It's pretty amazing just how huge of an upgrade this is compared to Knack 1 in every single aspect.

The environment art is much more appealing,, with the lighting in particular being much bolder, finally avoiding the flat look of the original. Playing on a PS5 hooked up to a 4k TV with HDR the game looks amazing, super crisp and smooth.

The level design is much more interesting and varied, still laid out in an overall linear stage fashion, but with much more winding turns within that structure and more interesting platforming, navigation, and puzzle challenges. Finding secrets is much more varied and fun, rather than just looking for a breakable wall every time like in Knack 1.

There are tons of new additions to the combat that make a stark difference. Kicks that sweep a wider area at longer range but are slightly slower, the ability to block attacks finally instead of just a terrible dodge, as well as using the same move to parry projectiles - having to avoid projectiles while approaching an enemy was a major annoyance in the first game, and this makes a big difference. Plus there's a robust upgrade system and major new moves that are unlocked throughout the campaign. Various basic animations are tweaked to feel snappier. It feels like a genuinely fun brawler now.

The music is also much better compared to Knack 1, it's still the same kind of generic orchestra music to frame battles or exploration, but produced at a much higher quality and dynamically changes depending on the action on-screen.

All told I think this is a very high quality title from Japan Studio, and a must-play for any PS5 owner who enjoys these kinds of vibrant action games, especially if you have a display that supports HDR.

A moodier and more atmospheric take on Doom; the somber, haunting music and stark colored lighting effect this, but the action is as intense as ever.

The level design focuses on layouts mostly where you hit a switch and nothing happens immediately in your vicinity, so you have to go hunting for what changed. I think the level design is absolutely stellar here, keeping a really nice sense of tension throughout the entire experience. The Unmaker is also a great addition to The Marine's arsenal, and I found myself using it often as a killer tool for long-range combat.

This was a game we had on our family Macintosh computer when I was a 90s kid. Revisiting this with the modern PC port made by Iliyas Jorio was a very enjoyable nostalgia trip, and also an interesting examination of where my skills were as a child compared to now.

Back then, the extent of my own playtime with the game was just playing the first few stages and then inevitably getting lost and/or dying. But here, thanks especially to modern controller input that make it play like a twin-stick shooter, I was able to beat the entire game in three hours.

I have some memories of the final level from when I would sometimes load up my older brother's save file, but most of the middle was pretty unfamiliar to me. It has a really great goofy toy store aesthetic with strong theming in each level, and level design typical to that era with lots of interconnected passageways, one-way conveyor belts, teleports, and of course color-coded keys and doors.

Pretty inventive weapon types like throwing pies, although that's also pretty typical of mid-90s shooters, even top-down ones like this.

A great joy to revisit, and still holds up really well, again especially thanks to a more modern control scheme.

An excellently crafted horror experience. The oil rig setting is fully taken advantage of to create tension, full of navigating tight and dangerous spaces, dizzying heights, mechanical or electrical whatsits, and more. The visual design of the space is very effective at making it feel like a real lived-in workplace... for the most part.

There is perhaps an overreliance on game-y level design elements that break the immersion a bit. It goes beyond the usual "yellow paint = important" flair, with one room in particular you walk into full of hidey-holes to avoid monster detection before there's any monster there, making it obvious what's going to happen in a couple of minutes.

The animation work of the characters you encounter are great, but for the monsters it's absolutely superb, with physics-enabled procedural tendrils that make their movements organic yet unnatural.

The audio design is atmospheric and immersive, and of course in true fashion for The Chinese Room, the writing, voice acting, and music are pitch perfect and fittingly emotional.

2013

It makes a very bad first impression. An extremely linear series of encounters in sterile environments, with boring, unsatisfying combat where your only defensive move is the most useless dodge ever made controlled with the right stick. The music is dull, the game has the visual aesthetic of a mediocre saturday morning cartoon, as well as all the narrative depth of one.

I have to admit as I got further into the game it did grow on me a bit. Some moments genuinely made me laugh, and as I understood the combat more I could approach a sort of zen flow as I learned how to recognize common enemy patterns and avoid them.

Still pretty mediocre, though; I can see why it got memed so much.

A decently fun little puzzle platformer with charming characters and a neat fantastical setting. It carries the high quality I expect from The Chinese Room when it comes to naturalistic or interesting voice acting.

Although not as tightly paced as the first game, it goes all out with more enemies and a new weapon type. An explosive expansion to Doom 1 with levels that are intricate, tricky, and crank up the intensity.

Very similar to the first game, carrying over the great tunes and charming character designs, while introducing a few new mechanics that build on the foundation the first game laid. The level design is a bit more streamlined, with fewer awkward or frustrating moments, but the reuse of levels for additional challenges feels noticeable.

There is a novelty to the gimmick of grabbing enemies for double jumps or attacks, but it's ultimately quite a simple platformer with a rather uneven difficulty curve to its various challenges. The music is good and the character designs are cute.

2021

I think the most accurate thing I can say about the game is that it's just a very nice game in all respects, and a very impressive effort for a solo dev. It's got lots of fun platforming and puzzles, tons of fantastical creatures that are well-animated with neat little interactions, and very nice-looking ethereal environments.

Non-stop thrills from start to finish, filled with a ton of real-time spectacle of incredible quality. I liked the earlier Spider-Man games, but this was much, much more enjoyable for me.

Many minute changes here and there in the encounter design to cut out the tedium, plus an array of new moves in movement and gameplay led to this feeling a lot better to play.

The cinematics in the main story go so all-out, and the performances and animation work are amazingly well done. Now one of my top favorite experiences on PS5 so far.

Love the level design, hate how much text and dialogue there is in the game that seems important at first, but as you get bombarded with it more and more you realize how little of it actually matters.

I can't emphasize enough just the sheer amount of text there is in this game. As someone who generally tries to take in any character or lore building moments that are put in front of me, it was not worth it in this case.

This game is a constant stream of delights. It's almost unbelievable to me that a sequel to a beloved cult classic could come out so many years later and be this polished, clever, and fun.

Everything on display here is of the highest quality. The environments are incredibly detailed and have lots of fun easter eggs, both visual and interactable. The levels are smart, and the collectathon activities are enticing without being a chore.

I really love this cast of characters. There is such powerful resonance in the setting of the game being about diving into the psyches of various individuals and discovering that each is flawed but loveable. And their visual designs, animation, written dialogue, and voice acting are so superb as well.

Nothing in this game feels half-thought out. There is such exceptional care that went into every tiny aspect and detail, and it really shows in the experience of playing the game.

Even around 30 years after release and with the ocean of words that have been said about it, playing this for the first time today I can easily say that this is one of the most brilliantly designed and tightly paced action games I've played. It's little wonder that this game paved the way for the first person shooter genre to exist.

The spread of different weapons and how they interact with the enemy variety, the placement of healing items, weapons, and ammo, the worldbuilding through environmental details, and many more aspects are superbly designed to allow for just the right amount of tension.

There are quite a few traps or tricks but rarely in a way that feels overly cheap; it's the kind of design where I can tell pressing a switch or getting an important item feels too laid out to be so simple, so I can anticipate that enemies will pop out just a few seconds before it actually happens.

There's a subtle difference between "Ah, you almost had me there but I managed to not get done in by your tricks" and "Seriously? How annoying that I have to deal with these enemies now when I just wanted to do this objective" and Doom manages to make most of its traps give the feeling of the former.

At first it seems very much like a God of War clone: edgy, shallow, flashy, and fluid. I felt strongly playing those first God of War games recently that the best way to play them is to put the difficulty on easy to keep the experience as frictionless as possible, and the same is true here.

As I kept playing, though, I noticed there was more. Fully fledged dungeons with a puzzle box design, complete with key items that grant you new abilities that recontextualize the dungeon? Yes, this is a Zelda-inspired design, and it goes much further than I expected.

Does it do what Zelda does as well as Zelda? No, not even close. The dungeons don't feel less than fully-fledged, but the level design and atmosphere can't approach the king of this style. It is an admirable effort, though, with plenty of interesting puzzles, and the fact it can make me recall Zelda so strongly is a sign of careful consideration on the part of the designers.

The music is quite generic and forgettable.