A very interesting take on a puzzle game where perspective is key. That said, it felt mostly like a walking sim with some puzzles when I would have personally preferred it the other way around.

I'm playing this on Xbox game pass and I feel it's not worth the price of $19.99 for the amount of content that it is. If you have the pass, I would recommend playing this if you have an hour or two to spare, but I would not recommend this game if you were buying it if that makes sense.

A great and creative 3d platformer game. The humor is good and the gameplay was fun. What amazed me most about the game is how unique they made each level, really reflecting on the premise of entering people's minds.

The first four "worlds" of the game are on the average side in terms of how interesting and fun they were. But every world after was amazing in how creative they were and each gimmick involved with that world was fun to play with.

The attention to detail for small stuff was also great, NPCs reacted to you doing stuff or holding things while talking to them. The psi power that lets you see through people's eyes shows you how they see the main character. All of this little stuff was unnecessary but adds a whole lot to the experience. You can tell that they put a lot of time and love into the game because of this.

Two complaints I have with this game though is that I did not like that I had to backtrack for 100% and getting the figments were a big pain at times. I'm not a big fan when you have to backtrack in 3d platformers to get everything in the first level. Personally, I believe that they should be designed to be able to get everything you can in the first go. Collecting the figments where a bit of a pain too because of the fact that they were made out of light colors with a decent amount of transparency, making it annoying that I had to go around the level muitlbe times to find the slightly more light-colored green figment sitting on a green wall.

Over all, it's a great game and I cant wait to play the sequel.

An awesome and extremely well-done sequel. It takes everything good about the original Psychonauts and turns it up to 11.

All of the worlds were extremely well done with their theming, mood, music, etc. Making them fun to explore (except when you are looking for that one last figment).

All of the boss fights were done well too, I feel like most 3d platformers struggle with making good boss fights but Psychonauts 2 shows how it's done. They were a blast to do and weren't too gimmicky when it came to using just one PSI power.

All in all, Psychonauts 2 is a great sequel that was given a lot of love by the devs. The story and theming about helping others with their problems was nice and fits well. My only complaint is finding all of the figments (but you get a thing at the end of the main story that will help you find them, but I did all of the worlds except two at that point.)

Would gladly recommend it to anyone who likes 3d platformers. Also, The PSI king mind was the best world hands down.

I can feel what this game is going for, but I feel like it was executed badly. This game feels like it was built to be a fast-paced run-and-gun game, but added mechanics that felt like I was punished for doing so.

At the start, the game was pretty fun, but then the enemies started to take much more hits. I felt like this threw off the combat by making it slower when the game felt set up for you to blast through.

The enemies' bullets felt way too fast, even though the bullet time, forcing you to play slower to dodge the shots because of that.

The dodge mechanic making your gun accuracy horrible also sucked, basically making it useless to shoot while dodging. It felt more worthwhile to just tank the shots and kill the shooter than to dodge when facing 1-3 foes.

Most of the boss fights felt like they either lasted too long or too short and felt quite bland.

I was getting on average mid to high b ranks by running around and tanking shots and it felt like I was playing wrong, but staying in a room and spending most of my time holding onto the W key felt way less fun.

The music was good though.

An interesting puzzle game that uses its gimmick well. Other than that, I don't really have much to say about the game.

I really, really want to give this game a higher rating but I can't in good fate.

The game is very grindy for a story-based adventure game. At first, it was kind of fun using the loom and sawmill to make cloth and planks while traveling slowly to my next destination, but as I got more spirits and more crafting areas, the more and more it became unfun to go get/grow resources and refine them. It got annoying that I had to keep traveling back and forth between the two opposite ends of the map because I needed some more ore that only spawns in the top left corner of the map.

The game also hard locks you from progression by requiring you to have some special resources from certain spirits, and some of the spirits are hard to obtain. Before I stopped playing I needed a resource from a spirit that you can only find by finishing in a spot after bringing 4 other spirits to the Everdoor. There was no indication that you needed to fish there and I would have never figured it out if I did not look at the wiki which was pretty frustrating. And once I got the spirit, my game glitched out and hard locked me. So I took that as a sign to just quit because the game was frustrating me at that point.

The story though was wonderful. The emotional train ride I felt taking the first spirit to the Everdoor was wonderful and depressing (in a good way). It was a very creative take on the emotional concept of death and saying goodbye. Seeing each spirit fighting their own battles and helping them get ready for moving on was emotionally satisfying. Paired with the music, it made me feel more emotionally involved than any movie I have seen in the last 10 years.

It makes me both sad and angry that I'm abandoning this game without seeing the story to its end, but even if I was not hard-locked I don't know if I would want to continue to put up with the grinding and time-wasting mechanics.

MINOR SPOILER AND RANT:
Also maybe this was explained at the end of the game, but it made me pretty upset that Atul just leaves and you don't get to say goodbye to him. He was my favorite spirit by a long shot. (But maybe him leaving suddenly has to do with the whole death premise)

A fun collection of different kinds of puzzle games, each one having their own feel and mood to it done in the old computer ascetic. As you progressed though one of the 7 game you start to get background story about the creators witch was a nice touch and added more incentive to finish them.

The games throw you into the deep end in terms with how to play them, where you have to either go though the instruction manual or just have to figure it out on your own. Which kind of added to the charm of the whole thing.

Out of the 7 games I would say that dungeons and diagrams, and 20th century food court where the best ones. I'm blanking on the name at the moment, but the only game I did not complete was the Japanese arcade style game as the later levels in that got too frustrating.

Would recommend for anyone who likes challenging puzzle games.

The game is exactly as advertised, a handful of escape rooms for you to solve and go though.

They used some of the more "traditional" escape room puzzles along side some puzzles that you could not do in real life.

About 85% of the puzzles where fun to solve, and I wish they made each "room" a bit more beefier as I was clearing them in like 10-20 minuets.

Story was okay, nothing too much to talk about there.

Other than VR, this game is probably the closest you can get to doing an escape room without actually having to go to one.

While keeping mostly to the XCOM 2 formula, I have mixed feelings about the game play.

At first the breach mechanic felt pretty fun and fresh compared to just dropping into the map and playing around stealth in 2, and it of course plays into the whole cop thing. But after a while, they just felt they where there to justify segmenting the missions into two to four small zones. Separating a mission into smaller segments made the combat feel less rewarding, as the danger seemed smaller. A big thing from this the that you have your guys relode automatically after clearing the room. And while that makes sense, I felt like it harmed the game play because ammo management was basically unneeded as I could clear out the room without having to relode with few acceptations (I played on normal difficulty BTW). A big reason why I liked XCOM 2 was that every action you choose felt like it needed to be thought out as it could come back to bite you for many reasons. But in Chimera Squad, that feeling is gone as you only have to focus on the short term of surviving a room.

Having a small set of agents with specific skills was a good idea but some where just way better than others (Claymore and Terminal MVP). And also, why do I not get all of the agents by the end of the game? According the the wiki you don't get three out of the pool of agents, witch is kind of stupid considering that there are only 11 total that are in the pool.

The story is okay, you are this special force tracking down a conspiracy. But it falls flat when there are only two missions after taking down the last of the three faction leaders. Making the ending feel rushed as they kind of shove you into it after doing the a minimal amount of build up for it.

The thing I dislike the most about this game though was the agents as characters. The closest comparison I can make is they act like Marvel charters, as they don't seem to be taking the situation seriously and keep making the same one liner jokes. I understand that they are like elite soldiers compared to the makeshift military of 2, but I feel like they would be acting a little bit more seriously about the situation. Hell the soldiers in 2 even panicked in both the game and in their voice acting when things start to go wrong. But in Chimera Squad Terminal yells at you to make sure your almost near death bullet wound dose not get infected.

Even with that said it was a alright game, but I think XCOM 2 was better in terms of game play.

Also why where there Faceless in the game, but they never disguise themselfs? They missed the chance of having a hostage mission being a ruse with one of them pretending or something like that.

I have probably beat this game like 5+ times as a kid and I still find myself coming back to it every once and a while as a adult. In my opinion this is the best 3d platforms on the GameCube.

From making different models of the enemy types, to the music; each level feels completely different than the one before. Combined with the wacky looking enemies/bosses and the gimmicks of the stages and challenge areas, you can see how much focus the devs put into making a fun game while playing around with interesting ideas.

Some of the boss fights can really show how the game shines in it's wackiness and creativeness. You can fight a large dinosaur in a bikini, a guy who looks like a carny who hides in a cup and plays a shell game to avoid you, and a army spider.

The challenge zones are also another highlight, showcasing both what you and the game engine can do.

My only complaint is snow world being a pain to 100% due to the slides.

Part of me wishes this game was longer, but I feel like it's one of those quality over quantity kind of situations.

I really like the core concept of the game that at it's base is a good mix of luck and the strategy of using what is given to you with your rolls. Each character also has a different kind of gimmick that makes their play style different while not straying too far from the base formula.

There are six different episodes for each character to go tough, and I was going though and doing each episode one for each character, then two and so on. It was pretty fun adapting to different rule sets that given to you. But everything fell apart for me during the "elimination round" chapter. They where pretty challenging for all the characters but I mange to squeeze though after a few attempts. That was until I got to the witch. Her play style revolves heavily on setting up on good combos and I was getting my ass kicked before I can get them together on the last few tough foes. I've must have did 30+ runs with her trying many different kinds of play styles and strategies and still failing. Eventually I just gave up and jump to the other character I did not beat the elimination round on yet and finished after like four tires. I looked back at the witch and felt like all of the fun was sucked out of the game now and it was just a slog. I tried the next chapter with a few characters but I was just mentally checked out of the game by then and just decided to stop playing.

I would like to come back and finish it, but at the same time the rest of the game docent seem that fun to me anymore.

The sound track was very good though, a lot of bangers.

Its a very simple game on the surface level where you just really move around and try not to die while your weapons do everything on their own. Yet there is something addicting about it as a time waster.

But after a while once you find all the good combos it starts to get a bit dull as you feel like you have seen all the game has to offer.

For it's cheep price and the amount of enjoyment I had before it got dull, I would recommend picking this up if you want something a bit mindless to play for a few weeks.

A great love letter to the Wario Land series while changing up the formula enough to make it truly unique in its own right. To be honest at first I felt the art style of the game was kind of bad when I was looking at it at first, but over time it grew on me and I feel it's very fitting for the kind of game that it is.

The game is fun and the music slaps hard. Yet I don't feel compelled to 100% it as I don't feel like mastering all of the levels. It makes me feel a bit upset that I feel that way about this game, but it's still a killer game.

This game came out of no where and I felt like it hit me like a sucker punch from a professional boxer. I always have a soft spot for a good rhythm game and Hi-Fi Rush hits that spot just right.

A 3d beat em up rhythm game is such an interesting and unique idea and I'm surprised how well it worked out. The combat seemed always fresh and they keep adding new things little by little to keep it engaging and is broken up by fun par core and movement. And obviously for a rhythm game the soundtrack is great.

I also love the little detail that EVERYTHING moves to the beat of the music. From cutscenes to the wall paper of a hallway, everything moves to the beat of the music. It's such a nice and unneeded thing that just takes the whole game the extra mile.

My only complaint is how a lot of the earlier levels (and even the later ones) have pathways and unlockables that you can't go though until you beat the game as you can't go back to earlier levels after finishing them. It was kind of frustrating going out of my way to find a door that wont open unless I have someone with me that I don't get until later in the game. Kind of killed my desire to 100% the game, but maybe I will go back to it one day.

Story wise it was nice to have a game with a definite ending that did not have sequel bait. Also all of the characters where likable and actually shown growth over the story.

Edit: A month or two as of 5/30/2023 I picked the game back up to 100% it, was having a lot of fun perfecting combat and getting S ranks. But then my save file corrupted today and I lost everything. So I will not be 100% it sadly.

I played a lot of the physical game and I honesty think it's much better than this version. I found the UI a bit confusing at some points and could have been more clear with certain things. And even though I only played with bots the game play felt very slow at some points.

Even so it is still a semi decent put together game for people who want to play munchkin with out wanting the "feel" of it being a board game.