What a game! A tightening up and paring down of the original's experience, save for a wonky but still enjoyable boss fight at the end, it really shows how far the core concept can go. AND IF THAT WEREN'T ENOUGH, the three bonus levels show experimentation and variation for how Toree can broaden out, in ways that felt peculiarly Gex-like (I blame the televisions in the first bonus level).

I'm insatiable now. This and its predecessor were fantastic pocket experiences. Now I want to see a fully-fleshed out entry, or at least one twice the length, and with more of the bonus experimentation on display. What a hoot.

I've unlocked the cursed bosses and I think I'm done, at least for now, through a combination of satisfaction with this milestone and fatigue starting to set in.

A twin stick shooter roguelike that feels like if Metal Slug was strapped to Binding of Isaac, but without the wildly creative gameplay of the former or the captivating aesthetic of the latter. That should be an insult, but those are the heights of run 'n gun and rogue-likes, and to have aimed for those and missed (the point) is no bad thing.

After some time away I may come back and check out the cursed bosses and the dlc, but for now Neon Abyss gets three stars, a vague thumbs up, and off of my steam deck.

An audio treat of fun noises, a pleasing stomp, and some of the most frustrating levels ever designed, with no great catharsis to be found when you do actually time every jump just so. Feels like a game tested for difficulty by those who designed it, which warps one's sense of what's actually achievable quite a bit.

Replayed recently, and lowering my score a whole star, as for all the neat aesthetic and the creative elements add to it, it’s kind of a shit to actually enjoy playing.

Charming AND weirdly unpleasant (complimentary), be still my beating heart.

This review contains spoilers

This is an odd one. As a game it kind of blows. The setting and core concept are poorly explored and don't match Metroid or the puzzle design. A facility like this simply should not require different explosives and lasers to unlock doors on fairly benign levels. The enemy design is balls. Literally. The final stretch with constantly draining health, trying to get to health machines before you die is a pain in the arse rather than tense, especially as it isn't always clear what will progress you. Trial and error, and save states were necessary.

But the mechanical stuff is grand. Minor changes to things like your morph ball bombs (your ball now pulses rather than drops bombs) show an intent to be different, and I learned things about the shinespark I never knew before.

I just wish it was in a better game. One for the fans, if nothing else.

Jank, but that GOOD jank, you know?

Mr Driller DrillLand is kind of an odd duck, having a very broad selection of ways to play some Mr Driller good times, including a VERY enjoyable Tower of Druaga tribute, and I don't think there's a better way of playing Mr Driller out there. But it's presented very poorly, with a very cheap feeling to the localisation, cutscenes, and bonuses that are all just the absolute bare minimum, save the fun ending cinematic.
But I mean.... it's all in service to one of the best puzzle games out there, so can't complain.

Replayed this for my rewatch of the film of the same name, because that’s what I’m about apparently, and more than a blast reliving the iconic shooter of my single digit years, this was more like a curious step into the mind of a still-growing foetus that would one day become Timesplitters 2, in every way the logical endpoint of what was being developed here. For what it is it plays well despite its often confusing movement controls, sounds fantastic, and looks good enough for the time. And yes, it’s funny that Brosnan’s hand creates the illusion that he has an extra wide mouth on the cover.

Didn’t get to relive the multiplayer, sadly, but it’s hard to get everyone together for a bit of slappers when you’re over 30.

2008

So many games in one, and all of them quite naff. Creature creator has fun to it, mind.

This review contains spoilers

Just about the only way you could have made another Monkey Island. A striking visual style, a simple and straightforward gameplay style that facilitates classic point n click puzzle solving, painful amounts of self-awareness and a combined amount of reverence and light mockery of what came before.

For the most part it reminds me of Curse, until a later act opens up and becomes VERY evocative of Lechuck’s Revenge. If you’re going to be like any two games in the series that’s what you need to hone in on, the best Gilbert game and the only truly excellent post-Gilbert game. But JUST reminding me of the other games would make for nothing but a tired carbon copy, and I feel like what we’re given here has enough fresh ideas and interesting twists on the world that it stands as its own thing. A thing that mostly asks “after all this time, is it worth it”.

There’s an idea running through this, that the irresponsible way Guybrush ruins everything in his path to his ultimate goal is as destructive and obsessive as LeChuck’s, and when this outing has him joining LeChuck’s crew, and teaming with a new trio of dastardly and calculating pirates, all in the name of finding the Secret of Monkey Island™️, it’s hard to argue otherwise.

There’s even a… vibe, a sort of weird unease with him and Elaine, two people clearly in love, but… things are weird. Elaine ‘misplaces’ half of a picture of her and Guybrush (the Guybrush half) to a seagull. Her own aims of an anti-scurvy lime initiative is undermined by Guybrush taking the prototype flyer design workshopped with Stan and immediately giving it away, preventing copies from being made. She calmly explains how Guybrush’s decisions have caused harm on the walk to the final area. They aren’t strained, the two clearly love each other to a disgustingly cute extent, but things aren’t perfect either.

I feel like this could have gone somewhere for the ending, but we get another fun meta ending playing into the framing device of the whole game instead, which just kind of ends the story and we get a nice bit showing that the two are still together and happy with their kid, which is nice. Probably less of a bummer than what we could have got, but with another left-field ending like this from Gilbert and co. you just kind of wish that they cared a little more about giving a sense of closure. But then I like Twin Peaks so closure is for losers, actually.

The only thing keeping this from five stars is how often I got stuck on slightly laborious puzzles, but the hint system is generous enough that it didn’t hold me up, and I’m not so proud as to NOT use the in-inventory hint system, I know my limitations, but sometimes just hearing the answer makes you sigh at how awkward some puzzles are. Nothing as bad as in Broken Age, but definitely ones that weren’t as fun or thought out as they could have been.

But that aside? Amazing game, gonna replay the whole series soon just to relish in it all again.

I'm sure this is great fun to career programmers who enjoy their work, but it is a miserable experience for someone who wants to have fun. Watch Dogs made a hilariously simple hollywoodised impression of what hacking is for a reason. Because programming is incredibly boring, even if a vapid sprite is commentating on what a node is or whatever. A rare abandonment, and rarer still for being acknowledged as such

This took me 9 years to beat. Only 140ish hours, so clearly I took a LONG break in there somewhere, but that was kind of the issue. Years of not playing meant the pals I was in a FC with had moved on, and each attempt to return I was met with the difficulty of playing with strangers, who in turn were having to deal with me trying to remember how to play. It was stressful and humiliating whenever the boot came in. But I slowly relearned my monk, and was elated when NPC teams became an option, allowing me to feel less pressure and just enjoy a fairly good mmo.
I feel like now I’m moving Heavensward this’ll only get better and better, as promised by others, but I had an okay time playing this that made my time playing feel worthwhile, and I definitely skipped most cutscenes because the plot was pretty crap.

Worth it all to have a Fat Chocobo.

It's hard to tell what's fucked in Sunshine for poor emulation or what's fucked because it was held together by tape and optimism.

A decent collection with nothing special to it, save a music player, which a Switch isn't best made to be. Docked compromises for Galaxy are kind of shit, but this is a great game, a good game, and an okay game all lumped together, which is worth around £30 and 3 stars.