After getting over the unique control scheme, there's a lot of fun to be had here. Wacky, silly antics at the core of a frantic but grounded platformer. Add in the colourful visuals and fantastic soundtrack and this is one of the PlayStation's greatest games. Slightly let down by some unfair design later on, but nowhere near in the same league of frustrating as most games of the era.

Another window into an era of the PlayStation that's long gone. Sad to look back at in that regard, but that's not the fault of Ape Escape and other incredible titles that really define the early years of the brand for me. A standout hit from the library that any PlayStation fan owes it to themselves to play.

I've never played, watched, engaged with FFVII so this pack's whole draw of "look FFVII references!" didn't click with me on as much as a level as it should have. Whereas other crossover packs have generally made up for it with interesting setpieces (the obstacle course in the Tomb Raider pack was a lot of fun for example), this pack was a little bit routine and/or drab in places as someone who has no prior connection to the games. I can get how amazing this would be to someone who has, but as I haven't this is just how I interacted with it personally.

My initial excitement for this version of the game began to wear away throughout the story mode, and hit an all-time low in the final 2 chapters.

While the story has some fun twists and turns, it's padded to hell and back and often has extreme periods of inactivity just for the sake of inflating the chapter count artificially to 10, and the runtime to around 10 hours. It could really be said and done in around 2, especially when the track selection loops about a third of the way through the campaign (there's songs in the main mode that don't get used, adding those into the mix at least would've helped somewhat).

Difficulty is all over the place. While it's a rhythm game with different difficulties which is perfect for the learning curve playing in Free Play provides, the story mode spends about half of the runtime on the easiest of Normal mode charts before mismashing in Hard, Super Hard and Crazy charts before just dropping the facade entirely and hitting you with the most insane charts in the game for the last 2 chapters, BUT THEN every now and then after a bad one sprinkling in Hard's easiest charts as an apology. The balance is all over the place and I resorted to using the game's item system after a while to automatically pass stages.

On top of this, it's clear some of the charts were not properly tested for touch screen controls (seems to mostly share charts with the console version, but the control schemes on offer there make hitting the notes way more managable). While not impossible, some are pretty unfair given the hand movements you're expected to do to hit them. It's just way too unfair of a spike in what was such a boringly easy game only a few hours before. It feels like another move to artifically pad the runtime even more, something the game would've done perfectly fine without.

Combine the tedium of the story padding and the pain from the balancing and you're left with a game that despite having an exclusive story mode and being nearly on par with the console release... you should probably avoid in most circumstances in favour of the console version instead.

Having come back to finish what I started after about 10 years and with the memory of other Forza Motorsport titles fresh in my mind... yeah, it's obvious why everyone considers this the best one. Modern entries have an embarassing amount of content and attention to detail in comparison to it. Classy, packed full of content and just masterful at everything it sets out to do.

Still a great entry, but I think the stronger story of the 1st game pushes my preference more towards that one, but still a really solid time.

I really liked the story aspect from Black 1 where for the first and last time in a Pokémon game you were made to think about whether your conception of the world was really moral and just. Although you get to see all of the post-effects of the in-universe musing, the plot becomes a bit less impactful when everyone out and out just goes "we're bad!" rather than "what if you are?"

It's nice to see all sorts of Pokémon reintroduced into the wild during the main campaign, but although it's a selling point for the box, feels like a little bit of a concession when they went all out on making a brand new roster of 'mons for the OG, like a direct pander to the people complaining that the ice cream cone ruined their childhood or whatever.

All of that aside (which despite having a bit to say on it, I'd say are minor complaints) I think everything else about the game is an upgrade over the OG so it's a net win, but I think the first game packs a bigger punch and left a better lasting impression on me.

Still a really good time, but didn't enjoy as explosively as the first game. Loved going back and forth between teams in the story and enjoyed the new weapon variety, otherwise found the story a bit harder to follow at times and didn't think the levels and world packed quite the same punch as the first title. Still though, with the extra polish it is for sure one of the golden standards for the FPS genre.

This review contains spoilers

I really love Sc/Vi despite all their jank, and would say they're the most fun in the series for my money. Another bitesized experience to tuck into then? Hell yeah. Loved everything about this DLC, maybe minus the story here and there (I just want everyone to get along dammit...). Still, I'm sure it'll all be resolved just fine in DLC 2 (which is shaping up to be hella beefy) so can't really fault it too much for making me feel like a huge arsehole.

Doesn't quite hit the same highs as the EU songlist, but still has some absolute bangers that make up for some slow and uninteresting songs.

Some certified bangers in here, was not expecting the track list to be as stacked as this but thoroughly surprised. Fun game too, but it's just Taiko with a few twists so makes sense.

Way improved presentation but the story mode completely alienated me. Traditional Bomberman makes way for tower defense and free-roaming that feels poorly explained (here's 7 walls of text and no practical tutorial, anyway please make an effective base from scratch). Didn't even get that far before feeling overwhelmed and confused, and as such I could just tell it wasn't for me.

Gonna get mauled for this one... Anyways the multiplayer actually seems fun so hope I get a bit of playtime and enjoyment out of that instead.

2023

Heard the buzz that this was "Media Molocule's best game since LittleBigPlanet", and clearly they thought so too considering they dropped it right on time for Dreams to go free on PS Plus. Decided to pick up a boxed copy for myself to see what all the fuss is about, and was accelerated to having heard that this'll be their last major content push for Dreams, with the title set to reach EoL next month.

While I've not actually played any MM title post LBP so therefore can't really answer the question posed, this is a pretty solid game. Suffers from being very repetitive at times and the lack of checkpoints during certain multi-part puzzle levels being very punishing and time-consuming, but the rest of the game is a really cosy take on high-score, low-time type games with a fast arcade feeling while still being slow enough to really perfect the childhood nostalgia feeling of warmth the whole game is tinged in.

If you got Dreams free in August or can find a cheap used copy (and you're already a pre-existing fan of MM or the types of games outlined) then I'd say it's worth a shot. Just stick with it through some of the more tedious parts.

This remake clearly has problems, but you can't fault it for making this game a hell of a lot more accessible to an audience hungry for more Yakuza content. While I can't confirm myself, I understand why others feel that it's a downgrade over the OG, and in my time playing I noticed a couple of scenarios where I feel it absolutely falters, but regardless it still is the most convenient way to play a highly sought-after Yakuza title, and at its core lies said game so I can't hold that against this edition.

On the subject of issues with this version though... The balancing is all over the place however when it comes to XP drops, enemy strength, differences in power between weapons... it's a mess. The changes in casting are too dull as well. While it's really cool to see these actors return, the entire cast serves as this huge gateway into a character's soul because "oh he was bad in the original so he must be against us here" and in almost every scenario this is true. The original castings left in tact leave a real mystery surrounding them as to their true intentions, vastly contrasting with the new picks who wear their true colours all over in the most flashy, obvious ways. Add to that the visual bugs introduced due to the shift from Unreal Engine and the unnecessary retooling of the combat engine and you have a clunky remake of a top-notch RGG game, an opinion that I'd say is way more generally agreed than the divisiveness of Kiwami 1 and 2's changes.

As for the game underneath... it's really another RGG classic with a fresh flavour as a result of the period drama nature of the game. Despite effectively "removing features" over other titles due to the time period this takes place, Ishin manages to make up for that in droves as it bleeds style and attention to detail from every crevice, with fresh assets throughout as the setting doesn't allow for it, so you get a really thoroughly handcrafted experience here. Even if you think the setting and the heavy emphasis on Japanese political history will put you off, it really won't. And to the remakes credit, it's very helpful at easing complete outsiders into the story and laying the groundwork for foreigners to understand the situation and the landscape this story takes place around.

No matter how you play it (maybe we'll see the new translation backported to the PS3/PS4 one day, who knows), Ishin is a brilliant time and a completely unique flavour VS other RGG games and really the majority of games available to a western audience. The deal's sweetened if you already like Yakuza/Like a Dragon, but I'd still give it a hearty recommend no matter that.

There IS a lot to like in here, but holy shit is it buried under piles and piles of problems. I was kinda grumpin' on how Tails and Knuckles controlled early on, if only I knew how inconsequential my issues with those two would be in the grand scheme... Just what the hell happened to the difficulty here? I don't really know why people kept going on about how the original was so easy (because it was balanced fine for the most part), and I get the feeling this is a direct response to those criticisms. Basic puzzles in the main game are made incredibly over-the-top here for... what reason exactly? Padding's the only one that I can even think of, but why bother padding free DLC? The towers are fine... until you fall and then you repeat the same BS 3 times over until you get to the top and then get absolutely smothered by the Trial. Oh, but then the next Trial is piss easy. WHOOPS sorry about that how about fighting 3 titans back to back with 400 shared rings and minimum level everything... will that do?
All topped off by one of the most cryptic final boss fights I've ever experienced. Not cryptic because the "epic lore" or some aura it gives off... cryptic as in "I spent 40 minutes attacking before someone told me you need to use the DODGE BUTTON to change the reticle" (a game of telephone happened behind the scenes in my extended circles of people messaging each other telling them this fact because the ONLY way the game hints this to you is locked behind 100% completion of the DLC, always signs of absolutely top-tier design). WTAF?? Also, required cyloops but no visual indication of that fact, and a severe lack of visual communication about ANYTHING that you're meant to do. Just a bombardment of projectiles and a constantly regenerating boss.

A little time on the good now... Cyberspace is a legit improvement! The levels are huge, fleshed out considerably and lend themselves much better to exploration but still quick time attack perfection. The new characters do each have their own fresh flare which I can appreciate. Great presentation for the most part too, and that extends to the phenomenal as always soundtrack (the true standout for any Sonic game, but more than usual here). And also, minus playing it, everything about the Super Sonic boss fight and Ending rules and is a massive improvement over the ending sequence it attempts to retcon (honestly the entire sequence is peak Sonic fiction). But once again, everything but the actual playing of said boss. But I guess that also applied to the original boss too... at least with that one all you had to do was shoot missiles and not guess that you had to press a rarely used button to actually hit the boss...
There I go again.


All in all, the entire package gets so fixated on the concept of being this extremely difficult kaizo finale that it completely loses focus on making an enjoyable game in the process. Half the issues come with the amount of time it wastes. The worst challenges actually come from how long they take and how many times you have to sit through the same experiences again to get another go at the thing you're struggling with. It spends so much time trying to be Sonic Souls that it completely loses focus on what it actually wants to be, and what results is a package full of great ideas, but far too much time was spent thinking how to make this frustrating through wasting the player's time instead of thinking of more rewarding and creative scenarios. A hell of a lot of wasted potential gonna be left to rot here. What a sour note to end Sonic Frontiers' time in the limelight oh.

The main game is such a banger! A lot of love for it, even if I can recognise it's not perfect in a couple of areas (mainly random difficulty spikes and of course some tracks on the OST not being as great as others). Still, a lot of solid additions to the Classic Sonic formula that mesh well, and it's always nice to see completely new levels and gimmicks. If nothing else, a nice step in a new and different direction.