We Love Katamari, and We Love Bandai Namco for remastering this PS2 classic! There's nothing quite like rolling up paper clips to people to buildings to countries to planets against the Japanesque funk of catchy songs (I still hum them...). While I'd put 'Forever' as the greatest game in the franchise, there's no denying the innovation We Love Katamari introduced with its level variety and addictive rolling. Every single frame is charming, even in the more frustrating levels (I detest the campfire level...).

This "Reroll" adds new levels, stickers to collect and a fresh lick of paint to make the cosmos even more cosmically inspiring. The object pop-in could've been improved and the sound effects less compressed, but again, We Love Katamari...and so should you!

Absolutely I was a vampiric gigantic pizza throwing astromancer! A huuuuuge improvement over the first game, which admittedly was one of the earlier roguelikes that popularised the subgenre to today's standards. A fresh lick of paint, an expansive map, new abilities, more challenging difficulty, far more upgrades, side insights, loads more blueprints and tonnes of unique class combinations that keep the castle-crawling gameplay fun.

Basically the same game just with more more MORE! And sometimes that's all you need for those pick-up-and-play type games. Time just flies by with these rogues...

Plays well, and cycling downhill really captures that zooming velocity. Problem is, mixing a seemingly roguelike procedurally-generated run with a sporty arcade mechanic just makes the game repetitive and boring very quickly. There's not enough variety in stunts and environments to make every run feel refreshingly fun. After an hour or so, you're pretty much done, and there's no incentive to want to come back and earn more rep points.

Rainbow Billy loves the power of friendship! It is an incredibly saccharine indie turn-based adventure, wallowing in its colourful vibrancy with its cutesy eyes staring into your soul. Perhaps TOO sweet for its own good. While it is charming, the monotony of "friendship yayyyy let's be friends!" can drive you i n s a n e.

The turn-based system is fairly interesting, with befriended creatures having up to three symbols that you then must strategically use to re-colour other creatures who have lost their colour. It's a fresh coat of paint that dries all too quickly when the exact same minigames (which are used to execute the attacks) are repeated over...and over...and over again.

Still, Rainbow Billy doesn't outstay his welcome. It's a short cute 'Paper Mario'-esque adventure with plenty of collectibles, exploration and friendly combat. Just a little rough around the edges with its pop-ins, bugs and clunky platforming.

Ahhh the picturesque countryside of Dordogne. The vibrant watercolour palette, summery vibes and majestic views really capture the splendour of rural France. Fortunately alongside the beautiful art direction is a delicate narrative photographing loss, nostalgia and reconciliation. Split (unevenly I might add...) between Mimi's present time as she attempts to recollect her memories after her grandmother's passing, and Mimi's adventurous childhood recording sounds, taking pictures and generally exploring the countryside. The story is paced well and is clearly the focus (as it should be!).

Gameplay-wise, it's a little lacking if you're wanting something more than an interactive novel. There are minigames within each chapter, ranging from making tea to fixing a kayak, which do change the pace. Yet the interesting binder mechanic, where photographs, stickers, sound recordings and poetry can be use to collage your thoughts along Mimi's journey, isn't implemented enough to warrant its inclusion. Just felt underused which is a shame.

Still, it's a chill short game that is perfect for the summer, boasting gorgeous visuals and a personable story that is sure to make you smile!

Raising an undead army, casting fiery infernos, slashing swords around and covering the world in blood. Yup, Diablo is back! As someone who did enjoy the linearity of Diablo III, I was slightly sceptical about the open-world aspect. But damn the amount of content thrown into this game is enormous! Five expansive regions, side quests, stat increasing statues, optional dungeons, cellars, strongholds, PVP hell fields, world bosses, events...it just keeps going and going and going. Despite the gameplay loop remaining unchanged, it's still addictive as ever (you can't deny it!). Decimating a crowd of enemies, changing armour for slight increased stats and collecting all the remaining gold is just simplistically satisfying. The campaign slapped, decently paced with gorgeous cinematics...

...but...

...post-campaign is where the issues start to show up. The level scaling becomes aggressively obnoxious - being level 50 feels no stronger than being level 2. The loot less impressive. The side quests repetitive. The mount's cooldown infuriating. The whole serotonin release from the progression just slows down to a halt.

So yeah, playing through the campaign was a blast, especially in co-op. The post-game clear-up though displays the cracks within Blizzard's hellish feast of carnage.

A detective bound to a demonic entity uncovering a family mystery in metroidvania limbos of the deceased. I mean, it's dark. The world design is Burton-esque/Lovecraftian, warped and twisted with decent exploration. Collectibles are worth seeking out and are put towards needed upgrades. The puzzles, while obtuse, had that point-and-click mystery element to it which suited the vibe. Narratively thin but...ehhh.

The BIG problem here is just how clunky Benedict controls. It almost ruins the entire game. Precision platforming is frustrating. Basic combat is frustrating. Only being able to double-jump near grapple points is frustrating. Forced stealth segment...frustrating. Chapter where your abilities are taken away from you...f r u s t r a t i n g. Even the lack of enemy variety is FRUSTRATING!

There's a good game in here, but the controls (which are hella important for a metroidvania) need a complete overhaul. No doubt this really is the LAST case of Benedict Fox.

I graduated Escape Academy! Wahoo! Now to set forth into the real world and become a fully fledged escape artist, whom can only solve certain logic-based puzzles as this school tends to re-use the same type of puzzles. Sequences, code breaking and basic maths. I would've liked to have seen other varieties like scavenging or manipulating 3D objects to uncover keys. Heck even puzzles that manipulate the surroundings like light puzzles...

Fortunately it's a small game and each themed escape room never outstays its welcome - except the final boss which became slightly obtuse with the computer directives. It just needed more variety. Probably way more fun with a co-op partner though, so I'll be trying that next with the DLC levels.

The cinematic reverence of '2001: A Space Odyssey' and 'Interstellar' infused with the gravity hopping mechanic of 'Tiny Wings'. Visually impressive with a variety of different planetary terrains to keep the surface skimming and cloud gliding as fresh as possible.

Unfortunately it's just not particularly interesting after the first planet. Each planet seems longer than it should be with most recycling basic hilly terrain or liquid waves. The energy pick-ups do not make much of a difference to the squishy ball thing you control. And the one planet where you lose your abilities and rely on the surface wind to guide you was painfully tedious.

Not really any need to play it again after the first interplanetary playthrough.

Let's pop! You've got Queen Latifah narrating a swooning ballad of broken hearts, divine arcana and electronic pop. You've got an imaginative phantasmagorical sequence of rhythm-based arcade gameplay that constantly keeps you on your toes as the control scheme changes with just seconds to react. You've got an album that is genuinely filled with bop after bop after bop! You've got polished presentation that oozes retro wave aesthetics, from the chapter select to the in-game cutscenes.

It takes roughly an hour of your time to enjoy the rhythmic euphoria of Sayonara Wild Hearts (I wish it was so much longer!). The cryptic Zodiac Riddles grant some replay value, as do the high scores. But even without those additions, the sheer musical charm on display is enough to warrant repeat playthroughs. Slap those tunes on and ride the feel good waves!

Ever watched Kiyoshi Kurosawa's 'Pulse'? It's like that mixed in with a plethora of Japanese folklore, horror films and cultural awareness. Was expecting a full blown horror game (not my vibe) but instead I got a spirit saving, spell casting, free-running FPS action-adventure (way more my vibe!). As a lover of everything Japanese related, this was totally up my Shibuya street!

Combat is simple yet fast-paced, with varied elemental powers, talismans and a bow and arrow. Tokyo is sizeable with its verticality too, allowing you to glide over the cityscape. Side-missions galore with plenty of collectibles. Story, while super basic, certainly gets going within the last couple of chapters as Akito tries to save Mari. Over 240,000 spirits to save - it sounds formidable but damn the collecting is addictive! Super scary school mission that was, well, super scary. Spider's Thread rogue-like mode adds even more replay value.

Admittedly the bosses were super easy and the final chapter turned into a walking simulator rather than a test of the skills you've learnt restoring Tokyo. But the whole Japanese cellular vibe of Ghostwire Tokyo just slapped so hard. Hella underrated, and can only imagine the lukewarm reception was due to mismarketing.

Oh to be in the mind of Keita Takahashi. I love me some 'Katamari Damacy' and thought 'Noby Noby Boy' was a weird albeit memorable experiment. Takahashi's wonderful imagination once again permeates from every second of Wattam, yet another weird game only this time revolving around holding hands, pooping and blowing anthropomorphised objects up with a magic hat. It sounds bizarre (it is!) but the sheer wackiness and affable charm of befriending sushi, a toilet and even a lawn mower is the attraction here.

Gameplay wise it's fairly basic yet experimental and is really just a sandbox for friendly kabooms! You switch characters, hold hands in a really finicky way and repeat until the world is restored. Fortunately it's not a long game so the freshness stays for the majority of the experience but I just wish Takahashi would put my ingenuity into the mechanic of his games like he did with 'Katamari' in order to have that addictive innovation while keeping the kawaii Japanese aesthetic.

What starts off as an old-school 8-bit challenging ninja side-scrolling action platformer with linear levels, then gradually subverts your expectations by completely shifting the genre, graphical style and difficulty at the halfway point. Yet STILL retains its core essence despite the introduction of different gameplay mechanics. From a level design perspective, this game is pretty much mind-blowing and chances are you haven't played something like this before (I shan't spoil the second half gimmicks...). Controls are tight, fast-paced and great for masochists who want to speed-run without a single death (good luck!).

Admittedly the backtracking for musical notes, power seals and other useful items grew tiresome not because of their design or purpose. But really due to the lack of sufficient fast travel points for repeat level visits. There's eight, in the entire world. getting to a specific area where a fast travel portal isn't close can be tedious, especially as chances are you'll be doing it multiple times. The late game bosses were surprisingly easier than the first batch of bosses too. Maybe I just got good? No idea.

Throwing shurikens, grappling between walls and slashing enemies with my katana has never been this mechanically satisfying before. The immediate retro difficulty may put some people off, but believe me...stick with it and you'll be incredibly surprised by what the game eventually turns into.

"Activating Combat Mode".
"Conflict Resolved".
"Activating Combat Mode".
"Conflict Resolved".
"Activating Combat Mode".
"Conflict Resolved".

Banging remaster of quite possibly the best PSP game of all-time. DMW is now active, graphics got a serious lick of paint (aside from some pre-rendered cutscenes) and just really is a testament to how well Crisis Core has aged. Sure some of the linearity and constant random battles slowly become annoying - though fortunately they're all fast-paced - and the third act dips narratively. But it all just slaps harder than Zack's thighs as he's squatting in Costa Del Sol. A ridiculous amount of side-missions, great story that builds upon FFVII and the Shakespearean nature of this tragedy imitates the poetry of LOVELESS.

So glad we got Reunion!

Taking photographs have never been so dimensionally interesting before! Click click, snap, place a photograph and BAM all of its content and layers are now in the tangible third dimension. It makes for some very intuitive puzzles and solutions, from negative space to MC Escher illusions. The mechanics progress and evolve with such great pacing that each level rarely feels recycled, and for a short narrative puzzle game that's quite the achievement.

Unfortunately, yes, it's far too short (and somewhat overpriced for its length). All that unique creativity easily could've been stretched out to a decently sized 6-8 hour adventure. And then there's the stupid final level that decided to include a 5-minute timer to solve 9 puzzles in a row. Timer in a casual puzzle game? Na-uh! It's not a well-reasoned "difficulty spike" that tests your understanding of the mechanics, it's just a gimmick to make you stress in a exploratory casual game. Not needed.

It found a view, but needed to really paint more of its interesting puzzle designs into the picture.