Even better than the base game! Certainly enhanced by having played it but the team comp being frozen is an afterthought with the way Donkey Kong and Rabbid Cranky open the gameplay options.
It told a story that was somehow more nice, the world was wonderful, music charming, love to see and hear some DK sfx the whole way through! Definitely do not skip this.

Against all odds this game succeeds by being exceedingly charming, incredibly funny and mechanically sound. All pillars combine to make a worthwhile game that I'm happy I made the time for.
To this game's credit, it compelled me to put my differences aside with Luigi to recognize his value for the team.
Some downsides that hold it back are the limited team composition options (Mario has to lead, you always need a rabbid), overworld puzzles became annoying, the Rabbids are overall just very gross.

Doesn't feel good to move, shoot, or do anything really. The single player was fine, boring final boss.
Weird Nintendo online stuff. Salmon Run rarely available. I definitely regret this purchase

2016

An excellent experience. Journey but underwater. Falls 1/2 point shorter for not being quite as perfect.

Ori and the Will of the Wisps is a phenomenal game. It’s a drop-dead gorgeous marvel of language free storytelling that has cemented Ori’s (the character) story in my memory.
I played in Supersampled 6k running 60 fps, a benefit of playing nearly two years after initial release. The game sings at all times, seamlessly blending foreground and background art into a colorful world of a magnitude I’ve never seen painted onto a 2D plane.
Builds on the strong basis of its predecessor, not only through expanding combat abilities but focusing the main story rewards on traversal components. This doesn’t come as a hassle, Will of the Wisps hardly misses a beat by awarding Ori her double jump and dash abilities soon after the journey begins.
The Glade is a wonderful meeting place for the new cast of characters and Moki to occupy, and it feels like home. I’m a sucker for when a game includes a home base-like area, even more so when you’re able to build upon it. The characters are unique and charming in design, animation, personality. They fill the world, endearing it further as they travel beyond the Glade’s safety.
Side quests are a wonderful addition, for the first time in games I felt like I was able to complete a chain delivery quest with my own knowledge of the characters and world.
Not only this, you’re able to gather and equip Spirit Shards to gear Ori’s strengths to your playstyle. I was able to grab the triple jump rather early. This modification certainly helped to shape my journey and lasting impressions of the traversal challenges. I was able to game my way to upgrades earlier than expected, and move with a greater degree of freedom.
Even without a Platinum trophy (or full Gamerscore) at the end of the road I beat the game with 87% completion and am planning to go back and finish out the world.
Combat shrines were wonderful and usually challenging; races are the same. The boss fights are frantic in a way that I haven’t seen in many places before. Always difficult, they present constant threats that even an expanded combat arsenal cannot quell. There’s a distinct imperative to move deliberately (and constantly), pick your moments and get in close to scrap. The final boss kicks, as many of the boss fights are phenomenal, with their accompanying chase scenes swatting at perfection.
Checkpoints throughout fights and chases are made more generous and forgiving, as with platforming (especially in the endgame). The game is challenging but never feels punishing. The ending scenes are a gut punch that I’ll carry with me for a while.
The only detractor to this game’s otherwise undeterred momentum is in the story’s larger second act. A friend is gravely injured and the world expands, tasking Ori to traverse its 4 corners in search of Spirit Wisps to restore the land. This newly-opened world strikes as just an illusion, however. A quiet order exists that isn’t readily apparent to the player. It’s not a major issue thanks to generous fast travel points (an unlockable skill for its best use), but it smarts in a notable way. The cadence of exploring a new annal of the world, gaining a new ability, cracking that same area wide open then transitioning to a battle with a great chase is lost. It’s reduced to placing a pin in something to return later with losing the growing familiarity of the distinct regions.
I also felt that some of the areas dragged more than others. Where Moon Studios succeeds in creating a thrilling aquatic world, they counter it with a tedious underground region. As the thrilling ability to launch Ori as a projectile is acquired, it's challenged by another tedious and rather punishing platforming portion.
Ori and the Will of the Wisps is an enormous success mounting from the original's strong foundation. The hearts of its creators are felt in the world and their passion for perfection does not go untapped. This is a must play for video game fans of any background.

Ori is a very good video game. It's very pretty, moves very well, and is challenging at enough junctions to make you feel like a gamer.
Abilities come at a really good clip, the skill tree has some awesome stuff and opens the world well.
The Blind Forest is a great size in terms of game and world, beat it in under 8 hours with over 90% completion.
Only drawback was a couple sections that were incredibly difficult, hard to discern what to do and with some less than ideal checkpoints.

Guardians greatest struggle is that it’s too long and drawn out, while at the same time including a perfect amount of character writing and interactive dialogue. There’s nothing I’d cut from the story arc each individual character goes through, but the slow moving corridors and back-end loaded with monster closets really damper the ending of a stellar narrative.
Everyone is allowed room to breathe with an emotional crescendo of their own. It cannot be overstated enough just how funny the game is and enjoyable listening to the Guardians speak. There’s a herculean effort that succeeded in convincing me of the legitimacy of these Guardians.
By the final 3 chapters the narrative begins to drag, the writing missteps and the gameplay takes a dive. This unfortunately discolors what began as a delightful surprise in animation, fidelity writing and narrative.
The gameplay and mechanics are entirely fine, wholly inoffensive. It’s in their repetition towards the game’s end that creates the glowering missteps that they ultimately left me feeling. Guardians is a good game and 100% worth playing, but stings to see ways it could have been great.

2018

Playing Moss in early 2022 was a lovely return to PS VR. There's something special about sitting in the wonderful little worlds of the characters we love, and Quill is no exception. The platforming is fun, with some neat secrets and extras along the way.
Puzzles felt inventive and leveraged the user's mobility to see available paths to great success.
It's great to traverse, but extensive combat sections often feel like a hassle and fall into the same pattern. Some challenges near the end left me a little sour and didn't feel completely fair.
The abrupt ending to the story greatly contextualizes "Moss Book II" releasing this spring, and certainly makes it sting less that I'm playing it nearly 4 years after release.

This review contains spoilers

This game fucks!
When you beat the game you go into the character generator from Pokemon Mystery Dungeon. 9.8/10 Free.

Casual Birder is a great little romp that I didn't expect out of the Playdate, especially in its first season. It evokes adventure style gameplay while working in the novelty of crank-gameplay to deliver a charming story I enjoyed thoroughly. Animations are crisp, character portraits full of detail and the writing witty and comical. I recommend giving this a shot to anyone who can get their hands on it!

2018

Minit is super charming and stands out in writing and presentation. It manages to do a lot with very little visual presentation and includes lots of fun to discover secrets and extras just below the surface.
I'm more surprised than anything that I didn't mind retreading my steps so many times. The titular countdown was a fun limiter! It encouraged me to mentally map out the space, move deliberately and it never inhibited my enjoyment. It's through this that I can recognize the great world design.
I don't think I'll be taking the time to explore the world much past rolling credits, as the time limit curbs that. I also wish that since beating the game, the 'Continue' option sent me prior to the final boss encounter with everything I'd collected!
Minit is a great game and everyone should give it a shot.

Foreclosed is aggressively fine! Its comic panel cuts and camera changes enable it to punch up in its stellar presentation, but the compliments end there.
Combat is stiff, difficult, and feels limited until late in the game. If I didn't find the easier difficulty option then I may not have finished this game. Near the end you face several enemies in an entirely empty hallway... No cover, no environment to fight with.
Checkpoints are poorly laid out, and often had me repeating 'presentation' segments that wore on my nerves. I wasted time searching for invisible switches in an archaic design choice.
The trophy list contains a missable secret ending that's unlocked only if you find all collectibles within one playthrough. Despite the Chapter Select Option (Which is only accessible after rolling credits), you cannot go back and clean these up. There's also no way to track them, or any visibly presenting trophy associating with these. These collectibles are also hidden and require shadowing every wall until a marker pops up.
Only half of the game options, such as Audio Mixing and Difficulty are only accessible via the Main Menu. I learned this 80% of the way through the game. The only reason I was exploring the menu was because I ran into my first of two glitches that completely locked me from combat, menus, moving or dying. Two heavy glitches like that don't sound like a lot, but feel very apparent in a <3 hour game.
In writing this review I'm reckoning with how frustrating Foreclosed was to play. The potential was there and that left me disappointed above all else. With a little more time and care this could have won my heart as a special experience. Instead it languishes in the skippable territory.

Very pleasant and sometimes challenging Match 3 game. The writing is snappy and funny, although hits close to home too often in this capitalist hellscape. The ending goes hard, couldn't have predicted it. Definitely a unique moment in gaming.

This game was very nice. I enjoyed playing with Molly. Co-op is very lackluster as P1 is Kirby and P2 is locked to Bandana Waddle Dee. P2 sits back for much of the game while kirby gets new abilities, upgrades and mouthfuls. Very disappointing in that respect.
The world's are varied and very pleasant to spend time in. The music has no business going so hard. The ending CG cutscene might be the best thing I've seen on the switch. The combat is passable and gameplay rather basic.
The ability upgrades are great and give great incentive to explore, revisit the village and pursue challenges. Unfortunately these challenges are only for P1, so more sitting and watching for P2.
Despite being rather basic and a Kirby game I got hit plenty and even died once. It was certainly easier in Co-op mode, but it still felt like the game was scaled. Molly carried me through much of the combat.
I discovered the block & dodge roll 85% through the game. Maybe that's why it was hard before? It made the game easier.
Level 3 ice is a busted power in the best way. Highly reccomend.
As with many Switch games I feel ripped off at $60, but there's enough content here to reasonably delude yourself. I had a lot of fun with my time.

I am not the audience for Crash 4, and I'm incredibly okay with that.
I think it's the best game in a series of games that are frustratingly designed. The perspective is something I'm thrilled never caught on video games, and I think that's for good reason.
The game is beautiful. This only becomes more apparent as the worlds become more vibrant and dev team are clearly having a blast with it. That was the same time I noticed that I wasn't.
I appreciate the modern additions that made the game bearable for me. Evolving checkpoints, a death counter in levels over limited lives. Very neat and very welcome.
It's raw af that N Tropy canonically hooks up with himself but in female form. Dude is WILD
I'm glad I beat it, and I can rest easily knowing I'll never need to revisit the franchise.