I'm thrilled to hop back into the Metro series, which has proven that guiding players along a linear path can be incredibly effective in an FPS game. Metro Last Light continues to carry that torch with its compelling world and characters where we left off from Metro 2033, while amping up the atmosphere and set pieces. It still manages to strike a perfect balance, not going too far or losing sight like how Metro 2033 did, which I've praised extensively.

It's basically more of the same, and usually I'd gripe about a sequel not changing things up enough. However, like with Yakuza/Like A Dragon, I can't see how they could improve upon the strong foundation set by Metro 2033. So, I'm okay with it being more Metro that slightly escalates its core key pillars. My main gripes are the stingy checkpoint system and the flawed moral system that still feels limiting or too vague.

I am eager to play Metro Exodus soon and see if the shift in direction is going to land smoothly or not. I guess only time will tell! You can read my Metro 2033 review here

Fanmade project or not, Sonic Triple Trouble 16-bit is hands down one of the greatest 2D Sonic games that I have played in a long time. It completely took me by surprise, especially considering it's a reimagining of a decent Game Gear game. But let me tell you, it goes way beyond that and delivers new 2D Sonic goodness.

What shocked me the most while playing this game is that, despite perfectly capturing the essence of the classic Sonic games, it still reevaluates the old formula to make it feel less stuck in the past. For instance, it offers the option to disable lives, the invisibility now displays an on-screen meter when activating it, and there are consistent mid-checkpoints when a boss fight has a good chunk of phases, except for the final boss. This isn't even mentioning the addition of the partner mechanic between Sonic and Tails that enhances the core gameplay, allowing for seamless character switching during moment-to-moment gameplay that feels more impactful than the drop-dash, and that's all while still maintaining balance except for boss fights.

To put it simply, I never anticipated that a fanmade project of a reimagined Game Gear game would push the classic Sonic formula further than the recent official 2D Sonic games. While I find those games enjoyable, they didn't really assess the formula to see what room there is left to improve, and that includes Sonic Mania. Sonic Triple Trouble 16-bit pulls it off while still capturing the core of what makes 2D Sonic unique: solid pinball mechanics that require skill in order to gain momentum and learn about the level design to maintain a satisfying flow, all while pumping me up with a good soundtrack.

Overall, whether you are a Sonic fan or a platformer fan in general, you owe it to yourself to play this amazing fanmade project. This, alongside Rayman Redemption & AM2R, are some of the best fangames that I have experienced.

Replaying Sonic Dream Team has sadly further solidified that it is not an enjoyable experience for me. The decent level design is hindered by the need to constantly revisit the same areas due to the game having a bright idea of you having to return to the menu upon collecting an orb, reminiscent of Mario 64. This doesn't fit Sonic to me, and as a result of that fundamental structure, this game's potential flow is completely disrupted.

The enjoyment of playing around with the level design now heavily depends on the smooth character controls. Unfortunately, the controls were designed with touchscreen controls in mind, resulting in a sluggish feel when moving the characters around, even when using a controller. Furthermore, the other playable characters are just too simple and unremarkable. The only highlight is the ability to switch between characters at any time, but that's where the appeal ends.

Although the character animations are well done, I find the overall presentation leaves a lot to be desired. The level environments appear as if Fall Guys and Lost World have come together to birth a baby. While it does have a more cartoonish aesthetic compared to Sonic Frontiers, it still fails to capture the essence of Sonic for me and this is especially the case with this sleep-reducing soundtrack.

In conclusion, I feel like an anomaly when it comes to my opinion of Sonic Dream Team. It's polished, but just not all that appealing for me to play or find it to be a fun experience once I start judging this game as an overall video game instead of just a mobile game, which everyone else is doing to praise this to high heaven. It is only fair game for me to do it too. The best 3D Sonic game since Generations? I just don't see it personally, folks.

I'm glad to have finally played through this bite-sized Uncharted adventure, which was sitting in my backlog for a while until I was in the mood for a short but sweet experience. The Lost Legacy has certainly provided me with that, all while maintaining the stunning visuals and exciting set pieces that the Uncharted series is known for, with endearing characters.

Honestly, there's not much to say. If you've already completed Uncharted 1-4 and still have an itch for more somehow, or if you're eager to see Chloe Frazer set off on her own adventure, then I give this one a strong recommendation!

I'm not sure if I'm starting to get fatigued from playing Yakuza games, but Yakuza 4 felt like I was just going through the motions this time. The game starts out strong with Akiyama and Saejima's stories, which I found engaging, but by the time I slog through Tanimura’s storyline, I just wanted the overall story to wrap up. But it becomes an incomprehensible mess by that point, even by Yakuza standards, to sour the overall story by the end of it. Despite some highlights, the game’s story becomes so unfocused.

It's a shame because I had a lot of fun with the gameplay this time, which sanded off so many rough edges that Yakuza 3 suffered from to make me fully appreciate how satisfying and visceral the combat is without having to adjust myself to the jank. That's all it really needed to do, but this game also introduces 4 playable characters and I thoroughly enjoyed playing each of them.

In conclusion, while Yakuza 4's gameplay is strong and enjoyable enough to still recommend it, the story loses its momentum towards the end too much for me to consider it one of the weaker entries in the series so far. I sure hope that Yakuza 5 can turn stuff around when I move on to that game.

You can read my other Yakuza reviews here:
Yakuza 3
Yakuza Kiwami 2
Yakuza Kiwami

Loop Hero is a roguelike that combines various mechanics from card games and city builders. It involves strategically placing cards obtained from auto-battles around a loop to enhance your hero or terrain. I found myself frequently returning to the game because the moment-to-moment gameplay loop is so unique and captivating, which hooked me into finishing it compared to other games in that genre despite the heavy grinding or RNG that shows no mercy. The stellar presentation when it comes to the pixel art or audio is the cherry on top that makes the overall package extra special.

My experience was further enhanced by the exceptional mobile port developed by Playdigious, which seamlessly integrates the touch screen and offers good portability features like auto-save during a run that prevents you from restart your current run if you have to put down your device at any second. It really gives me the impression that Loop Hero was initially created for mobile and later ported to other platforms, rather than the other way around. It feels right at home and easily the definitive version to play, whether it's on iOS or Android.

However, I can recommend any version to experience this game unless you aren't really into roguelikes that heavily rely on stats and RNG. Loop Hero is definitely an acquired taste that I can see not clicking for everyone due to how unique and demanding it is in certain elements.

I had an absolute blast going through this stylish beat 'em up that delivered with great stage design, a range of enemies to defeat, different fun playable characters, and stellar presentation that makes this game ooze with style.

In terms of my main issue, I encountered online lag problems while playing this game with a friend, leading to interruptions during our sessions. While the game is still playable, it didn't run as smoothly as TMNT: Shredder's Revenge, for instance.

Apart from that issue, Streets of Rage 4 has solidified my enjoyment of beat 'em up games. I was initially unsure after a rough experience with the Scott Pilgrim video game, but playing TMNT: Shredder's Revenge last year and now this game have changed my perspective on the genre.

Seeing Astro Bot getting his big non-PSVR adventure got me the urge to revisit Astro's Playroom and see if it still held its charm once the excitement of the DualSense features and nods to PlayStation's history had faded away. I'm glad to say that after replaying it, I have a newfound appreciation for the level design, striking a great balance between pure platforming and unique gimmicks without one or the other overstaying its welcome. This makes for a solid-designed short burst 3D platformer, even if it wasn't a showcase of the hardware and DualSense features.

My only few complaints, besides it being so short is that the theming for the levels leaves a lot to be desired. The glide sections aren't a deal-breaker, but they are definitely more finicky than the other gimmicks that are still a blast to do and not intrusive. Replaying this has only made me more excited for hopefully Team Asobi's magnum opus that isn't PSVR, which comes out in September, but even then. This is still the best piece of tech demo that I have ever played.

MultiVersus back in 2022 was one of those games where I really enjoyed the core gameplay loop and stylized visuals. However, I couldn't get into the way they monetized that game, and the content surrounding the core gameplay was seriously lacking. Now 2 years later with its relaunch after being delisted, I was hoping for some substantial improvements.

Sadly, the PvE Rift mode showcases that the package falls short due to its lack of variety, which ultimately makes it monotonous and the few variations it does offer are uninteresting mini-games that abruptly conclude. The lack of depth in the content of Rift mode discourages me from considering replaying it on harder difficulties or enduring it again with a friend. It might have more substance in terms of content now, but that doesn't really help when it isn't very good and prioritizes quantity over quality.

I'm now stuck with the remaining part of the package that hasn't really changed much, except for a few new characters and stages, but these minor additions aren't enough to keep me hooked in another WB fighting game that is overly focused on making money. How can I trust WB to improve this game in the future when they've already shown that they messed up? This relaunch was their second chance to win me over, but it only solidified my belief that this game is going nowhere.

I hope to be proven wrong down the line, but WB was also fine with that Suicide Squad game in the same year. So, I'm not feeling very confident...

I got completely drawn in by Promenade when I tried out the demo a month ago, but after playing through the full game to completion, I’m blown away by this incredibly imaginative 2D collectathon puzzle-platformer due to the creative level themes that burst in with decent platforming challenges or fun exploration to keep the level design consistently strong and smooth character controls that made movement such a joy throughout this game. The cherry on top is the beautiful storybook visuals that add to the overall charm.

I do have a couple of gripes about this game, though. The basic story is a bit confusing, and the falling stun animation can disrupt the smooth flow of movement. Some tasks weren't very enjoyable, but as long as most of them are fun and don't drag on like in Super Mario Odyssey, I can tolerate a few less exciting ones. However, it's still important to acknowledge the growing pains of collectathon platformers despite this one being 2D.

This game's hotchpotch of ideas that shouldn't work somehow comes together to make something that is familiar on the surface level, but the way it constructs each of these components from various different games to make such a seamless experience is impressive work by Holy Cap Studio. I was getting vibes of Super Mario 63 (remember that fan game?) and the Klonoa GBA games. If that makes you curious, play this game already. I can't recommend it enough, and what a hidden gem that will likely be in my top games of the year.

Spyro 3 expands upon the core gameplay loop that I have come to sign on with this series while finally having meaningful variety that Spyro 2 failed at providing me when it came to challenge or go well with the moment-to-moment gameplay loop. For many people, they call this one unfocused with its new playable characters, and if you feel that way, I respect that viewpoint even if I don't agree with it. For me, it still shows its restraint with the playable characters by maintaining the key Spyro pillars of platforming, exploration, and combat, even when it deviates from that sometimes. They aren't braindead easy like Spyro 2, which made me feel bored of it. However, it's important to highlight that it never loses sight of Spyro himself, who is still the one you mostly play as in this adventure.

The level design has seen substantial improvement because it brings back the pure platforming and exploration that Spyro 1 excelled at, while giving the mini-games or playable characters their own side areas. This makes the pacing much better than the previous games and reduces the repetition or padding out the levels. It helps that most levels have a shortcut that loops back to the beginning of each level, which is very handy for backtracking. Speaking of that, backtracking doesn't feel unrewarding anymore as you unlock new playable characters that have their own side areas with plenty of gems and eggs to collect, compared to Spyro 2 where you had to backtrack for just a few gems that weren't much and maybe one boring mini-game. This game also lets you make your own routes to reduce as much backtracking as you can, and that is achievable without any glitches or a cheat code.

The overall story is nothing crazy, but the first time where I didn't fall asleep towards it because Bianca has a decent arc that is cool to witness and the sorceress is an effective villain that I can't help but hate and motivates the player to get to her, which I didn't feel that with Ripto. Top this with the returning characters like Hunter or Moneybags that are even more charming to watch (or burn like Moneybags) and the new characters that aren't boring like Sheila, Sgt. Byrd, Bentley, and Agent 9. Spyro 3 has the best story & cast of characters by a landslide, my only complaint is that I wish Spyro & Sorceress interacted with each other, but that's it.

I do have several nitpicks about this game that do not make it seem like I find this game flawless. Lost Fleet is easily the worst level in the game as it crams in too much content in one level, eventually making it feel monotonous. However, it is not the worst level in the trilogy, but it is definitely the worst one in Spyro 3. The mystery jars weren't fun to get around in Spyro 2 and still aren't in Spyro 3. My final note on this is that whoever designed the yeti boxing can go to hell.

It's no secret by now that Spyro 3 is my favorite one in the trilogy due to these points that I have explained here, but it's also one of my favorite games ever made alongside Red Dead Redemption, Psychonauts 2, and Sonic 3 & Knuckles. It's the best fast-paced collectathon platformer in my eyes that knows how to spice things up without losing its focus of pure platforming, exploration, and combat that I came for with Spyro the Dragon.

Spyro 2 is always held as the best one in the trilogy, and this recent replay was me trying to see if I will finally get it. Unfortunately, it did the complete opposite and further amplifies why this game is the weakest one in the trilogy in my eyes.

Spyro himself is still such a joy to move around with, and the world visually is very creative. However, while the level design is still good, it’s still a step backwards from Spyro 1 due to focusing less on exploration or pure platforming. It is now scattered with mini-games that are either mindlessly easy or end too quickly to leave any impression on me. These meaningless variety that this sequel offers somehow makes me feel more fatigued towards it than Spyro 1. As repetitive as that game gets, it doesn't have any fat to it for me to get tired of replaying it each time.

The fatigue is also not helped by the unrewarding backtracking that feels so utterly pointless that I have asked why it’s even a thing. I don’t mind backtracking as long as it feels substantial, like unlocking new playable characters, which also gets you access to brand new sections with tons of gems to collect or decent mini-games that Spyro 3 offers. However, in Spyro 2, you only gain new abilities to collect a few gems and play a dull mini-game. That's all there is to it…

I will definitely say that the world and characters are a big step from Spyro 1, but it's like going from nothing to stale white bread. Outside of Moneybags and Hunter, I didn't care much about the other characters that just exist, like Elora, or they're supposed to be an effective villain but aren't, like Ripto, who acts more like a grumpy guy than a legitimate villain. The story just feels like autopilot to me, despite its clear improvements.

I know that I sound very harsh in this review, and that is partly true. I need to make it clear that Spyro 2 is still overall a solid game that I mostly have a fun time with. I would still revisit it over most other collectathon platformers, but for a game that is universally considered the best one by many fans, I just don't see it personally. In my eyes, the supposed perfect middle ground feels more like a watered-down version of its younger & older siblings (Spyro 1 & 3).

I was pleasantly surprised by this experience. Animal Well is a tightly designed metroidvania that focuses on clever puzzles that will test your knowledge of each item that you obtain, as well as your surroundings. The cherry on top is the amazing atmosphere that really draws you into this world excellently crafted by Billy Basso.

My only few complaints are that I find the fast travel system so tedious that I barely use it, which made going around the map back and forth just tedious eventually & the player's hit feedback could be better in certain moments that I don't want to spoil to rob your experience, but that is my overall advice.
Play this game as blindly as you can, similar to The Outer Wilds, which I have heard a lot of comparisons to (although I haven't played that yet). I am definitely glad to have played this and it will likely be in my top games of the year.

Dave the Diver's charm shines through, despite its simple gameplay loop of diving into a vast ocean to catch a wide variety of different sea creatures to keep a sushi restaurant in business in order to upgrade our tools. It's carried by charming visuals, endearing characters, and a well-paced introduction of new mechanics that have kept me so absorbed and very relaxed at the same time with this game.

Yahtzee Croshaw made a good point in his Zero Punctuation episode about this game having a ton of charisma, but some people, including him, have criticized the game for diverting from the main gameplay loop to introduce new features. I understand where they're coming from, but I personally disagree. I believe the game introduces new elements at the right moments, so it doesn't feel overwhelming when they all come together. Moreover, the core gameplay loop is not overshadowed by the new features. I don't think the game loses its focus or becomes bored of itself in order to encourage us to engage with the new stuff. It does become easier, but I would argue that the game wasn't very challenging to begin with.

Overall, this is definitely the best game that I missed out on back in 2023. I wish I had played this sooner, but I guess it's better to be late than never. Play this game already if you can!

The Spyro trilogy is likely my most replayed video game trilogy ever since my introduction to this Purple Dragon back in 2018 and has captured my heart for 3D platformers and the genre as a whole. I think now it's high time to write my thoughts on it, which I don’t normally do for older games that I have already replayed so many times before I started to write reviews on Backloggd, but this is going to be the exception, and let's start out with Spyro 1.

For Insomniac Games' first designed 3D platformer, I'm kind of impressed with how much they have nailed it on their first attempt when it comes to exploration that consistently rewards your curiosity or enemy design that isn't very deep, but synergizes so well with Spyro's core movement. You have a good reason to flame or charge at enemies as each of them drops gems, which that alone makes the enemies in Spyro more meaningful than most other collectathon platformers and complements the simple combat very well.

This all makes the pure platforming such a joy to glide and charge around through, thanks to the strong level design. The big drawback that makes people hold this game back (besides the boss fights) is the lack of variety, but for me personally, as long as the core gameplay loop is enjoyable and addictive, I'm all in. Spyro 1 nails this perfectly even if it becomes super repetitive. The cherry on top is the vibrant presentation and a soundtrack by Stewart Copeland that is truly legendary.

Spyro 1 reminds me a lot of the first Ratchet & Clank game. It is evident that both games were the developers' first attempts, yet they managed to avoid the common pitfalls seen in other first entries such as Mega Man 1, Sonic 1, or even Crash 1. I can see why some may consider Spyro 1 their favorite, but for me, it ranks as my second favorite in the trilogy.