44 reviews liked by JakandDax22


I went into this with the most optimism a diehard sega fan could have and still gave up after the fifth world. Switch port is basically unplayable and freezes for seconds at a time in handheld mode, it's insane

All of this game's problems come from a combination of arzest being a shit developer and naka completely misunderstanding what gen z kids look for in a game. The level design and 1 button control scheme are insanely condescending, and the organization of costumes and collectibles serve just to pad out the game with THINGS to meet a length/content quota.

This game could have and should have been good and im hurt that this was the first 3d platformer with this style in the longest time - let alone with an actual BUDGET. This was such a missed opportunity, it sucks so much.

(Played using BetterSADX, Dreamcast Conversion and JP Retranslated mods)

"Aged poorly" is a meme phrase at this point but SA1 genuinely has. It must not be forgotten that these graphics and setpieces were mind blowing compared to the competition in 1998. It was well recieved in its day. The stage design and mechanics are a genuinely great adaptation of 2D Sonic to 3D no matter what Nintendo YouTubers said about "rocky transitions", it shows a dramatic emotional story from 6 different connected perspectives and has a killer soundtrack. At this point the Sonic series went full shonen. But playing it today you're really gonna feel the extreme jank, the emptiness of hub worlds, the pathetically easy boss fights, the awkward animations and timing in cutscenes, the lifeless English voice acting.

Most games that get remakes don't need them - I have never truly desired for something to be remade more than SA1. It has so much heart and should be able to wow people again. Today's Sonic Team are not the ones capable of doing it justice though

The only game that lets you beat up animals by actually hitting something IRL

DK Jungle Beat is my favorite use of a weird controller. It hearkens back to the simplicity of the two-button NES controller while simultaneously feeling ABSOLUTELY NOTHING like an NES controller.

You tap one Bongo to run in that direction, tap both to jump, and clap to attack. Once you've latched onto any enemy by clapping, you start pounding away like your 5th grade teacher just asked for a "drum roll" on your desks.

Simple. Visceral. Percussive.

The boss fights are awfully similar to classic samurai battles. The principle of these showdowns is to wait for the right opportunity to strike, and to not jump the gun. The boss battles have a real dramatic weight and tension to them, and they're a highlight.

Like Ōdama, this is weird Gamecube-era Nintendo at its finest.

This review contains spoilers

When I was 9 years old, I moved across states, with my new home 800 miles away. Of course, as a child I didn't want to, and saying goodbye was a task I found too heavy for my young heart. Ultimately, I decided to just… not say my goodbyes. I had a lot of close friends as a kid, and though they knew I was leaving, naïve as I was, I did my best to minimize my goodbyes. Prior to my leaving we had all come up with ways to stay in touch, whether that be email or phone numbers; I even had one friend give me their fax number. When I left without as much as a word to most of them and I found myself in the home I still reside in to this day, my torn, immature self decided to leave ties severed. I never contacted any of my friends. I received emails and home phone calls abound, and yes, even a faxed letter once. It felt nothing more to me than a burden to exist in their memories, that our times together should end at the loss of the here and now. This had unintended repercussions on my mental health and I feel as though my move ultimately split my life into two arcs. I was a completely different person as a child in my hometown. My severance became a split in my mind, and almost overnight I had lost my extrovertedness and sociable child self. I became awkward, introverted, unable to fit in, and in no doubt contributed to the mental health and self image issues I coexist with today at 24. To this day I still feel as though I am living in my second self, and my first one lies in the same forgotten realm with the memories of my childhood friends.

I would say it wasn't even until my late teens, probably pushing past my early 20s that I started to really mold myself back together. Building connections on social media gradually grew me onto the importance of holding on to your connections. Nowadays I am adamant on it and I do my absolute best to maintain the healthy links I have with my friends and peers today. I've found that there is no value in letting go the way I did long ago.

Klonoa is a tragic character. A called-upon savior, fated to always be a stranger in other people's worlds, to always save the day, and doomed to always leave behind the friends he makes. In his first outing, he attempts to reject this doom. He was young and naïve, but there was no resolution for him at the end of his time in Phantomile. He must always return in the end.

And later, thus begins his mission in Lunatea. Time has passed; he is noticeably older, and his demeanor, still loudly optimistic and unwavering, is noticeably more reserved. His attitude towards his companions, this time a young aspiring Priestess Lolo and her puppet companion Popka, shares none of his dynamic with his first companion from times past. He makes no long-term promises, he doesn't speak of his life or muse over his future like he did as a child. He is now always aware of his fate at the end (and so are you, the player) and has since adjusted his solicitousness. It's noticeable that he's had a number of off-screen adventures between the years. Klonoa isn't saving the world he knows and loves like he assumed back in Phantomile. In the end, he is always fated to say goodbye, and onto the next one. He’s resigned to his role as an eternal passerby.

The day is saved, the Veil of Lunatea has been lifted, and the inevitable runs its course. His demeanor here is one of full resignation, but it isn’t until his companion sheds tears and holds him tight in refusal, a complete reversal of that dichotomy from when we last saw him leave Phantomile, that the true extent of his maturity is spoken:

“I believe that if you don’t forget the sadness of this moment, we’ll always be together.”

To rescind the notion of leaving things as memory, to disregard that which ends purely because they end; that was the mistake I made as a child, that it isn’t enough to just cry out the losses. That which spells tears must also be overcome. To not heal from the powers that hurt you was Lunatea’s Veil. Sorrow cannot just exist as something to forget or beat down, it must ring in harmony with Indecision, Discord, Joy, Tranquility.

This wasn't just a revelation to be made at the end of this story, it was reminded along the way. On the final leg of the journey, as Klonoa traversed the empty, ruined kingdom of Hyuponia, he's followed by a harrowing, cacophonous symphony of his past. It would be wrong to assume that even though Klonoa moreorless accepts his role as a Dream Traveller that he has also healed from his hurt. Sorrow will always follow. It will taunt you. It will make you cry. The hurt must be risen above. The greatest Sorrow of all is the false acceptance that the loss of what you love has to be forgotten.

"When people encounter sorrow, they try to forget it, and pretend it never existed at all."

Dreams are, in a general sense, a kaleidoscope of our deeply set emotions, traumas, and discordant thoughts. Lunatea's Veil wants more than anything to present them as they are, walking and jumping through a melancholic journey that deeply wants you to stay and view the extremes and earnest feelings you have. And by the end, also understanding the ones you try to keep down the most. Experiencing past traumatic memories set in maze-like collections of mirrors, joys flamboyantly strung like circus minigames, sorrows stuck in a decrepit kingdom sectioned off from the world. It all paints a picture that's maybe too real, that often I paused just to reflect in a similar vein. I've had a very long weekend up to now where I've fallen to the heart the same way Klonoa does, and as a weird spin this brought me much comfort.

Understand, it's ok to cry, just as long as you never give up!

Crazy how Arena Fighters are cool and good when they aren't made by the shitty shovelware teams at Bamco.

Listen kid I don't have much time, the level design is all straight ro-

The biggest monkey's paw scenario possible for "ArcSys should make a Kill la Kill game"

as soon as i finished the first level and saw the destination wheel i returned it

this game blows