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.

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.

Top tier as far as PURE visual novels go (as in, no adventure elements). It's held back by its final section forcibly letting your hand go so hard that the hand you were holding went up through the stratosphere. Still great though.

NOSTALGIA, but no reason to go back to now that Platinum has existed.

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.

Points for the creative concept; loses some for the lack of gameplay but a great experience if you get it at a discount.

It's got a ton of unique quirks but its aged nature of difficulty, its camera and some needlessly frustrating segments make it difficult to recommend to most people that aren't hardcore challenge junkies.

Aged poorly when it comes to the camera and all the gimmick sections, but revolutionary for the time and properly paved the way for its entire genre.

I love when games have these multiple character stories coalescing into one, even if of them, only 4 of the 6 characters are any fun to play.

Story rocks though; it could've used a bit more budget to push that style but it's fairly interesting and engaging to follow.

Name a modern FPS with this many features and this much content outside of a campaign. I'll wait.

Fun while it lasts but feels like it ended 1/4 of the way it was supposed to. There's some strong mechanics in here that don't have enough design to truly flourish and playing it solo is pretty miserable, but it's a good time with a friend, bolstered by its excellent presentation.

Rough around the edges in places but a very good game that excellently takes advantage of the Wii's excellent AR sensors without waggle shit. Some parts near the end are rough and it's kind of a one and done but it definitely didn't deserve the awful treatment from its publisher.

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

The humor was pretty charming when it first released and its scenario variety is excellent but the sheer quantity of dodgy design choices (especially near the endgame) and sluggish gameplay animations keep it from being something I'd ever want to replay.