SunlitSonata
2001
Filled to the brim with charm and strong demonstration of the GameCube’s power. Pretty good. There’s a lot to love about the atmosphere of the game (particularly in boss fights), the animations/lighting, Luigi humming the theme tune whenever you walk about, distinctness of each portrait ghost with their respective rooms and puzzle, etc.
It’s held back, for me, by the inconsistency of its core vacuuming controls. The game’s very loose with what the best way for catching them is between tilting or holding the control stick, which leads to some frustration where it feels like you’re barely having any effect and you’re starting at the screen and not your two controller sticks. It’s hard to say the control really works with you, which makes a lot of the portraits feel like a slog or hard to get a start on. That, plus some camera issues in a few places and inconsistency in starting the suction for portrait ghosts in the split second holds the game back.
It’s no REmake 1 for me, but it’s still quite good, a great launch title and I admire 2001 Nintendo plenty for taking on such a novel concept that eventually led to two sequels years later.
It’s held back, for me, by the inconsistency of its core vacuuming controls. The game’s very loose with what the best way for catching them is between tilting or holding the control stick, which leads to some frustration where it feels like you’re barely having any effect and you’re starting at the screen and not your two controller sticks. It’s hard to say the control really works with you, which makes a lot of the portraits feel like a slog or hard to get a start on. That, plus some camera issues in a few places and inconsistency in starting the suction for portrait ghosts in the split second holds the game back.
It’s no REmake 1 for me, but it’s still quite good, a great launch title and I admire 2001 Nintendo plenty for taking on such a novel concept that eventually led to two sequels years later.
2005
Excellently developed protagonist, strong story with a great thematic thrust, a compelling cast of villains that serve as complimentary rivals..............................................................................
All that compounded by a tedious, boring, backtrack loaded emptily designed game. There's so little to sink into with the combat systems on offer and most of the dungeons are just walking from entrance to exit or putting colored balls in the right holes. Maybe there was one good puzzle but I don't know if it was required or not. There's an overly long segment which just consists of your party split in half walking across the map from location to location and having to forcibly stop for a cutscene if you're doing it too long. It's atrocious. The game also feels optimized poorly for PS2. Merely saving the game takes a solid 7-10 seconds, and trying to move the camera in the overworld results in a ton of lag. But the story kept me interested enough to see it to the end, and for what it's worth, the final dungeon delivers as it should.
Great story but it feels especially rough to experience all of it.
All that compounded by a tedious, boring, backtrack loaded emptily designed game. There's so little to sink into with the combat systems on offer and most of the dungeons are just walking from entrance to exit or putting colored balls in the right holes. Maybe there was one good puzzle but I don't know if it was required or not. There's an overly long segment which just consists of your party split in half walking across the map from location to location and having to forcibly stop for a cutscene if you're doing it too long. It's atrocious. The game also feels optimized poorly for PS2. Merely saving the game takes a solid 7-10 seconds, and trying to move the camera in the overworld results in a ton of lag. But the story kept me interested enough to see it to the end, and for what it's worth, the final dungeon delivers as it should.
Great story but it feels especially rough to experience all of it.
2017
The Ultra Necromza fight genuinely owns, but there's not enough differences to make it feel like you're playing a new game; it's basically the same but with slightly more endgame and massively undermining the plot of the original Sun/Moon game. Unfortunately set the tone for Sword and Shield to follow.
2016
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2005
One of the most disappointing sequels I've ever played. While Pac-Man World 2 may have its hiccups and bizarre difficulty spikes, World 3 is a monument to emptiness. Mildly amusing dialogue aside there's almost nothing to this game. Go from empty area to empty area engaging in boring overlong combat hoping something happens. It's more functional and feature interesting than a DMC2 but no less deflating and uneventful
2001