88 reviews liked by donkeykongfan


It is the closest any game since Hollow Knight has gotten to recapturing that feeling, so you KNOW this game is going to be peak. Considering this was made entirely by one dude including the engine over 7 years, they managed to craft something absolutely extraordinary here. The lack of any direction makes exploring this beautifully dark and atmospheric well so surprising. It's equal parts terrifying and joyful to see how the animals react to everything you do.

This game has maybe the best use of metroidvania upgrades in history??? With each new item having dozens upon dozens of different uses based on the animals it interacts with, how you interact with it, and more. This huge swab of options leads to some of the most cleverly designed puzzles and "boss" sequences I've seen in such a long time.

If there is one issue I have with the game is that I was kind of hoping for more on the music end, but it fits a good amount of areas in the game and the sound design is so amazing that it sticks with me just as hard. It's truly astounding how a game like this can come out from such an unassuming place, a 33MB game developed by one dude and published by a fucking YouTuber ended up quickly becoming my favorite game of the year, and unless my trip to Pharloom is booked this year as I hope for so dearly, I doubt anything will beat it.

Adding to the list of quality Metroidvanias lately, Animal Well is a largely vague game about a blob creature (?) that explores an atmospheric labyrinth with many secrets to find. There’s no combat save for avoiding occasional enemies and mainly focused on figuring out how to progress using the items you find throughout. The level design and platforming puzzles were well done and made clever use of all the mechanics, though were still straightforward enough that I wasn’t stuck on much for very long. The pixel art is really great too

Reaching credits took about 8 hours for me, but this also appears to be a game with a lot of hidden depth to it going off reviews and how much unexplained stuff I can still find (similar to Tunic it seems). Curious to see how much more you can get out of its postgame, but for the main content alone it’s well worth it

What you have here is a 90s point-and-click adventure game adaptation of a 60s short story, with heavy involvement of the original author, that (in my opinion) surpasses that original work. Unlike the short story, there's an underlying theme of hope within the hopeless walls of AM. Hope, not for salvation, but closure, to make amends with your past. Great story, great presentation, absolutely a game worth playing.

Just rolled credits. I usually like to yap a lot with my reviews but I really don't want to spoil anything so I have to keep it a bit vague and short-ish.

This game is just a constant stream of mind-blowing discoveries. Every little nook and cranny that I stumbled upon is just so satisfying. And the same goes for every calculated thought/plan that worked.

The level design overall is absolutely impeccable, I never felt so enthralled in exploring every orifice of the game's world. And it's not just because of the highly varied and consistently top notch puzzles, even the moment-to-moment platforming sections just felt great. Not to mention the mysterious atmosphere that the game's beautiful art style bolsters. Easily one of the, if not the, best pixel art style I've ever seen.

And I have to gush a bit about all the tools you get along the way. Everytime I get a new one I always thought "oh my god this is game changing!", and I'm immediately thinking of areas where it would be useful. That's a good tell of how in sync the item designs are with the level design.

What Animal Well has done is not exactly unique, but the way it approaches its concepts feels so fresh, and it creates this sense of grandeur by condensing it all into an absurdly tight and dense package. The game never misses. It is easily the best game of its ilk, and my favorite game this gen so far.

I still have a ton of secrets to figure out, so I'll do just that. Who knows, it could be a 20 outta 10 game by the time I get the plat.

P.S. Rolled credits for the 2nd time and got the plat, doubled my play time from when I wrote this review first haha (12 hours to 26 hours). Collecting all the eggs was incredibly fun. Very interesting and inventive puzzle designs overall. But I have tasted a bit of the so called "3rd layer puzzles" and they're quite unhinged, haha. This game just keeps on giving. Shout out to the folks at the official AW discord for helping with everything after the 15 hour mark, my brain power wasn't enough to keep up. Also, the last 12-13 hours were in one sitting, and considering I get so easily tired these days, that just speaks to how good the game is. Haven't been enjoying a new game to this level since 2020.

Little Silly, Cute Kitty

I'm a cat owner and have been for the last sixteen or so years of my life. My first cat was an all black football cat named Lurkey. This was a name given by my father because our large lad spent the first year of his life with us after moving in from the frigid outdoors living in the shoe room only emerging from his cave to eat and use the litter. Lurkey passed and my parents obtained a new cat via the cat distribution system while I was away in college, her name was Esme and she was also a black cat with a shame reminiscent of a pigskin. I write this all to say that I have a long love for black cats, and Little Kitty Big City is playing right into its target demographic here... a gamer with a cat who grew up with black cats.

My ferocious feline, named Albert Whisker (yes RE fans that's for you,) began to maul at my screen as SOON as I started Little Kitty, Big City. Maybe upset he isn't getting the same adventure in my humble apartment as our purring protagonist gets in a bustling (presumably) Japanese city, but that's neither here nor there. LKBC gives you one simple objective as the procatonist: get home after a tragic fall leaves you... not home! What gives the game a runtime as long as you want is the world filled with a plethora of collectibles, objectives, and animals to meet and converse with around town. The humor is endearing, a continuous hide and seek match with a chameleon comes to mind here, and the charm of interaction with your surroundings is endless. The environment is easy to make your way around and becomes immediately familiar to the player after a few rounds. I commend the dev team for knowing how to stack things inside such a small area to make it fun and traversal not feel like you're spinning in circles through the same area.

Ultimately this is a short game without too many bones to stand on, but it was fun for the couple hours I ran through the "main story" and putzed around side objectives. I had a few bugs that I couldn't really call frustrating because well... look at the game, but they were a bit annoying when trying to time or prepare jumps that faltered right away. I only had to reload a save once after being stuck in a stool but again, I only lost about a minute or two of progress. Game Pass was the right price for LKBC, otherwise I probably wouldn't have bought it. I'd recommend to anyone with a subscription or people who just really like cats, it's a fun one.

Bioshock: Rapture Below The Ocean

Bioshock is a game I've heard thrown around as one of those "must-play" games online. I didn't know anything about it, outside that the dude on the cover is called the Big Daddy. I got this game (alongside Bioshock 2 and Bioshock Infinite) for free back when it was given away on the Epic Game Store, and it sitting in my backlog for some time. After playing it, diving deep into the world of Bioshock, exploring Rapture, and seeing where all the praise lies. Bioshock creates a unique setting, with it's take on a 1940s aesthetic, mixed with decopunk aesthetics as well.

Right away with the introduction, I was floored by the presentation of this game. It's been a while since I played a game that felt like it had its own aesthetic and style. And throughout my playthrough, its style and aesthetic kept feeling fresh. When you first go underwater and see the city of Rapture, you as the player just see the underwater city for what it is, as Andrew Ryan speaks, and you just do nothing but take in the scenery of Rapture. I love the introduction to this game so much, it feels perfectly paced, not too slow, not too explosive, but enough of a balance to serve to the player to keep playing throughout. In Bioshock, you take control as Jack, a passenger on a plane that crashes in the Atlantic Ocean. Jack is assisted through most of the game by Atlus via radio. Throughout your time in Rapture, you find plenty of different weapons and plasmids to use. As for weapons, they're kinda of a basic selection. You have a wrench to start out with, then later a pistol, then later a machine gun, and later a shotgun, and so on. The weapons do their part as weapons, but one of the unique gameplay elements Bioshock has is with the plasmids. Plasmids add so much gameplay variety to Bioshock, it wouldn't be the same game without them. The ones I mainly used throughout my playthrough were Electro Bolt, Incinerate!, and Telekinesis. It was fun to use these plasmids on enemies, and without them, Bioshock would be an average game without them. I enjoyed the gameplay, but at certain moments, it can feel generic, and sort of "sameish" for long periods. It's good gameplay, but not necessarily something to hold in high regard.

As for the story, this is where I heard most of the praise come from. For me, I found the story of Bioshock to be somewhat inconsistent when it came to holding my interest. On one hand, I was in love with the aesthetic of the game, and wanted to learn about Rapture and Andrew Ryan, but on the other hand, most of the story is told via dialogue from other characters via the radio in the middle of gameplay, and it's really hard to pay attention to it, when I was in an encounter with an enemy. I wished these story moments told via dialogue were told in a way that gameplay not interfere, so I could've been more immersed to its story. The story is divided into different levels, 15 in total. Each level felt like an episode in a mini-series, each level felt well passed, and don't overstay their welcome. Bioshock has these little girls roaming around the levels named "Little Sisters" and they are accompanied by a Big Daddy. After you defeat the Big Daddy, you can either rescue the little sister, turn them back into a normal human girl, and get ADAM, or harvest all of their energy, causing them to die, and get more ADAM. The little sisters play more of an important role in the story of Bioshock than being there to give you ADAM. If you rescue all but one little sister, you get the good ending, but if you harvest more than one little sister, you get the bad ending. In my playthrough, I rescued all the little sisters to get the good ending, because of course I went for the good ending. I found Bioshock's ending to be beautiful, I found it poetic, and understand why it's the canon ending, but because of that, I think this game would be one of the few games I would've preferred a voiced protagonist if done right.

Overall, I found Bioshock to be a pretty captivating game. Rapture and it's tone and presentation show it's unique beauty. Gameplay is enjoyable, though bland in some cases, and the story is well executed for what it was going for. I heard that the remastered version is disliked by the Bioshock community after I beated it, because of performance. I was able to play on 4K with 120 FPS without any issue. It is a PS3/360 game for of course it's no issue for my PC, but I can understand how it may be on the console ports. I look forward to getting towards Bioshock 2 later in my backlog, I'm interested to try out Bioshock Infinite afterwords, due to how divisive it is.

Stats:
The 16th game I've comp8leted in 2024
Played on PC
Hours into Game: 11 Hours
Score: 8/10 (4/5)

DISCLAIMER: This review is not a review, it's a bumbling, messy rant I wrote at 2 AM. I apologize in advance for any grammar and spelling errors, as well as the occasional nonsensical sentence.

It has truly been some time since a game has so fully captured me to the degree that Little Big Planet has. There is something truly special about this game that is only shared with some of the best I’ve ever played, in fact, the last time a game was able to make me feel anything like this would have been my first playthrough of Super Mario Galaxy. I don’t Think I can ever truly, properly put it into words, but I'll certainly give it a try.

Before the actual review I’ll start by saying that I don’t have any nostalgia for this game, In fact, my first time ever playing would’ve been the day before writing this review. All of my opinions stem from very freshly playing through the game and experiencing everything it had to offer for myself.


This may be a fairly generic statement, but I think everyone can agree that today’s world has more than its fair share of misery. These past few months for me it's felt like on a global level there have been historical levels of suffering and wrongdoing happening all at once, and there is nothing I can do about it. When combined with the smaller stresses of simply living your life, it can be easy to accidentally start to live with a dark cloud over your head. This is not to say that I’m a miserable person or anything, It's just that I feel we sometimes forget how important it is to smile. I am of the opinion that we need more ways to spread positivity and happiness in the world, and that is exactly what Little Big Planet is. Little Big Planet completely counteracts everything negative I just mentioned on a personal level in nearly every way. It feels so purely created with the sole intention of bringing childlike joy and wonder to the faces of all who play it. From the animation to the music to the gameplay, everything feels so lovingly, passionately created to be the absolute best it can be. One of my favourite things about all forms of media, be it traditional books, comics, movies, tv, or games, is that they can give you such intense emotions that you would normally be unable to experience in ordinary life. Through Seething anger or incredible sadness, I’ve been affected by many of the things that I have watched, read, and played, but there is one thing even the best of movies and games are often not capable of, something that makes them truly stand out above the rest if they can accomplish it, and that's them being capable of transmitting pure, unfiltered joy to the same degree that they can other emotions. Throughout my whole playthrough, Little Big Planet had me grinning ear to ear. It's the first time in so long that I’ve been so completely invested in a game, that I’ve spent so much time in a game all at once, that I’ve been willing to give up doing anything else to actually find time to play, and since I’ve had my love for video games so overwhelmingly re-ignited like this. For all that alone, I will likely forever remember Little Big Planet and consider it one of the all time greats that I’ve played, But there is still so much more to discuss here.

Before even discussing the gameplay, there is so much to appreciate about Little Big Planet. Everything feels meticulously handcrafted, because it literally is. This game at its core is a level editor that all players have the ability to use, and the developers truly mastered everything about that level editor and managed to produce levels for the story mode that wouldn't feel out of place if they were found within a real, purely 2D triple A platformer. Within these levels there are representations of cultures from all over the world that are so obviously lovingly represented, and they have great humor to go along with them. This game genuinely made me laugh a few more times than I would have expected. The sackboy that you explore the Levels with is also an incredible addition to this game. Each sackboy exhibits so much personality and is so excellently animated. Something about their expressions just makes their emotions feel so real. The Developers really went above and beyond when it came to allowing players to fully express themselves without even speaking.

Speaking of player expression, the one part of this game that I’m really devastated I’ll never get to experience is the online. Exploring an infinite amount of community made levels with my friends and other people while being able to fully express myself and have fun at the same time seems like it would have been an absolute dream. I get hit by a little wave of sadness everytime see the crossed out online buttons on my screen, but even without them I had plenty to love about the game.

The campaign mode is spent helping numerous troubled characters throughout the earth in any way you can. Often just seeing how the developers had crafted characters and made them feel so alive through the crude level editor was enough to make me laugh, but it was also very charming. Every step of the way you are offered encouragement and witness so much creativity it's hard to not just constantly smile. Alongside just being fun to play through, these levels feel like they would be excellent inspiration for anyone who would have tried to truly dedicate themselves to the level creator as well.

In terms of actual gameplay, this is definitely the weakest part of the game, but still fun. It controls like a standard 2D platformer, with the sole issue being that sometimes sackboy feels a little bit slippery to control, putting you in the occasional situation that will feel a little unfair. Otherwise though the level design is so clever that the game never gets old. There are so many gameplay concepts and ideas featured within them I almost wish there were more levels so I could have seen them more fully explored. The game does get more difficult towards the end, but even with the slightly awkward controls I never felt it was too unfair, despite having to redo some levels a fair few times. What it really shows is that this game's potential for level design is more or less unlimited, something that would have made it all the more amazing when the servers were still up and running.

The music (partially composed by the guy who did spiderverse btw) was also a key factor to my enjoyment of this game. Almost every track is so uplifting and happy it felt like it was directly planting energy into my soul. Somehow these songs make me feel nostalgic despite having literally never heard them before yesterday. There are just so many different instruments and styles of music that all collide together in this game, making it one of my favourite gaming soundtracks of all time. Maybe I’m just weird but there were even 1 or 2 very oddly nice tracks that even made me tear up a bit.

In conclusion, Little Big Planet is just kind of a perfect video game to me. The combination of its endless creativity, interactive community, fun gameplay, and amazing music gives me the impression that it was lovingly created with the sole purpose of spreading Joy throughout the world, something we can always use more of. It's very rare that something is able to make me feel the childlike wonder I experienced while playing this game, and I'm so grateful I just randomly happened to check it out. Everything about it feels so human; you can clearly see the overwhelming passion behind the game poured into every nook and cranny within it, something I’ve only really been able to notice in a very small few of the best games I’ve played. In my opinion, more games should strive to be as joyous and as pleasant an experience as Little Big Planet. I definitely feel like this is a game everyone should try playing at least once in their lives, because if for some reason it strikes the same chord with you as it did with me, you’ll never regret it.

This review contains spoilers

"Tell this asshole if he wants to learn how to (re)make my product (game), he's gotta do it my way, the right way!" - Jesse Pinkman

Persona 3 Reload is ultimately a barely passable remake of what I consider the greatest game ever made. I find a large amount of the game’s flaws go ignored among the myriad conveniences the game adds, but they make the game feel like something of a hollow shell of what it used to be.

This can be seen in every aspect of the game, from the very beginning, It’s been well documented already, but the atmosphere that was dripping from the animated cutscenes of the original is completely absent. The opening scene that disorients you, makes you feel as if nothing is as it should be, is replaced with Persona 5 cutscene.mp4. It conveys the story, and that’s all it does – it’s an extension of the same flaws that purveyed Portable. This is an unfortunate trend, as in taking a variety of elements from a game that already seemed to fundamentally misunderstand the source material, it worsens it further. It draws worthless lines from portable that are only there to compensate for a lack of visuals, adds menial things like Junpei’s perversion joke in the train scene, and most offensive, adds the Portable exclusive scene after Minato returns from the final battle. Where the original cut directly from Aigis crying to 3/5, the group now have to announce their individual reactions, turning one of the most beautifully poignant scenes in the game into something standard, dull, and thoughtless.

The modern sheen the game has feels like a coat of paint that hides Reload being a fundamentally worse, less cohesive piece of art than the original. The lighting in the dorm is ruined, draining the atmosphere from one of the most prominent and beloved locations in the game. The dramatic, perfectly framed lighting of the Nyx fight (conveyed acutely in the dancing game) is replaced with…pure green, as is thoughtlessly thrown at every other dark hour scene in the game, which betrays a total lack of thought or care, and makes the game feel like a total rush job. The Orpheus awakening scene, previously a definitive tone setter that acts as the most striking piece of imagery and sound design in the series, can now only be described as underwhelming. Most to all of the little animations the models would enact that made SEES feel so well characterised and alive are absent – and why? For all the bells and whistles the game feels like a sanded down version of what was ultimately a very small-scale game.

Most script changes feel thoughtless and for the worse, making many lines less impactful for no good reason – I can appreciate the attempt to provide a more accurate script to the Japanese version, and this works in some cases, but scenes like Akihiko’s awakening are betrayed by this. Nearly every line change here feels like it lessens the impact of the scene, with worse framing to boot. This is demonstrative of a fundamental lack of understanding of the original that can be seen in the worsening of Akihiko’s character, now adjusted and simplified to be more like his P4U counterpart, one of the most horribly flanderised depictions of a character that I’ve ever seen. I don’t know why anyone on the team thought this was a good idea. Most of the cast do not suffer as much as Akihiko does, but characters like Mitsuru do to a lesser extent, with traits being further emphasised to fit into molds that have been further solidified since the release of the original. One of my favourite scenes in the game is the meeting on the roof between Minato and Junpei, acting as a perfect capstone to one of the most well-thought-out arcs and dynamics in the original game. In reload, it gets replaced with a relatively generic feeling scene between the second-year trio, for seemingly no reason – Junpei does have a link episode that I assume was meant to compensate, but it fails entirely to capture what made that scene great and ends up totally forgettable.

Nearly all of the music is definitively worse – there are highlights, such as the new remix of changing seasons, but the majority have a strangely amateur quality, with the mixing feeling frequently unprofessional. Much of the instrumentals lose all of the impact they once had and Mass Destruction is infamous for this, but for me the worst example of it is in Iwatodai Dorm. I do admittedly love the new vocals, but they can’t save how poor the rest of it sounds. What makes this even more confusing is that all of the original songs are incredible, with Colour Your Night being one of my favourite songs in the franchise, an issue that I can only imagine was from trying to hard to be different from what was already perfect.

Lastly I’ll bring up where I think the game shines – a few key areas that I think fail to elevate the overall package. The combat is wonderfully fun and fluid, and I think theurgies are a satisfactory evolution of the showtime mechanic, but this is undercut by how ludicrously easy the game becomes with barely any effort, an issue that extends to even merciless. While the original was ultimately not a hard game, Reload becomes essentially thoughtless if you know what you’re doing. The combat animations are one of my favourite things the game does, with the way each character shifts to the other never getting tiresome, conveying their personalities and dynamics perfectly. Another is a few of the new character pieces added – I think the game massively elevates Shinjiro and Ken, the tragedy of both characters being emphasised in a way that only makes them more compelling, and Ryoji especially benefits from the greater degree of screentime Reload gives him. I’m glad the bond between him and Minato is now firmly grounded in a version other than the movies.

Personally, I think Persona 3 Reload is a disappointment, and not because it fails to be the “definitive” version many begrudged it for not being. It misunderstands, ignores and discards much of what made the original great, and it fails in aspects I could have never anticipated it would; I think the way the original uniquely excels deserves to be recognised. I still like the game overall, because the skeleton is one of my favourite things ever. But if I had to choose between Reload’s existence and a simple port of FES that bumped up the framerate, it would be an incredibly easy choice; a game that feels so deliberate against a pale imitation.


if one game was chosen to survive the end of humanity i would without hesitation choose this

The first time I ever beat this game was back in 2022. After playing Forgotten Land when it launched, and really enjoying that, I was still in a Kirby mood and decided to beat one of the few mainline games I haven't already. While not bad overall, I found this notably weaker than Dreamland 1 for several reasons. I was a bit generous back then tho and gave it a 6 like I did Dreamland 1. Well coming back to it again, yeah It's still weaker than Dreamland 1 and I'm dropping it to a 5 now.

That's not to say there aren't some things this game improved on compared to 1. Overall, Kirby feels better to control in this one which is nice. While I'm nostalgic for the first game's ost, this game might have it beat overall. Sure it reuses a lot of tracks from Dreamland 1 and Adventure, however it's original tracks are actually really damn good. Coo's Theme is the real standout here, goddamn is that some good shit. Visually it also looks nicer than Dreamland 1 I'd say, though still doesn't look that great overall since it's still a Gameboy game.

The main thing this game added though were the animal friends. The aforementioned Koo the owl, Kine the fish and Rick the hamster are the three buddies in this game. They're a fun addition and change the gameplay up. Since copy abilities are back, each animal friend actually has their own version of each one. They greatly vary in usage though. Koo with parasol is amazing while Rick with needle is most of the time awful. It's a cool idea, that gets expanded on way more in Dreamland 3, however the execution here is very hit and miss.

Something you can use these animal friends abilities on are copy ability specific blocks. These usually block the main collectable in this game, the rainbow drops. To get 100% in this game, and fight the true final boss, you must get them all. Let me tell you, some of them are a huge pain to get. Not only are the later ones cryptic, the one where you have to use Kine + electric is just straight BS sometimes because of what you have to do to get it. If you know you know, but either way you most likely won't be getting these without a guide.

Other than that, the game just goes on for way too long I feel. To beat Dreamland 1, it takes around and hour or less (most likely a half hour) which is perfect for the type of game this is. Dreamland 2 might improve on 1's controls a bit, but it's still a Gameboy game and it's around 4 hours long to full complete everything. That's way longer and as such it just drags on near the end. That, plus the level design can be very hit or miss. Most of the levels are passable I'd say, however the game really loves its auto scrolling levels and these can be a bitch sometimes with it being a Gameboy game. And of course there's the infamous auto-scroller with the instakill dead ends that is pure trial and error and yeah that one is pure dogshit.

Along with the rainbow drops, to get 100% you have to also do these star collecting minigames and also find the female Gooey once. Gooey is this blobby guy that replaces an animal buddy if it gives you the one you already have. He just gives you some health back if you collect him. However there's a 1/8 chance it'll be a female Gooey instead and finding her actually contributes to 100% which is weird but easy to do in a certain level luckily. The star minigames you can do after going into the boss door again after you've beaten them. You have to collect every star and get a perfect in every world because this contributes to 100%. The minigames themselves are fine enough, however if you get hit or miss a star, you can't play it again until you go and beat a stage. I get why they do this as it's easy to grind lives if this wasn't in place, however the fact you have to do this for 100% just means it wastes time if you lose which isn't fun.

This is the first in the Dark Matter trilogy and so after we defeat Dedede at the end, we get to fight Dark Matter for the first time. Get used to doing that as he's a regular throughout the trilogy ofc. I remember the fight being more frustrating back in 2022, but here it wasn't too bad. Decent introduction to them as a main antagonist of the trilogy.

While I quite like Dreamland 1 and 3, I don't have much of a connection to 2 at all and I personally think it's a lot more flawed compared to those two games. It improves on some things from 1 but is also way longer and drags on because of that. Not to mention it's annoying to 100%. It's not a terrible sequel but I personally think it's a downgrade compared to 1 even if the animal friends and copy abilities being here are nice. I'll take 1 any day of the week over this.