Yet another undercooked Mario sports title hits the Switch. I've bought all of them, so guess I'm the person to blame.

The biggest changes here are the mechanical ones. The "captain + sidekicks" setup from the previous games has been removed in favour of picking your four favourite Mario characters. Not a giant issue, if the roster didn't consist of just 10 characters. It leads to a severe lack of team diversity and also means that the captain of your team is considerably less special. These used to be the identity of your squad, with the team's colour and emblem being based upon them. But here they're just the person who starts closest to the ball. The previous game also had 12 captains, which is bigger number than 10. Embarassing.

The sidekicks also let lesser Mario characters get some spotlight and had their own unique skills which just brought so much flavour to the game. Monty Mole, Boo, Birdo and Hammer Bro all doing things unique to their character. The mole digs, the bro hammers, the bird shoots eggs. Here everyone feels the same, they're just a football avatar in a Mario shape.

They've tried to make up for this with the option of adding gear to your character, so you can absolutely ruin their design trying to achieve a "min-maxed" setup. You like Wario? Well, here he is with bits of neon strapped to his arm, a goofy helmet with a light on the side and samurai armour.

The gameplay has also undergone an overhaul which has made it more complex, and thus less immediate. "Charging" up the ball by making successful passes and going for a powerful shot is gone, in favour of "perfect passes" which are exact timed button presses. More skill-intensive sure, but not any more fun. It's maybe something I will warm to with more practice, but the content isn't there to give me the desire to do so.

These changes have likely been in favour of the game's 8-player mode, to prevent sibling arguments over "BUT I WANT TO BE THE CAPTAIN!". Yet, this mode is not playable online. The game has skewed so much towards its online content, but not having the 4v4 mode is so frustrating.

Set up your team and play with your friends. We mean friend, just one of them. Yes, we changed the entire roster and teambuilding mechanics for an 8-player mode, but you can't have it.

Overall, Mario Strikers Battle League is lacking in all departments. For a game released 5 years into the Switch's life, it's a joke. Maybe in a year's time they'll have added more characters and equipment and stages and single-player content, but it shouldn't be this way.

TL;DR no daisy no petey piranha shit game

It's like Street Fighter II except I've taken too many sleeping pills and my memory of Street Fighter II has become foggy and glazed over. I'm pretty sure there was a stretchy guy from central Asia, a flamboyant masked dude from Europe with a bladed weapon and also a karate man who throws balls of fire out his hands from Japan.

But I also don't remember Street Fighter II kicking as much ass as this. there also wasn't a 90s ninja character. who has grenades. and a giant toad.

2004

Jak 3 takes everything Jak 2 built up and smooths out the edges, and also the edge.

Jak here is calmer and more heroic than in previous installments, and Daxter has taken his horniness down several notches. After two previous games, the pair feel like best buds and they're both a joy to watch and play as.

Naughty Dog made the smart move to retain everything from Jak 2 and just add more stuff. This means that it has a bit less "wow" factor for me than the previous entry, but this type of 'platformer-with-guns-in-a-diet-open-world' isn't a common thing to come across meaning it still delivers gameplay you really aren't going to find elsewhere.

Jak 3's big addition is the Wasteland, a large open desert area, mainly traversed in a dune buggy armed with machine guns. The handling takes getting used to with the springy suspension and map of sand dunes living in the space between "super fun" and "super frustrating". The driving in the desert is also quite frontloaded, meaning that Jak 3's opening two hours can feel like you've been sold an entirely different game, but soon the game reminds you it is an action-platformer with more great jumping and shooting sequences.

We also see some gameplay enhancements, with three times the weapons appearing in the game. It's hard to make use of them all, but unintrusive variety never hurt anyone.

By far the most substantial change for me was the ability to "toggle" Jak's transformation into Dark Jak. Previously it featured as a lackluster rage mode which you'd then have to refill to full before using again, with a constant reminder it is full with Dark Jak smirking at you in the corner of the screen constantly.

In Jak 3, you can turn it on and off with a flip of a switch, meaning that it can be used more tactically and effectively. Does feel real good to shoot some dudes, turn into a rage monster to slap some other ones about, then back into a goatee-having gun-totting badass. Oh, and they removed Dark Jak's face from being in the corner constantly. Very much appreciated.

As for the story, Jak 3's conclusion is ok. It's alright. It suffers from some pretty weak villains, but still has a great sense of place and world which the series has succeeded in since the outset.

Overall, Jak 3 is a game I would recommend for those who have played the other two. Pretty dull conclusion, but I feel that is the audience who will really get the most out of it.

But who should play the other two games? Why everyone should! The Jak Trilogy is a must-play, an absolute titan of the PS2-era, and an all-timer in the history of videogames.

(it's also tragic that so few developers have iterated on the formula laid out by Jak 2 and 3, least of all Naughty Dog themselves. if you are reading this and know of any Jak-likes, please do comment below <3)

Someone with much more talent than me, and an even deeper love for Tetris, needs to play Final Tetris and just steal all its brilliant ideas.

For the majority who haven't stumbled across this bootleg oddity lying within FightCade, Final Tetris is 1v1 Tetris game where clearing lines damages and pushes your opponent. Akin to a fighting game, with single line clears being jabs, whereas a Tetris will deal heavy damage. These "hits" also push your opponent back, and considering the piece lines up with your character, you can screw your rivals over by making them misplace their pieces.

To spice things up even further the game has some ridiculous power-ups like hiding the "next piece" window, reversing controls and swapping screens. But also, it "borrows" all the power-ups from Bloxeed too, the best being a chicken which plops out individual blocks to help you fill up gaps.

It's a raucous tetris treat, absolutely worth a look with fellow tetris-enjoyers.

The mid-00s compressed onto a DVD ROM.

It's got attitude, a grumpy protag who transforms into a rage monster, and his constant sexual innuendo cracking sidekick. Flying cars in a still-impressive realised cyberpunk city bustling with pedestrians, guards, propaganda, and the world-building logic to include farmland.

But if you don't want to ride a jet engine hoverbike (which you do, because it rules), then you can opt for a futuristic skateboard that has a far too in-depth trick system and level design to pull off crazy platforming runs with it. It can be pulled out any time, including the final boss to escape their attacks. A videogame where you can do kickflips and shoot a giant insect golem in the face at the same time.

Jak II is also in the rare genre of "platforming game with shooting" - which is probably one of the greatest genres ever made. Some great combat moments, with a tight selection of satisfying weapons that are great fun to combo with melee attacks. And Naughty Dog still flap their Jak-&-Daxter-Crash-Bandicoot platforming chops, with some climb-tastic setpieces.

Credit to Naughty Dog for completely nuking the magical fun time elf world of Jak & Daxter, because screw it, lets do GTA instead. They somehow wrangle what plot they can to make a story that satisfies when the credits roll, especially for those who did play the first.

The game is far far from perfect however. The difficulty is all over the place, with some of the most ridiculous missions and checkpoints I've seen in a game. The part where you have to fight your way through the rickety docks against infinite Krimzon Guard (it's really spelt that way) is an absolute hair-ripping out nightmare. All boss fights will take multiple tries, lots of platforming will take multiple tries, the racing will take multiple tries.

There's also a bit where you pilot a mech with sluggish controls, (which the game also kinda just drops on you, like no explanation, "have fun with this mech we designed) and it sucks and a whack-a-mole game you need to perfect to progress among other things.

However, by far the most egregious aspect of this game is the layout of the city. It's lots of winding streets, and you come to know it well and truly appreciate how it is designed to be long and tedious to traverse. Maybe this is an attempt at an illusion to make the city feel bigger? Or make the game longer? (which it really doesn't need to be, and you WILL be spending lots of time driving to missions). Or maybe, Naughty Dog just want you to appreciate the city, soak in that dreary, damp vibe,and get good at driving that jet engine motorbike.

But who cares?!

Jak II is a game for teens who play games. Naughty Dog asked what games said teens liked, and just put them all in. You gotta play it. You gotta kill Praxis.

Some of the most meticulously crafted and thoughtful 3D platforming ever made. An absolute joy to play, it's staggering that a character with no upgrade tree, special move unlocks or anything of the sort stays as engaging to play from minute one to the final hour.

Another rare achievement is feeling naturally good to 100%. No tedium involved, the goodies are hidden in logical places. It's a sweet smooth ride of a difficulty curve, with some of the late game climbing frames being highlights of the genre.

These stunning levels are paired with a genius interconnected world that helps make the adventure this fluid romp through a multitude of vibrant level types. Videogames still getting praise for this style of level presentation, and Jak and Daxter was doing it two decades ago. As a first year (roughly) PS2 game as well. It's flabbergasting.

I will also give some credit to the curvacious and bronze "Precursor Artifact" style of Jak and Daxter's world. Yet, it takes more than ancient sci-fi curved architecture to pull me in.

The characters are unbelievably flat and no matter how well the flow and gameplay of the world is, it can't escape being dull as dishwater. And as shallow as dishwater too. Jak's design is a real big mess to me, an "anime-inspired" protagonist dip-dyed in western sensibilities to create something that appeals to no one.

But I can ignore it. It's something I'm rarely capable of, but in Jak and Daxter's case, I can. Perhaps I shouldn't even have mentioned it if I'm so able to ignore it. Oh well, typed it now.

I can ignore it because you're such a damn fantastic game to play Jak and Daxter. Ground-breakingly fantastic then, reassuringly fantastic now.

You know when you fail a jump in Sonic, you drop down to a slower part of the level? You know, the tiered platforming level design that makes the series so fantastic?

What if you just died instead?

Awful game. Shame too, looks great, runs great, sounds great. Really love how Sonic runs up the top screen, down into the bottom one. The dual screens would actually be perfect for a real 2D Sonic level.

Sonic Rush? More like, Sonic Flush this turd down the toilet.

Really good Tetris, with a delicious Nintendo theme. This WOULD be the BEST all-round version of Tetris, BUT it does not track your record time for clearing 200 rows. Beating your score is more about getting back-to-back Tetris, whereas the real pride of Tetris improvement comes from being able to blitz lines like a coke-fiend.

Standard Tetris also leans way too much into Super Mario as well. Believe first 100 lines are all played with a Mario theme, meaning the "iconic" music gets a tad repetitive. Whereas Zelda and Metroid get one track, they come and go way too quick. Would also have been nice to have Zelda II's Temple theme in there.

The other modes are a good distraction: "Hey, what else can we do with Tetrominos that isn't Tetris?"
But turns out Tetris is still the best thing to do with Tetrominos.

The best handheld Tetris, but not the best puzzle game on DS.
(Meteos and Planet Puzzle League reviews coming soon)

havent heard The Pretender - Foo Fighters until you've heard it through tinny compressed DS speakers

game is very cute, tony hawk in your pocket. and has dumb mic compatibility too.

the ultimate "oh shit that game!"

game owns so much hot damn i need a new one. boot up the fightcade and play Super Pang with your friends.

yes there's pang adventures but it looks so gross. its dotemu and they did a good job with that windjammers 2 and that streets of rage 4, but they did pang adventures before those and you can really tell.

super pang adventures please??

only 3 stars because game starts putting some absolute horseshit levels around Tower Bridge, which involve kicking exploding crocodiles through walls.

and half a star for kicking exploding crocodiles.

it's actually really good.

The big sell is that this is Kirby in 3D. But, rather than the monumental task of making a Super Mario 64 out of Kirby, it's the kind of Crash Bandicoot 3D. And I bloody love Crash Bandicoot. Kirby handles great, the cap on his floating jump prevents areas from being cheesed. The levels have some great secrets - very happy I didn't easily 100% every level on the first try.

The "apocalypse for kids" setting is a real highlight for the game and is probably more interesting than many gritty post-apocalypses I've seen in games. You wander through abandoned shopping malls, overgrown powerplants and even construct a small village. And it's far more exciting than anything in Fallout 4's setting.

Really high production value all-round. And a theme tune.

The biggest issue I probably have stems from the smaller roster of powers than usual. But, mouthful mode makes up for this with some great puzzle and action sequences. And I'd rather have some good gameplay than the addition of series staple "Beam" or "Fighter" abilities.

tho... would have appreciated the beam and fighter copy abilities.

One of the best games on the Switch for sure. One we will point back at and go "oh heck yeah, that was a real good Kirby game. Certainly better than that Star Allies one."

PS. it has some postgame content too. at time of writing haven't finished that yet, but there's plenty to do even if you can blast through this thing in a day or two.

A unique N64 game in that it completely disregards the control stick, and is far more interested in the fact that the controller has two "dpads". With the D-Pad controlling Marina's movement, and the C-buttons boosting her around, it's a platformer which really moves like no other.

Game has so many mechanics, and wished those got flexed a little more. I feel it is in a little bit of a hurry to end, with the final world being tragically short. However, at time of writing I haven't gotten all the Goldem Gems required to view the entire ending (lmao, what a thing) so wouldn't be surprised to bump this up to 4 stars and write some more once I do that.

The story starts off surreal, in a strange alien world where buildings are made of screaming faces. It quickly finds its footing with a self-aware Saturday morning cartoon energy which is hard not to love.

THE BIG DEAL HERE is that Migen Brawl and Cereberus α are two of the best boss fights in any video game. You're gonna struggle to find boss fights better than these anywhere else. All the other bosses are also really good, but Migen and Cereberus really stand out. The final boss also rules.

Mischief Makers in an N64 classic absolutely worth shake shaking a stick at, ho-ho.

(though if you're emulating, may be awkward to play without a controller with two dpads, hope you like 2D movement with your control stick)

I'm so sorry Super Mario 3D World.

I disliked you for not being Mario Odyssey, but in a post-Mario Odyssey world, I can truly see how fantastic you are. You are beautiful. You are exciting. You are bursting with individuality. You take those classic Mario concepts of the NES/SNES era and breathe new life into them with your cooling minty fresh breath. You are the most consistent and easy to digest 3D Mario.

I love you, Super Mario 3D World.



Your sister, Bowser's Fury, is pretty hot too...

Secretly the best Tetris game.

The only Tetris game by Capcom. It also has Disney characters for some reason.

Main appeal here is "Magical Tetris", which is probably one of the most enjoyable 'versus Tetris' modes I've played. Rather than having garbage pile up (which is also in this game, called Updown Tetris) or having annoying power-ups (looking at you Puyo Puyo Tetris), Magical Tetris opts for sending your opponent increasingly awkward bricks to use.

This ranges from sending them 6 o-pieces in a row, a 3x3 cube, pentominoes, and absurdly large cubes. It's a great system that forces you to change your Tetris strategy frequently. This is packaged in a single player arcade mode, with some very light hearted and silly scenes in between. Being able to play as 4 different characters gives it replay value, but its Tetris, that is enough replay value there.

There's also a co-operative mode, but I have no friends willing to play Tetris with me. Will update this review when I make friends.

The music is also absolutely stonking. Masato Kouda from Marvel vs Capcom 1 on this thing (not the one who did Wolverine's theme) and seems to been given free range to make some PHAT choones.

Overall, this is the best Tetris that doesn't have Grand Master, DS, 99 or Effect in the title.

Rollercoaster Tycoon is the perfect videogame. Flawless. No faults. Every definition of perfect, Rollercoaster Tycoon is.

OpenRCT2 is that but with windowed mode.