst enemy in the game. They're basically Chozo Ghosts from 1, except instead of locking the doors only some of the time, they lock them every time they appear and they're tanky as fuck which Chozo ghosts weren't. Weird change tbh and was just tedious every time they popped up. Navigating menus in this game feels clunkier than 1, they tried to make it all cool but it feels like it takes longer to find a certain file if you wanna read it again. It was interesting to see the screw attack in this game and while I warmed up to it by the end of the game, I still can't help it felt a little lame compared to how it was in prior games. Also again, one of the best parts of the game was just getting collectables and seeing what puzzles you have to do to get/find them. That was still really fun to do in this game, especially with the Dark/Light gimmick. I did get every item, which is of course a Metroid staple, and got a good chunk of the scans so I'm satisfied.

Overall, this was very good despite some issues I had. I do like Prime 1 more but this was definitely a worthy sequel I feel. Thank you @QuentTheSlayer for having me play this as my Secret Santa game, had a jolly good time! Next is gonna be the original Klonoa. A nice short game will do me good methinks.

Thank you @Eggsandwhich for recommending I play this after my month of NieR. Also a shoutout to @ptcremisi cuz he loves this game too. I'm happy to say, despite some issues I had that do hold it back from me rating it higher, I really enjoyed this game a lot.

Though tbh, at first I wasn't really enjoying it all too much. The beginning cutscene really got me interested but by the time I got to the first level in the game, I started noticing issues I had. First off, I don't think the first level is that great of an introduction. I found the level design to be too simple and it's definitely my least favorite stage in the game. That plus some other issues I had while playing, really didn't help my engagement. I found the combat just okay, it got the job done but it wasn't great. The platforming too could be a little wonky. I found the ledge grab really inconsistent (tho I got used to it later on). The figments were hard to see a lot of the time and they seemed like they'd be quite annoying. It also didn't help that I played this on my PS2 and it ran poorly a lot of the time and even rarely slowed to a crawl. That combination of things, plus the poor intro level, it just wasn't doing it for me. Also later on, you start to fight bosses. While it's cool to find out how to beat them, they're often not that fun mechanically because of the clunky combat and are usually too easy on top of that.

As I played on tho, a lot of these issues were lessened a bunch cuz I blew them out of proportion. Because of this, I learned to really love the fantastic things in this game. Probably my absolutely favorite aspect would be just the game concept as a whole. Going into people's minds is just so awesome, and they really utilize it to it's fullest. Your collectibles are absolutely brilliant. Figments of your imagination, emotional baggage, cobwebs (in your head). It's just all so good and really makes the world feel so well thought out. Like the health pickups are literally called mental health, that's amazing!

The other best thing this game has going for it are the quirky/funny moments and it's memorable cast. I couldn't even count just how many times this game made me chuckle, it's so weird and I love it. It really felt like a Cartoon Network or Nickelodeon show from the early 2000's which is great because that's the era I grew up with. Feels like the love child of Billy and Mandy and Invader Zim if I'm being real. As for the cast of characters, most of kids were whatever (tho I did like Dogen and Lili) but the main cast of Psychonauts were all great. I do wish they had more screen time, because in the 2nd half due to certain events they're mostly absent, but what we do get is great. Also, a shoutout to Raz himself, what a great protagonist. He's so quirky and sassy yet likeable.

At first I was a bit iffy on the camp setting but once I explored the overworld, I really enjoyed it. It feels a bit nostalgic for some reason, and I never even went to camp as a kid. I also think the overworld had overall better level design than the actual levels. The levels are cooler and more out there than the camp setting but the level design is more linear, while the camp is more open and explorable which is fun.

Another thing I enjoyed were the Psi badges. While I wouldn't say most of them were super fun to actually use, a lot of them were used on puzzles throughout the game and are just cool conceptually. I will say though, levitation is an absolute blast and is easily the best badge in the game. Glad you get it early on because from then on, I used it all the time.

Idk why I thought this was a kids game all this time (I probably would've loved this as a teenager) but it definitely isn't considering they cuss throughout the game and the game can get pretty dark. Seriously, some of the mental illness stuff can get pretty realistic even if there is a goofy undertone, but it's still handled with tact. The vaults are another collectable in the game and they hold some of the darkest shit I swear. Milla's hidden vault 😢. But I really love how they flesh out each character even more.

I said the figments were annoying because they're hard to see, and while that is still a criticism of mine, they weren't annoying enough to the extent I didn't want to get them all. So I went and 100%ed the game and that was mostly hassle free. Some stray figments here and there and some of the milkman's conspiracy gave me trouble but that's about it.

So overall, while the actual gameplay is usually just acceptable to subpar, the charm this game has with it's cast of characters, it's quirky humor and just the awesome concept of going into people's minds won me over. This game is flawed but really enjoyable. I'm giving this a 7.5 rn only because the sequel seems to fix the gameplay issues I had. From what I've heard, 2 starts off right where 1 ended and that's just so cool I can't wait. Anyways, on to my Secret Santa game next...Metroid Prime 2!

7.5/10

So after playing Mario Wonder and generally enjoying it, I wanted to replay my favorite 2D Mario. I wanted to see if it was total nostalgia that was keeping me from not liking Mario Wonder as much as this and well maybe it still is? Either way, as I did with my other playthroughs, I had an absolute blast playing this and still consider it peak 2D Mario and one of my favorite platformers ever.

I think the main reason I really love it, is there's just so many secrets to find. There's 96 different exits in this game and like at least a third or more are secret exits. They're everywhere and they're really fun to find. Some of them can be quite tricky for newcomers, tho I've played this game so much that I know where everything is. Finding a secret exit in a normal level and then finding a secret exit in that secret level you just unlocked, man it's just so cool. Every single time I start a new playthrough, I always go to the star world really early, it's super fun.

I also love just how weird and wacky this game is, a lot of the stages can feel very dream like with how out there they are. In general the level design is very fresh and there's new ideas thrown out you even until the very end of the game. The game is also chock full of brand new enemies, even ones exclusive to this game that never returned to future titles.

The general gameplay is more slippery than Mario 3 and while some players may dislike this change, I enjoy it. It takes a little getting used to it at first but once it clicks, it feels great. It's more skill based but also never frustrating at least for me. I also think the game as a whole is never super frustrating (well maybe some of those special stages lol) but also never a walk in the park. I think this game has a perfect difficulty curve, it can get a bit challenging in certain levels near the middle and end. Though you could also easily get 99 1-UPs from that one level with the immense amount of Koopas lole.

I really love the OST, it's very simplistic with how it's just different renditions of the same song for most of it but it really works. I absolutely adore the end credits theme too. Another awesome thing this game did was give Mario a lot of personality. Whether it's his hat bobbing up and down when he jumps, to those really wacky cutscenes that play when you beat a castle, this game is full of personality.

Even though I've played this game many times, I still have trouble with it at certain points. I had a really rough time trying to get the secret exit for Cheese Bridge Yoshi-less, and then some of the special stages (specifically Tubular and Mondo) always give me a hard time. Some castle levels also trip me up sometimes too, I don't think this game is super easy like I've heard some people say idk.

So in the end, yeah it may just be nostalgia talking but I truly think this game is peak and definitely peak Mario, at least for me. I love this game so much man.

Super Mario Bros Wonder is an interesting case. After four New Super Mario Bros games and them not being super innovative compared to each other, 2D Mario had become stale. Were they bad games? No, they just didn't do anything special in the slightest. Now after 10+ years since the last NSMB game, we have the next big 2D Mario game, Mario Wonder. Does it do enough different from the NSMB series? Hell yeah it does! Am I totally in love with it and consider it peak 2D Mario like a lot of people have been feeling? Sadly no, it has several issues that really hold it back in my eyes. But it does do a lot right.

The biggest change from NSMB and one of the best aspects of this game is the changed art style. Gone is the very samey art style that was used in all the NSMB games. Now Mario and the gang are expressive as ever and really feel more like their more classic games. There's so many different animations for various moves and interactions with things, it's great. They even brought back Mario's hat moving up and down when he jumps from Mario World. There was clearly a lot of love put into the overall style of the game, definitely a much-needed change, I think.

Another really nice change is just the amount of new stuff they crammed into this game. This game is absolutely filled to the brim with brand new enemies and level gimmicks. There were some returning enemies ofc but like 80% of the enemies in this game were all brand new, and that's just awesome imo. And as for the level gimmicks, they tie into the new wonder flower which basically just throws all kinds of ideas at you. One level you may see singing piranha plants, another one you might see Mario turn into a spiked ball. There's even one where you ride this super cool dragon, man that was cool. The abundance of different ideas, even if they do get reused sometimes, is just very immense.

I also enjoyed the secrets this game had. It's definitely not as expansive as Mario World in that regard but finding the game's secrets were pretty fun. Especially since it unlocked the special world that you can access early on like Mario World, man that was cool. I'd say I enjoyed most of the worlds in this game actually besides World 3 (idk it was just lame) but besides that every world was pretty solid. My favorite world though had to been 4 just because I remember being really impressed with some of the levels there.

Badges were whatever. I didn't really use them most of the time because I felt they made the game easier depending on the badge. The badge levels tho were pretty cool even if a little short.

Alright time for the negatives, why I don't love this game as much as everyone else. One of the biggest issues I had was the difficulty curve. I honestly did not think this game had a good climb in difficulty. I found every world pretty easy for the most part up until the bowser levels, which amped it up a little bit. And then the final badge stage was actually decently tough. I found past games, even the NSMB games to have a much better difficulty curve. Speaking of that final badge stage, while I found that somewhat difficult (even if it did have 3 checkpoints in it, that and the final regular stage in the special world were nowhere near as hard as some of the final stages in some of the more recent Mario games. Found that somewhat disappointing along with the easier difficulty as a whole.

Another thing I didn't like were the lackluster bosses. Reusing Bowser Jr 4 times was just really lame imo. They got so creative with the levels and they end up doing that for the bosses? Man, that's just so much missed potential I think. Speaking of the final Bowser fight, it was alright? It was again easy but also felt uninspired. Like the first thing I thought of when I saw it was the final boss to DKCR. Idk, they could've done much better with it along with the bosses as a whole.

Something else that kinda irked me, while I do like how experimental a lot of the levels can be, a chunk of them just felt like filler. You have your regular levels, your little badge levels which is fine but then you have these break levels that sometimes take literally 5 seconds to beat. I'd much rather play actual full-length levels instead and a lot of the time I just said out loud "what was the point of that". Idk, I never hated any of them, again they just felt more like filler.

I guess one more little thing that annoyed me, and it ties into the easiness of the game, is the fact that when you collect those purple coins worth 10 and then die, you keep it even after dying. Star coins never worked like that in the NSMB games and it makes certain levels that would otherwise be pretty tough to 100%, super easy.

The talking flowers I'm neutral on. They can be kinda funny but they never made me hate them nor like them too much. They're just kind of there and don't disrupt the gameplay really.

Before ending the review tho, I will say after beating the final final badge level, that final badge you get is very awesome. I just love how weird the developers got with this game, that badge reminded me of that one song in We Love Katamari lol. Also the end credits to the game were really cool too.

In the end I did really enjoy this game and it's definitely a step-up from the NSMB games overall. However, it has enough issues imo that hold it back from being really great. I know that's a hot take, I'm not expecting a ton of people to agree with me but I'd take Mario World any day over this game personally. I'd put this game around on par with Mario 3 and 3D World methinks. Also speaking of Mario World, playing this made me wanna replay that so that's what I'm gonna do. Look out for that review next!

7.5/10

So I actually didn't play this DLC until a couple years after I first played Bloodborne. On a whim I finally decided to bite the bullet and spend the $20 on it. Once it downloaded and I jumped right into it, I couldn't put it down! It was a set of brand new weapons, bosses and areas from one of my favorite games ever. I played it all day on Christmas Eve 2020 and finished it early Christmas morning. What an interesting Christmas that was, slicing and dicing up beasts lol.

Speaking of slicing and dicing, let's talk about the new weapons. This DLC added a whopping 11 weapons and 5 firearms. That amount is insane, and not only that...they're some of the best and coolest weapons in the game. Special mentions go to Whirligig saw, Rakuya and Holy Moonlight Sword. Of the DLC weapons, those are the three I've used before and they're a ton of fun. Several others are really out there and weird too, like the Amygdalan Arm and the Kos Parasite. Never used any of the new firearms but they seem cool.

This DLC added three new areas and they're some of the best in Bloodborne. The Hunter's Nightmare has you going through a remixed version of Cathedral Ward. You can really see the parts of Cathedral Ward early on but it slowly twists into something unrecognizable and very different. That's one reason why it's awesome, it feels like a spin on an old area while also feeling mostly unique. It's also a very good pvp spot from what I'm told. Research Hall has you going through a very Tower of Latria-esque area. Tower of Latria in Demons Soul's was one of the most atmospheric areas in that game and this area's no different. It's extremely creepy and feels very unique compared to the base game's areas. I just feel bad killing the blob head guys because they're all failed experiments. Still, for the atmosphere alone this place is great but besides that, it's cool going room to room and up the giant staircase. The last area might be the best, the Fishing Hamlet is absolutely one of the most distinct areas yet. An aquatic area where you go through a village of fish creatures was not what I would expect from Bloodborne but its amazing. Holy shit though, fuck those giant whale enemies they are INSANE. They're harder than most of the base game bosses lol. Still though, it has a decent variety of enemies and a lot of new enemies at that. That plus the amazing aesthetics and really unique setting makes it a top tier area imo and a great end to the DLC.

Now for the big kahunas, the bosses. Right away we start with my favorite boss in the DLC, in Bloodborne and one of my favorite in the entire series, Ludwig. Holy goddamn is he amazing. He's just so fun to fight, that plus he has the best song in Bloodborne and his 2nd phase get's even better, top tier boss fight man. The first time I fought him, I beat him first try. I thought I got lucky but this time around again, I beat him first try. I guess he just isn't super hard, doesn't detract from how great of a fight it is.

In that same area is Laurence. Laurence is one of two fights in the DLC that I don't think are bad, but just aren't nearly as good as the big 3. The main reason for that is he's a reskin of Cleric Beast, just on fire and he has a 2nd phase. I do really like how we finally get to see him, after hearing about him so much in the base game. Laurence however is certainly the hardest imo, took me like 5-6 tries. Definitely one of the toughest in the game.

In the Research Hall, after pushing the lever at the top of the staircase, you unlock the Living Failures. Nothing really much to say about them, they're alright. The lore implications with the rest of the area's citizens and how they were supposed to turn into these guys is really cool, but other than it's just too easy of a boss and yeah I beat them first try.

Immediately after that though, we have another awesome boss. Lady Maria was a boss I was honestly a bit conflicted on before. When I first beat her years ago, I parried nonstop and she was the easiest boss in the DLC. Coming back to it again and this time doing the fight parry-less, it's way harder and way more fun. It's not nearly as hard as something like Friede in DS3, but it definitely wasn't braindead easy like it was with parries. Still easy enough for me to beat her first try tho lol, but yeah she was a ton of fun.

Last on the list of bosses is Orphan of Kos and hoo boy is he a doozy. He's absolutely one of the most aggressive and tough fights in the game but at the same time he feels completely fair. He telegraphs his attacks and combos quite well and he makes for a blast of a fight. Not as good as Gael imo but still an amazing way to end off the DLC. Also, I was so pissed this time around because I almost beat him first try, however I celebrated prematurely and lost with one hit left. I beat him on my 2nd go around but that still stung lole.

All in all this DLC is absolutely fantastic. It has some of the best areas and bosses in the series and despite having two not so great bosses imo, those two are still not bad and does not change the fact that this is my favorite DLC to any game. It's peak Bloodborne, which is insane because Bloodborne was already peak.

Back in Junior High, I had this duo of friends who would not stop talking about Dark Souls whenever we were at our table at lunch. Dark Souls 2 had just come out and they were obsessed with it. This is the first time I ever even heard of Dark Souls, and with them always nerding out about it, it did intrigue me a bit. Fast forward to March 2017, I had just gotten a PS4 a couple months prior and I was itching to get into all these types of games I never did before. On a whim I decided to pickup both Dark Souls III and Bloodborne. Boy was that timing perfect, because the next day it snowed big time and it wouldn't let up for like an entire week so I was playing Dark Souls III nonstop. A couple weeks later I then moved on to Bloodborne. I love Dark Souls III, as you know from my reviews of that, but Bloodborne especially really captivated me. I ended up beating it months later during my thanksgiving break I think (sadly getting the bad ending and missing out on the final boss) and thought it was really great. Fast forward again to like March 2019 I think? I on a whim felt like playing Bloodborne again. I really sucked at first, struggling immensely with Gascoigne, but once I got the hang of it again, I honestly had an absolute blast and knew it would be one of my favorite games ever. The platinum and several playthroughs later, here we are and yeah it's back in my top 5 again.

The very first thing the drew me into the game, and I honestly think it's hands down the best aspect, is the Gothic-Horror Lovecraftian aesthetic and the art design as a whole. It's my absolute favorite aesthetic in any game next to Automata's post-apocalyptic world. That's like one of the main reason's I rate this game so highly tbh, it carry's so hard imo. From Central Yharnam, to Cathedral Ward and even something like Nightmare Frontier, I don't dislike any area's aesthetic. Cainhurst is the absolute highlight, just exploring a creepy gothic castle while it's snowing outside...hoo baby. Like even something like Byrgenwerth, which is absolutely tiny, is an area I like going to everytime because of the seaside aesthetics. Plus it's really lore important which is rad.

Speaking of lore and the story of the game, it's the absolute best in the Soulsborne series imo. It just makes the whole world feel so alive, first starting off with basic stuff like the hunt and then eventually delving into cosmic horror by the end. I was never too into Dark Souls lore ever but this game? Yeah I'm totally into it, the horror aspect just intrigues me way more.

Next in the combat and yeah it's a total blast. Instead of hiding behind a shield like in Dark Souls, you're totally defenseless and can only rely on your dodging skills. That may seem like it's tougher, and yeah it is but it rewards you for being super aggressive. The rally system allows you to get some HP back for a short time after being hit which means you can be more risky when fighting enemies. I just find this combat system way more fun than the souls games personally and is another reason why this is my favorite. To go along with the combat, you of course have the weapons. Unlike the souls games, Bloodborne has a much smaller batch of them but I think that's much in the games favor. Every weapon is viable and every weapon is memorable. That paired with the transformation mechanic, where if you press L1 you essentially have two weapons in one, just make these weapons the best ever imo. I usually use the kirk hammer, then Ludwig's Holy Blade and then maybe I switch it out for one of the DLC's weapons and yeah this playthrough was no different.

As I said, I really love the look of every area and that's not all, the actual areas are quite good for the most part. The beginning areas like Central Yharnam or Cathedral Ward are simply some of the best level-design wish because they're so interconnected with other areas. It's not quite Dark Souls 1 level of interconnectivity but it's really a nice change from something like Dark Souls 2 or even 3. By the end it does get more linear, but since the first half is well connected, I didn't have much of an issue with it. I think one of the most memorable moments is when you're all the way into the forbidden woods. You find this path down into a poison cave, you climb up a ladder and you end up at the very beginning of
central yharnam. You unlock the first gate you ever see when playing and I just think that's so cool. The game has several moments like this, like Yahar'Gul connecting to Old Yarhnam after you defeat Darkbeast Paarl, but no moment will be as good as the aformentioned Forbidden Woods interconnectivity.

Now on to the bosses, I think they're generally pretty great. Early game definitely has the more consistently good bosses, tho endgame definitely has some bangers like Gehrman and Martyr Logarius. The mid to end game definitely does have some not great bosses gameplay-wise, but some of them do have other aspects that make me not hate them. Witches of Hemwick is pathetically easy but the especially creepy atmosphere and semi-interesting way to defeat her, I really enjoyed. Plus she had one of my favorite songs in the game. Rom is somewhat annoying but at least has a beautiful area to fight her in. The one reborn is really easy too but I like the callback to Tower Knight. Celestial Emissary is um, yeah I can't really defend this one but it sure is a goofy boss. Micolash was probably my least favorite in the game before, and even tho I had a much better time with him this time, he still isn't great. What really makes up for it tho is he has hands down my favorite dialogue in the game, god it's so entertaining and goddamn whoever voiced him is amazing. The rest of the bosses I either like or love, and again even some of these I do like because of certain other aspects. I know a lot of the bosses aren't perfect but I'm surprised I never outright hated any of them, can't say the same for something like Bed of Chaos or Dragon God lole.

Don't really have much to say about the OST besides the fact it's great like most other souls games. My favorite tracks were the aforementioned Witches of Hemwick theme, the Cleric Beast theme, Micolash's theme, the hunter's dream theme and Gehrman's theme. Those were definitely the standout songs.

My take on the Chalice dungeons are they're a nice distraction from the base game but I probably won't play them again on future replay's. I only dived into them on that playthrough in 2019, and while they were cool they do get tedious if you're going for them all. It is nice how they have unique bosses in them, but yeah not super keen on them. Tho I never hated them like other people and I don't think they detract from the game because it feels more like a side thing which I'm fine with.

Before I end of my review, I just wanted to list off a couple issues with the game. Blood vials are obviously a big point of contention for some people and yeah it is annoying how you might have to eventually grind them if you run out, I never really had an issue with this personally. It's really easy to get them naturally and there's a really good early grinding spot right next to the first lamp in the game lol. Speaking of lamps, I guess people find it annoying how you have to warp back to the Hunter's Dream every time and then warp to another place from there? I guess it's a minor convenience but it never bothered me ever. Now this being 30 FPS is definitely jarring when going from games like Dark Souls III or Sekiro (I know I was taken aback when I came back to this after DS3) and while it would be so awesome if a remaster came out (please no remake dear god) I again never had a major issue with it. People saying it makes the game unplayable, I don't get you lol.

Anywho, this was another long ass review from me but I just absolutely adore this game despite some small flaws. It just gets even better with the DLC which I also beat this time around. Look out for that review very soon!

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