If you ever plan to experience Shenmue with the expectations that:
it's a "Proto-Yakuza" or it's an "Action Kung-Fu flick" then you will certainly be in for a disappointment since Shenmue is non of that, I would really classify it more as an "adventure" game.

(outside few key moments), Shenmue's plot could be passively summarized in montage sequences at the intro of any other story but the fact it instead makes an entire game out of it is commendable if not admirable, It certainly takes it's time for world building which modern discourse tend to let you believe it's always views as nit positive, The mundanity of Ryo Hazuki life sells the idea that he's not destined for anything special despite his traumatic and unique circumstances he faced, you're not rewarded cash for fighting on the streets and being a badass, you're rewarded cash for being a good boy and coming home early or working part-time, Shenmue never glorifies violence and instead promotes common Japanese values like abiding the law, being functional member of society and a hard worker, I would like to add that Ryo as a character wouldn't have worked if all you saw him do on screen is just fight all the time, that would reduce his relatability factor in my opinion.

Ryo's an active protagonist, Who desires to seek the truth behind his father's murder, he often tries to avoid needless conflicts and uses his fighting skills as self-defense, while he does have some pride and doesn't take kindly to be viewed as weakling by his piers, it doesn't mean he will standby and see others get abused and extorted by those who have strength, His determination to find the truth is admirable and even relatable but can also be self destructive as the discouragement from many adult figures in his life pile up, he shows some understanding that the road ahead would be rough and potentially cost him of a happy life, But living with unanswered questions is worse for him.

At gameplay side, the attention to details is really great and often rewarding, the game rewards you for both exploration and recontextualizing previous conversations for later events, nowadays, developers would often place "notes/hints" in corner to nudge you to some secrets but Shenmue 1 doesn't pull punches, if you didn't pay attention it's your fault then, with that being said, it's really easy to get disconnect with the game considering how time works and many story moments are only triggered through specific times, Shenmue 1 gonna involve a lot of waiting and that would been fine in 2000s, but nowadays it's easy to pull your smart phone and get distracted by something else while you wait, there are some stuff do to but ends up just being 3 similar tasks, lastly the map I had to pull separate window because I ain't running to the other end of the area just to locate specific building, I don't have much to say on Combat side of things but it's fairly versatile and pulling throws on goons at each other is satisfying.

I would recommend Shenmue under 3 conditions:
1- Switch to JP audio (Frankly most of the bad reputation IB is thanks to the poor dubbing)
2- disable fast travel (this mechanic added in HD ports can make it easy for you to miss special cutscenes, so disable it)
3- keep in mind you're playing slow burn adventure game.

why did they make the enemies so dumb in this one

A fun mash-up between the mechanics of like a dragon and def jam series, clumsily executed climax aside, the story and characters are nicely built on top of the main series which serves as a cool foundation for what comes next.

The narrative of this game isn't quite what I expected and I found that refreshing in way to be gradually surprised on where it could head next, unlike the tv drama style storytelling present in main series, this one is more of a sports manga (The story even presented literally with a comic/manga panels in motion style) with Tetsuya starting out as delinquent who just causes mayhem where ever he wonders ends up in trouble with the Tojo clan and his only salvation being completing set numbers of matches to earn his freedom, as the plot progress, after being exposed to the underground arena, Tetsuya starts to slowly morph into someone who wants to develop his own way of life and philosophy while encountering many demons of his past during his journey, overall I found the small cast to be fairly likeable and tetsuya specially being among my favorite main characters presented into the entire series, perhaps that's bias considering his journey strongly resembles Yabuki Joe from ashita no joe but it's trope that I don't get sick of personally, that being said the "conspiracy" aspect in this plot felt quite weak and it was presented way late than I would have liked where there's info or context that's presented right before moments away from the big revelations and I felt cheated by it many times considering that if it was presented much earlier in the plot, it would have left more room for players to connect the dots together which is the point and fun of figuring out the mystery and answers in my opinion, the final boss is the most underwhelming in entire series period, although I will give kurohyou a medal for the fact that the plot was much more small scale than what you see normally in the series which helps a lot considering it takes place in same timeline as the main series and even many familiar faces show up for some really cool fan service, so kudos for devs for trying to maintain consistency.


The gameplay as I mentioned is more of a crossover of both worlds where it is largely based on the wrestling/fighting game system of Def Jam: Fight for NY: takedown while borrowing few elements from main LAD series like the heat system and moves making the combat arguably bit more complex than the main series, although despite the game offering up to 20 "unique" styles, I argue they're not as unique as they sounds, many feel more so a variation of an existing style with only difference being passive buffs and unique animation, whether you prefer sticking to only punching, grabbing, kicking or all in one balanced style, you're not missing much by sticking to a single style outside unlocking more "extreme styles" or varying up your playstyle to reduce the reputation nature of this game, I do have gripe that the heat moves tend to be locked to 2 based on their retrospective fighting style, I believe PSP still had enough buttons to allow for more variations inputs to perform heat attacks considering there are attacks based on your direction inputs too, I understand that might have likely meant less fighting styles but I wouldn't have cried for quality over quantity which what Yakuza 0 and Like a dragon Ishin ended up doing much better eventually...

Playing on hard difficulty, average goons/thugs can present good challenge that slowly pushes you to consider how to approach your battles although some tend to be bit more spongy even with MAX stats, perhaps that's just the difficulty also increasing enemies durability, the bosses on other hand aren't step up in challenge unfortunately, difference only being that they can perform heat attacks and special "combo" sequence that can only be avoided by carefully dodging out of it, add to that just like main series, you can stash tons of healing items and it makes encounters even more cheese-able, I will commend the developers for mixing healing items and buff items into one category just so you don't become too powerful and allows more room to think if you're willing to sacrifice medication in exchange for more power, The brand new "injury mechanic" is nice mechanic that adds pressure on you to play for more carefully before allowing yourself to sustain blows that can leave you more vulnerable, although those too can be healed up by med kit but plus for trying out new stuff...

My least favorite parts had to be generally traversing the streets which harkens back to the ps2 era yakuza games, although unlike those, not only is Tetsuya more slower than Kiryu was before, but also the camera shots tend to cut more abruptly which can be nauseating to deal with early on and delivers sour impressions, part of it PSP limitation which I can understand but speeding up Tetsuya or present fast travel points for the other end of the maps as an option would have been better than nothing, there's also no item management on phone booths, only present on your home which can be tad aggravating if you plan to switch stored items, lastly the upgrade system being purchased through money currency is tad problematic, specially in first 4 chapter when everything (including healing items) are fairly overpriced for what you get, although mixture of part time jobs becoming available and higher rewards does eventually wash away that problem, in theory it might present difficult question of of choosing between increasing your stats/moves or keeping yourself well equipped for battles, that's practically thrown out the window when you can easily fail early on unlocking moves by losing against the dummy opponent and costing you decent amount for cash, so yeah, always save before!

While I complained a lot, I still think this game is worth experiencing for any Like a dragon/yakuza fan and even those who want to play interest obscure PSP games, it earns my recommendation,

Special thanks to the Translation Team at (TeamK4L) For their long efforts, you guys ROCK!

Bionic Commando is among worst type of media where it isn't good nor bad enough to be interesting or be thrilled at what's coming next, It's a functional, mediocre product that relies at a gimmick that wears off in first 4 minutes.

The trademark swinging mechanic could've been actually fun in a level design that isn't inherently restrictive and poorly layered out, consisting of circling around same few buildings (that you're not allowed to just climb over) in small areas, straight hallway sewers or underground trains.

if you're not trying to swing around and kick enemies or launch them at each other with a throw, then you're just playing a poorly made third person shooter with 2 weapons limit and perhaps you're better off that way if you plan to invest time just to move things along faster, this gameplay loop repeats in every level until final hour and the only sense of progress you feel are some of the upgrades that are given as part of plot progression.

Many optional upgrades can also be earned through challenges presented at pause menu, I can positively ensure you that outside ammunition capacity increase, There's no noticeable difference at all considering that the gameplay loop isn't really flexible for more innovative moveset, same goes for collectibles that demands you strict platforming that can get you accidently killed and potentially restart in a far away checkpoints and you're not even given the luxury of keeping set collectible in case you're killed, so it's case of doing perfect run until next checkpoint for concept arts you could just google.

The plot is nonsensical in a frustrating way than mildly entertaining with unlikable cast of characters and plot twist that's poorly foreshadowed, there's around 9 cutscene at best in a 4 hour game with most of the dialogue occurring during gameplay or optional data files that keeps pilling up and eats from your playtime, so it's just feels like a homework to make a stupid plot make bit more sense.

Grin and Capcom might have released a functional product, But it's still void of any of their usual quality titles even for their main series spin-offs line up.

As someone who's generally unenthused about Sonic The Hedgehog, Frontiers isn't exactly a homerun, but it was a breath of fresh air compared to previous "modern" 3D entries when it comes to both storytelling and gameplay.

The opening hours for me were specially wonderful when it comes to traversing and platforming in a very open and vast lands in high speed collecting Memory tokens, although that will wear out unfortunately as a result of the game revealing it's cards way earlier than it should have in my opinion, despite being labelled as "Open-Zone" by the developers, in practice it still behaves similar to other AAA open world games on the saturated market with so many collectibles scattered on the map and the obligatory buildings that reveal a portion of the map, granted you don't have to do needless climbing but simple challenges so that's nice change, The obstacles and courses can be enjoyable and I command the designers for allowing experimentation when it comes to obtaining the collectibles outside scripted courses through other means using your mastery of the gameplay, although many of them can also often transition the game's perspective from 3D to 2D and you're locked into that perspective until you complete the course or backtrack which was extremely annoying occurrence that only added frustrations when it came to traversal.

The Cyper Spaces stages are decent distractions but aren't amazing, (specially the classic 2d stages, S ranking all of them barely requires an effort outside first 2 stages and they lack or nerfed many features from main game, introducing different set that can throw some players off), same goes for action chain challenges and fishing mini-game (The last can especially gain you collectibles for progress or upgrades which bypasses many other content if you dedicate enough time for it).

The combat is major step up from previous efforts, the attack animations are fantastic, they do good job selling sonic's raw strength using his incredible speed as his main attribute, but it lacks depths other video games combat have and I argue in this case it might be for the best since it won't overshadow trademark gameplay, although difficulty becomes non existent and inexcusable with the parrying mechanic that requires no timing but a hold of the buttons and cyloop which can spawn infinite rings, perhaps these mechanics and ideas should have been removed or balanced more appropriately, the Guardians are fine first time spectacle but they become more repetitious as they respawn or reappear in other places, meanwhile the Titans are incredible bouts and spectacles (minus true final boss...)


Enjoyable ride, while I wasn't that fond of many of the humor (horny jokes and cheesy references), I generally found the dialogue to be incredibly fun and even endearing with Juliet and Nick's back in forth which makes up the straightforward plot,

Despite the boss line up being unremarkable in both narrative and gameplay, the general combat is good for what it's trying to do, while I found the normal strings to be more on pointless side as attack animations can cause Juliet to feel floaty for the sake of stunning the zombies enemies, It's much more effective to just use high and low chainsaw attacks and I still got A ranks, that being said it has enough to keep your attention as long as you're extending your moveset instead wasting your coins on frankly pointless stats upgrades or refilling items that shouldn't been there to begin with personally speaking, The ranged shotgun attack is neat option to dispose of certain enemies faster and the ammunition was properly balanced to not make it dominate main combat, the scoring/ranking and leaderboard is also great incentive for replay value despite the game's rather short length.

I do think this is more of a James Gunn production than Suda from the tone and style and that's not knock but to perhaps reconsider giving this game another shot if you felt disappointed before.

My most anticipated game of the year, Not because I expected something of a high quality or groundbreaking, But mainly it stems from the fact that this game seems to be like a spiritual successor to the infamous 2015's Wii U exclusive, Devil's third (Which I did play in preparation at the start of the year), up to my knowledge, the concept of merging hack n slash and shooter elements isn't particularly all that fresh with games like Konami's NeverDead and already mentioned Devil third attempting and failing to blend these 2 genres in single package, So will Wanted: Dead be the one to finally nail it? The answer is a simple NO!... But it doesn't necessarily mean there isn't fun to be had, unlike Devil's Third, Wanted: Dead isn't a terrible game, Just delightful mess of game...

My first issue is that the level design doesn't contribute much to the gunplay which already feels like an afterthought element, the Gunplay plays like your modern cover shooter of taking cover and waiting for the enemy to pop out of their cover spot and kill them, yet you're not given much ammo to begin with and the only way to replenish it are the occasional enemy drops or the checkpoints, many of the areas you traverse tend to be more designed for hack n slash than a cover shooter with frequent appearances of tight corridor or paths, while secondary guns are useful against taking out some range enemies, the Grenade launcher, frag grenade and flame grenade can easily deal you a massive damage if you launch them in close proximity or in tight spots which makes them feel more like a liability.

You're left with the melee which does seem to be go to option and where the game can shines imo, especially when it receive its own dedicated tutorial, you're given a limited sets of combos with more promised later on with the skill tree unlockables, combos mainly consist of mixing up the Kitana and Pistol attacks, Overall I found it more useful to keep rushing and mashing melee attacks on the enemies instead of taking cover and shoot, slashing enemies also replenishes some health that's been lost briefly during the skirmish, the context sensitive finishing blows that can be performed on enemy at staggered or near-death state enemies and many look cathartic, While I Found the frag grenade to be practically useless with how fast the enemy AI can react and escapes it's impact, the flame grenades are good way to exploit the melee enemies and bosses as the flame keeps staggering them while you keep landing slashes on the other side, The levels try to maintain some originality with unique enemy variety is nice.

Unbalanced difficulty can also major problem with enemies even under Normal mode can be bullet sponges that barely stagger when taken damage, the melee enemies specially can take entire magazine to be killed off and the way they spawn in the levels tend to be very nonsensical, the checkpoints often tend to stretched far beyond reason which only leaves you more anxious to run out of health pickups due to the aggressive melee enemies but I will praise the game for not going with regenerating health route, the game certainly wants you to understand it mechanics more which promotes careful and good play so props on that front, The bosses are unremarkable and even in many cases are laughable considering their pattern tend to be the same as the strong melee foes where it boils down to properly reacting and parrying their attacks, the aggressive goons in groups were more intimidating than big bads themselves.

Unfortunately the storytelling tend to suffer from poor presentation, many story cutscenes that can go on with bad voice acting direction that leaves the character with not much vocal emotions, the characters facial expressions don't animate well either with some having the characters stare at the void, Although it's worth noting that the world building and characters were entertaining and interesting enough to keep my attention, Stone and her teammates are well fleshed out with defined personality traits and clear position on the bigger picture, Cortez being my personally favorite, sadly the moment I got interested in Stone's background and some of the story implications, the game decides to end with it barely feeling like an first act to a full story, ending with massive sequel bait that I'm not sure of the developers will be interested on doing after the game's poor reception.

Which now only leaves us with the side content which is very good, The Hub Police station is also quite fleshed out with unique character interactions and collectibles to keep you exploring the building passed on your story progress, The Mini-Games were also quite entertaining like the shooting practice range presents neat challenge for the players to part take in and even of the cast characters excessively challenges you in the leaderboards for a promised reward, The Crane serving as neat collectible figures for your room's diorama figures and music records and finally The arcade game, Space runaway is underrated gem that kept me addicted enough to score high first in leaderboard, but the rhythm based games like Karaoke and Ramen were bad due to the Screen tearing and Frame rate drops that occur consistently while playing them.

I won't say Wanted: Dead is a hidden gem and I do tend to have personal soft spots and bias towards jank games that try to be experimental at expense of its own quality, My recommendation only extends to those who shared same curiosity as mine and If you desire to play something that's flawed yet different from what today's major AAA market tend to offer, Please grab it at sale instead of full asking price!

"This following Review will discuss and judge this game as a Remake, If you want more thorough thoughts of the core experience then refer to my review of the Original , as I believe that the core experience is maintained here that I have already discussed before"

As a another part of the modern video games remakes renaissance, World Re-Pac doesn't do much to stand towards either other remakes nor the original game, the budget release asking price might sound more enticing than other fully priced remakes but it also highlights how much this remake thought over and tried to rework some ofthe original's flaws right down from the presentation, while I appreciate the remake use of in-game assets for cutscenes over classic FMVs, I do feel that resulted in the characters being far less expressive in their motions compared to the original, similarly the replacement of voice acting for Banjo Kazooie-esque gibberish is also another step-backwards, The original FMVs might have been cheesy but at the very least were charming for what they were going for, Characters designs were properly updated and they look nice enough, I do have personal beef with Toc-Man's more slicker and refined new look over the original's uncanny, built together by scraps with weird eyebrows but I wouldn't claim it's change that's for the worse, specially addition for jet-pack would make sense later on.

The gameplay is strongly maintained with few proper tweaks and setbacks, for one; the feature to remapping buttons is welcome addition that definitely smooths out the experience for your own preference instead of being stuck with single setting like an the original, Boss battles have been either tweaked or overhauled completely, some for the better or worse, but starting with positives: Windbag, Anubis Rex and King Galaxian receive fine treatment that strives to greatly re-balance them while maintaining the challenge by letting them have more readable attack patterns compared to the original where it often feels like their attacks are tad randomized,

Unfortunately that where my praise ends, whiles the larger flaws that have been expressed by fans like control scheme and boss battles have been thought out and addressed, I wouldn't say same for more subtle stuff that keeps building up while playing, starting off I expressed in my Original review that many of Pac-man moveset feeling un-utilized outside of them being of a situational use, the remake sadly carries that here too, and I would have liked to see some features from the sequels be perhaps implemented here, like the smooth transitions between the rev-roll and jumping mechanic as an example, The likely response to me might be that "they perhaps didn't want to introduce mechanics that potentially breaks the original game design" and while I would 100% agree with that, the developers however already shown willingness to introduce new mechanics with the "hang in Mid-Air" ("HiMA" for short ) mechanic that lets you hover briefly after a jump to land more safely on a platform, however the issue with this mechanic is that it is useless and highlights how it doesn't meshes well with the original design, for one the platforms and hazards were designed and timed to respond to normal jumps, the "HiMA" not only often kills your momentum mid-air but also makes you more vulnerable towards tighter platforms and hazards, you're better off not using it since the game wasn't even re-designed with it in mind,

Backtracking back to the boss battles while I already mentioned improved once, others not as much, Clown Prix, Krome keeper and Toc-Man were overhauled with odd results, Clown Prix perspective change doesn't help all that much in terms of actually controlling a very stiff karts imo, kroome keeper now is rearranged with more obstacles and hazards although difficulty is maintained despite having more space now and finally Toc-Man doesn't exactly utilize your entire moveset like before in the original, the family members replenishing your health bar animation have been relegated to inescapable dialogue cutscenes instead of being another simultaneous element of the battle, which is major annoyance of mine, why wasn't this cool element from 2 decades ago maintained? very unfortunate,
the game even offer an Easy Mode which I haven't enabled but considering the game lack of challenge not sure what lower bar it has to sink to be properly enjoyed.

The soundtrack is nicely intact although I wouldn't have minded some remixes here and there, Although visually the game looks nice, there's an issue with the Lighting, which is an element I also praised the original game for presenting dark and atmospheric areas, with that gone, the temple, industrial and ghost island stages looking more lite then they perhaps should, Pac-man Inconsistent shadow animation can be also problem while jumping in tight spots since it can create depth perception problems which was more apparent during Ghost island stages.

I have definitely complained alot but that strongly comes with how some minor/subtle flaws that should have perhaps rethought off been not placed much into consideration when remaking this classic as I mentioned, and certain elements feeling like steps backwards compared to a game from 20+ years ago, at end of the day, Re-Pac perhaps is worth recommending towards curious fans who wished to revisit the original with new code of paint or maybe platformer enthusiasts, I although I would still side with the original and definitely earns more of my recommendation considering unlike the remake, the original developers were still adapting to new 3d realm and didn't have the original material as blueprint, so I hope you also take the time to appreciate the beauty from both worlds.

PMW doesn't do much if you seek anything that's interesting but it succeeds at being a fun 2.5D Platformer in the veins of crash bandicoot, although unlike that game where the difficulty can be determined widely based on your decision to go for 100% or not, World suffers from sudden difficulty spikes from the questionably designed boss battles to the level design reliance on backtracking when it comes to the collectibles, some are vital for even accessing the climax so ignoring them isn't given option,
Credits where it due, the designers avoided stretching the backtracking road further by having the collectibles placed close by the locked doors to avoid making this task tedious, in most cases it revolves around circling a bit back which is nice, investing time to collect them all outside mandatory keys can lead you to bonus stages like the mazes or post-level bonus round where you can potentially raise your live count and score depending on how well you do in the challenges, the mazes are fine challenge although stage hazards didn't really remove the tedious repetitious nature while bonus round are fine time challenges that actually offer variety.

Pac-man was good enough to maneuver around the levels, his butt bounces specially can be useful for reaching higher grounds and allow potentially experimental players to bypass large obstacles, same can't be said for his other moves, the Rev-Roll and Pac-Dot Attack, both moves I use of in extremely situational, specially the Rev-Roll with moments like bypassing obstacle or activating switches, not all that fun or interesting like the butt bounce.
The Level design and visuals look great, I'm glad to see the developers willing to explore other avenues compared to most other platformers, the likes of the Pirate island, Circus Carnival, Space station, etc. are all treat to be hold, I'm specially glad the game doesn't shy away from the gloomy atmosphere like the dark temple levels with moody soundtrack and great lighting which unfortunately missing from many modern platformers

Unfortunately same can't be said for the boss battles as I mentioned, like of Anubis Rex and King Galaxian being extremely frustrating specially the former with how much projectiles they can spam at a moment notice overall resulting in unbalanced, unfair fight, but thankfully the final boss fight with Toc-Man is a great spectacle and definitely ends the game on high note by having to test your moveset against giant man himself!.

despite the awkward implementation of certain mechanics and designs choices, I still had good time and would gave it a solid recommendation from any platformer enthusiast out there.

Following review will mainly discuss the gameplay
The ps3 SixAxis motion features can potentially be turn off for many but as someone who doesn't mind innovative gameplay styles that potentially elevates the experience, folklore... didn't really land for me when it comes to that but thankfully the game at the very least remain constant when it became to their usage, so at best the motion control elements are service-able

Aside from that the action RPG Gameplay plays out also fine, The gameplay strikes good balance where it isn't too strategic nor too reckless for someone to enjoy while also having a chance to freely experiment with their captured Folks, certain enemies and bosses having a complete resistance towards certain elements can be annoying, specially when it turns your large arsenal of captured Folks into guessing game for which enemy can be damaged and it pauses the action more often than I would have liked, granted the game does provide some hints that gives away specific Folks/bosses weak elements with the region specific books that serve as a vital collectibles via missing pages with some being more deviously hidden than others and the developers were smart enough to allow other Folks with similar element and category to deal damage towards those specific enemies and bosses in many cases just to avoid making the combat too much of an micro-management, so major prop for having the foresight,

Exploration is also lacking considering the mini-map doesn't quite match the normal map at the pause menu, so there's chance you will get lost from the main road or accidently backtrack, While side quests offer some neat background info regarding many of the village's residents, others not so much and are only concerned about padding the game's runtime with awful escort or arena missions just for the exchange of items as rewards,
Finally the chapter/episodic nature wasn't my cup of tea since outside general interactions, gameplay style and some exclusive Folks for either character, largely the experience is 90% identical when it comes to the level design and boss encounters which can be exhausting although for my playthrough, Keats chapters went by faster thanks to my memorization of the level design and bosses, I would strongly suggest switching back in forth when it comes to chapter selections to avoid timeline and story confusion

I definitely sounded bit harsh and I haven't touched on the story or characters, It's because I would prefer if you approach this game as blind as possible for the good mystery not to be pieced by my description, I still think it's enjoyable game with an interesting messages and themes regarding death, guilt and the purpose of life behind it, Ellen and Keats are endearing polar opposites pier, soundtrack and atmosphere are superb!

First Impressions comes from 12 Hours of gameplay:
Enjoyable for only brief duration before you notice the repetitious cycle from not only the game modes but also players tactics, with it's current unbalanced nature thanks to selection of the roster like neo cortex, catbat and recently ripper roo often dominating the matches by having more versatile and devastating moveset, which leaves other characters as less appealing options, a character specially like dingodile is easily eliminated by your foes at the expense of accessing a spin attack that can be charged slowly with an already slow moving character and ability to chip away other players wumpas slowly and it ends up leaving him at this bad position of being unfavorable despite being a fan favorite himself, I can see potential in this gameplay and the core elements are good but in practice it's admirably a fun mess but level variations don't really encourage more memorization but encourage already successful gameplay loop

this would have been bit more excusable if the game entry fee wasn't charged to begin with, at 30$ budget price (not including monthly/annual subscription to even access online modes for many games on consoles) makes current state of the game look dire, I'm not sure if activision decided to price this game accordingly to slowly capitalize on it's player base for couple of months or if it's genuinely intends to have far more long-term plan yet considering they didn't support a far more successful game like Crash nitro fueled for full year my instincts lean more on former, My verdict leans towards if you're massive crash fan then you might have some enjoyment here but speaking as veteran of the series too myself, there are far more polished multiplayer games exist in FTP form to enjoy, you're not missing much by skipping this.

A Wild ride!, While the runner style gameplay isn't addictive nor that fun for me personally, it's short enough not to become bothersome in long run and the interesting boss battles and scenarios make up bulk of the experience later...
The storytelling is on par with 2013's Killer is dead although personally some moments came bit flat voice acting wise and needed perhaps another take.
This segment is more concerning with localization but I wished there was option to adjust subtitles to remove black boxes or lower the transparency, and often the subtitles aren't timed correctly with the voices unfortunately.

This game still earns my recommendation for any suda51 fan or even gamers who are more curious on obscure side of things, just don't pay too much for a physical copy xd

A Simple collectathan platformer that doesn't have much to make it stand out outside it's cultural humor and style, ty model being in middle of the camera can be issue at first but it's quick to adjust to it as you progress, nice 2002 visuals and great swimming mechanics unfortunately don't compensate for weak bosses, mundane objectives and inconsistent level design that jumps in between open area and linear 3d areas

Despite having more interesting narrative and areas to explore than World 2, World 3 unfortunately still ended up being a dull experience overall, witty dialogue and world building can't overshadow the gameplay that emphasizes more on basic brawler combat over the decent platforming segments , Pac Man World 1 remains the peak

Incredibly Disappointing, While Pac-man's move set were gracefully tweaked and refined from the first, the Camera's perspective change ended up introducing more problems than solutions with it being a solid object that keeps fighting you more than assist your perception of the platforms, generic locals (even for 2000s platformer and the original game standards) and finally gameplay loop that prioritizes variety of set pieces and gimmicks over consistent level design.