652 reviews liked by hotpoppah


BUT I HAVE JUST ONE LITTLE PROBLEM... I'M ALREADY DEAD MYSELF
You ever hear about a good game? A really good game? Everyone gushes about it, so you go in with high exceptions, only to have them blown into fucking outer space. That was me and Ghost Trick. The puzzles were really creative and yet, I only ever needed a walkthrough once. The story, my god, THE STORY!! It's a masterwork of plot strains all webbed together to create a captivating mystery that had me scratching my head, laughing my ass off, and crying my eyes out. Those last two are helped along by incredibly well written characters, Sissel, Lynne, Jowd, Cabanela, motherfucking MISSILE, all them will be living rent free in my head for years to come. I truly loved every second of this game, the worst part is that I'll never get to play it for the first time again.

Breath of the Wild is like ice cream, a sweet treat that a majority of people love, but loses its allure when consumed in excess. Tears of the Kingdom, on the other hand, is like one of those cookie ice cream sandwiches. Just like plain ice cream, they’re pretty damn good, but they’re easier to get tired of and are arguably more divisive.
Tears of the Kingdom takes Breath of the Wild, slams some layers on either side of it and throws in some new stuff and story changes in the middle. It's great but it can certainly be a bit much. For example, the new layers - the sky islands and the depths - are massive additions to the game, but fall a bit flat when fully scoured. There’s a lot of cool stuff in both spots, but when the player delves deeper, they realize that it's a lot of the same cool stuff, making the whole experience a little less magical. Finding an underground coliseum challenge is cool the first time, but the second time? The third time? It's just not the same, and the first time isn’t as powerful as a result.
There’s certainly an argument to be made that the sky islands and depths should have either been fleshed out or shrunk, but maybe the excess isn’t so bad. After all, a vast majority of players aren’t going to be in the game long enough to see this repetition in the first place. Of course, unique content is always better than repetitive material, but in a game like Tears where the player is constantly getting new materials and tools, each new instance of a previously encountered situation or problem is a chance to experiment with new solutions, something that can’t be said for other games with repetitive content. Ideally, the new areas would just have new, unique puzzles, but a game like Tears is a case where it works, or at least can work depending on how the player approaches it.
Speaking of the tools Tears provides, gone are the Sheikah tools from Breath of the Wild, in are the new Zonai tools Link gained from his cool new arm. Rewind allows Link to move an object back in time, primarily utilized to solve puzzles and to gain elevation using fallen rocks, but also has uses in combat. Ascend is pretty simple, it allows Link to swim up through ceilings and pop out on the other side, very useful when exiting the caves, another new addition to Tears. Fuse lets Link attach items to his weapons, shields, and arrows, a cool way to strengthen Link early on, but almost a necessity to ensure fights with stronger enemies don’t take forever. Ultrahand is the big one, it lets Link build machines using his new arm to move things like magnesis did to metal items in Botw. It also allows Link to glue items together. It's a little clunky and the creations push the switch to its limits, but it's the selling point to the game for a reason, and gives the player more options than anything in Breath of the wild. Autobuild is the last new tool, and allows for the recreation of previous machines even without all the materials (at the cost of other materials of course). The camera also makes a welcome return, and works just as it did in Botw. Tears also incorporates most of the Sheikah abilities from Botw in some way. Bomb flowers work kinda like the Sheikah bombs, ultrahand does everything magnesis does and then some, ice flowers and ice weapons can create ice slabs on water, and rewind can freeze items temporarily if turned on and off right away (that one is a bit of a stretch).
The story is in the same format as Breath of the Wild: Link needs to explore the world and collect some memories to put together the whole picture. Unfortunately it doesn’t work quite as well in TotK. Because of how the memories are structured, seeing them out of order doesn’t work nearly as well as it did for the more disconnected ones in Botw. A shame, because the method of collecting dragon tears is far more interesting than simply looking at pictures and locating where they were taken. The order in which things are collected is actually a problem in other aspects of the game; the paraglider is missable now, as it is given after an interaction in lookout landing rather than when leaving the initial area. It's a baffling decision considering how important the paraglider is to exploration. Autobuild is also tied to a completely missable sidequest in the depths, another odd decision when building things is such a huge part of the game.
Tears unfortunately doesn’t fix some of Breath’s biggest issues, such as menuing which is even worse (especially the arrow fusing menu) and weapon durability is even more divisive considering how having good fusible items is almost as important as having weapons to fuse with in the first place.
However, this ice cream sandwich tastes kinda good actually.
For all the issues this game has, actually playing it makes them melt away, especially early on. Tears is not a game meant to be 100%, it's meant to be played as long as the player finds themself engaged. The sheer inventiveness on display here is staggering, Tears allows the player to do and try things that no other games do, and that's an accomplishment. Problems be damned, there’s plenty of fun to be had and memories to be made in Tears, and it deserves the recognition its garnered.

Featuring Knuckles from Sonic the Hedgehog 3 & Knuckles!

I love Sonic 3K, and I can see why it's widely regarded as one of the best games in the series, it really feels like the full package of 2D Sonic (...and Knuckles).

While Sonic 2 rewarded speed in the level design, 3K emphasizes exploration again in a similar fashion to Sonic CD; the player needs to track down hidden large rings in a level to gain access to the special stages, where Sonic navigates across a maze-like board to activate blue orbs, while steering clear of red ones. Simple in theory, but certainly tricky at times. I would absolutely recommend going out of your way to do these special stages, because you'll unlock the ability to transform into Super Sonic after getting all seven Chaos Emeralds, and blazing through later levels in the Super Saiyan form is a joy. That's enough talk regarding the special stages though, as the actual main level design is the meat of the game.

With over a dozen different levels with multiple acts, Sonic 3K is the longest entry from the classic 2D games, and it's very nice to see how consistent the quality remains throughout its runtime. I'm not going to bring up every stage here (like in my Sonic 1 review), as I don't have extensive thoughts on all of them. There will also be a bunch of inevitable comparisons to other (Sonic) games, as I bear the curse of only recently becoming a fan in 2024 and those games just happen to be fresh in my memory.

Angel Island Zone is an amazing opening level, as it introduces the player right to the design philosophy of 3K and has many easily accessible special stages and multiple of the newly introduced elemental shields. For those who don't know, the elemental shields replace the shield power-up from the previous games and all are special in their own way. The lightning shield allows Sonic to double jump and attract rings, the bubble shield provides a move similar to Bounce Bracelet in Sonic Adventure 2 and allows him to breathe underwater (so the bubbles aren't required), while the fire shield gives immunity to fire (including lava) and a mid-air dash. In Angel Island Zone no shield is particularly better than another, so it's a good place to try their abilities before using them in later levels which make extensive use of their specific traits. One of those levels is Hydrocity Zone, which follows directly afterwards - here the use of the bubble shield is encouraged, as the bubble placements in the levels are only at certain spots and the ability to freely navigate underwater is very important if you actually want to explore there to find special stages without a rush. Marble Garden is arguably the longest and most confusing stage in the game, but it's still enjoyable in its own way. Carnival Night is plenty of fun to rush through too and has some nice underwater segments, while Ice Cap Zone is one of my favorites in the game with the snowboarding intro and overall satisfying level structure - this is particularly cool, because I was already very fond of Ice Cap in Sonic Adventure 1. Meanwhile, Flying Battery Zone is the result of "what if we made Wing Fortress Zone but actually good", taking the airship aesthetic of that level and making it more fun and sightreadable and Sandopolis is an innovative desert level, where the second half reminded me a lot of Pyramid Cave in Sonic Adventure 2. Afterwards follows Lava Reef Zone, which felt very reminiscent of Celeste's Core to me, but also stood out from the rest with its more vertical level design and great soundtrack, causing it to quickly become a favorite. Everything is rounded off with the Death Egg Zone, which gave me huge SA2 vibes again, as the atmosphere felt quite similar to the ARK levels in that game, same with the gravity switching mechanic. The final boss for 3K was also surprisingly fun compared to the other classic 2D entries, and Doomsday Zone is a great bonus for players who got all the Chaos Emeralds. Man, I love Super Sonic, no matter how basic the idea behind him is.

Sonic 3's soundtrack is an interesting one to discuss, as I completed the game through Sonic Origins, which uses the prototype versions of a few songs, as I believe the licensing for Michael Jackson's songs ran out (don't quote me on this). I don't think those prototype versions are as horrible as some make them out to be, and I actually prefer Carnival Night's prototype rendition to the original. Can't say the same for Ice Cap though, the original song is iconic for a good reason and I love how it ties in with the snowboard section at the beginning. The prototype version just sounds a bit too upbeat for my taste here, considering the original track conveys the gloomy feeling of an icy cave perfectly fine. Putting the differences of MJ and prototype songs aside, some other songs I thoroughly enjoy are Angel Island Zone, Hydrocity Zone (Act 1) and Lava Reef Zone (Act 1).

Even 30 years after its original release, Sonic the Hedgehog 3 & Knuckles managed to provide me with a surprisingly good time and I hope that many more people will continue to play it over the years. I really wish I would have grown up with the Sonic games in my childhood...

if we get an onslaught of mediocre "lethal-company-likes" in the wake of that game's success, i'm going to be pissed - though i will say that i think content warning is worse than a cut-and-dry ripoff would be. a number of the developer's decisions actively confound me, such as including human fall flat movement physics... in a first-person game. why? for what reason? does this add anything other than a slight sense of detachment from my player character? content warning is yet another entry in the endless list of popular multiplayer games that needlessly combine popular gameplay trends to create gimmicky experiences with little-to-no replay value. you might laugh at it with your friends, but only because you'd laugh at anything this stupid with your friends.

oh, and we didn't end up laughing at it. we ended up fighting, because this game punishes you heavily for exploring. this makes the second refund on my steam account. at least the monsters were cute.

lethal company is the first time in an Ever that a trending new multiplayer game has impressed me and rivaled the Certified Hood Classics like valve's games or... yeah no valve's games. i don't tend to play multiplayer shit! i think what sets lethal company apart is atmosphere. the game is immersive from the first moment you start a save file and see the scratched, murky helmet hud. you don't notice it as much in multiplayer, but in singleplayer i just sat there and took it in the croaks of the ship's hull and the gentle whirrs and tippity taps when you use the computer (though eventually i do play the game). while the abandoned buildings are almost always repetitive (for readability reasons), the outdoor areas of these planets are sick. coming out of a long expedition to not only see, but HEAR that night has hit, is super impactful. increase that impact about tenfold when the ambiance is interrupted by the stomps of a forest giant. the microphone detection (thereby requiring you to be quiet) almost forces you to soak it all in.

however, my absolute favorite detail is that the monsters don't jumpscare you. 15/10

This is my personal favorite Pokemon game of the ones I've played so far. Is it the best Pokemon game out there? No. Do I have blind raging nostalgia for the original Pokemon games? Yes. I still remember feeling excited to play a remastered version of the first Pokemon game I had ever played back when I was 7 years old. I loved the fact that it wasn't just a graphical upgrade but also received bonus content in the islands as well as an updated Pokedex to catch it up to the franchise to that point. Going through it is like coming back home and I can't stop smiling. Even today I will play this from time to time to try different Nuzlocke challanges.

I still have to play a few generations, which I plan on doing this year, before I can say I've caught them all and beat every game. But I firmly believe for most people your favorite game and favorite Pokemon come from your first experience with the franchise. Im not saying I'm hard headed and wont keep an open mind because I always do especially with this medium. What I am saying is I am fully aware of my biased blinding nostalgia that I will always have for this game.

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.

Now this is a Yakuza game!

This feels to me like a more perfected version of Yakuza 4. Almost everything I didn't like about this game has been severely scaled back or removed entirely, leaving a peak Yakuza experience just before 0, the legacy game that you probably shouldn't start with yet everyone does anyway. Once again, multiple protagonists, and I'm gonna rank em.

Part 1: Kiryu is great

The story starts with Kiryu in Fukuoka, taking up a job as a taxi driver while Haruka is off following her dream. As is expected at this point, some bullshit relating to the Tojo's struggles appears at Kiryu's doorstep and he needs to rejoin the Yakuza to get to the bottom of it. Daigo goes missing in the middle of a power struggle in the Omi Alliance, and the plot is Kiryu piecing things together. It's great, especially seeing Kiryu learn to handle a new life away from the orphanage. As well as that, the taxi minigame is great too! It's basically that joke of 'play GTA but act like a regular citizen' and it's great stuff (minus those suicidal pedestrians like what is up with them) as well as the drag races that occur later on, with all the characters of Kiryu's taxi service being likable characters. Like with 4, 10/10 opening, I loved it. But now we go back to Saejima, yayyyyy...

Part 1: Wait, Saejima's good now?

Saejima's story is about him breaking out of prison (again) It's more interesting than 4, and like Kiryu, it's cool learning about the other inmates. There is some weird pacing with the imagination segments, but it's fine, I guess it's the only way they could fit in combat. Speaking of which, Saejima has fun combat now! He has armour on a lot of his attacks, as well as a larger health pool, actually conveying through gameplay that this is a big man not to be fucked with. But after you escape, you end up in a mountain village, in a sequence of walking through snow and shitty hunting tutorials, and if you were in a Discord server with me, you know I didn't enjoy, especially when hunting and trapping were two separate tutorials that really could have been one. But after that, you get to Sapporo! And my god, a city with side content? Saejima sidequests? Not getting chased down by the cops? It's all I ever wanted! But anyway, while the main plot does become an annoying fetch quest for a bit, it's still super fun to play as Saejima. His section gets a 7/10, the first half is still kinda lame.

Part 3: Wait, this is critical path content?

The next stage is Haruka, now trying to become an Idol. So naturally, this is a rhythm game now. At first, I was into it. The streets are littered with dance battles you can do, and the minigame was kinda fun. But it gets repetitive real fast. A lot of the game is training for the princess league, with you doing the routine of the same songs over and over, alongside some boring side stuff like greeting fans and interviews, so I did end up skipping basically all the side content here. But the story is good. Haruka's staff are all good characters, and it does add enough backstory and intrigue to the main plot that I was invested. One thing I will say is how docile Haruka is now. She was never super aggressive, but she did have a backbone and some of Kiryu's stronger tendencies clearly rubbed off on her in previous games, like when she slapped Mine in Yakuza 3 and did everything she could to protect the orphans. But now? She just kind of accepts shit from rivals like t-set. I get she has to act professional, but even an internal monologue of 'Yo, FUCK these bitches!' would have gone a long way. But overall, I'd give the whole act a 6/10. But regardless, she shares her act with another character, which leads me to...

Part 4: I FUCKING LOVE SHUN AKIYAMA!!!!!!!!

Shun Akiyama opens a branch of his money lending business in Osaka, where Haruka's plot is going down. So he lends his aid to the squad, piecing together the plot as he goes. And he's still a legend, basically everything I loved about him in 4 remains, now with aerial combat because RGG studios knew they weren't beating the Sanji allegations so just rolled with it. But he adds a great deal to Haruka's plot as he figures out the mysteries of her agency. 10/10 again, this guy's a legend.

Part 5: Hey, a new guy

The new character here is Shinada, a former baseball player forced to quit, learning there was some shady business behind what went down in his life. He's a funny guy, a constantly broke loser who makes money by getting laid a bunch (I mean doesn't sound too bad) while fighting more with weapons (I cheesed so much shit with the infinite durability pole you have no idea) his side thing is a baseball sidequest which I didn't bother with, but his plot is fun. All about teaming up with the people he owes money to to uncover the conspiracy behind his baseball career and how it ties into the main plot. 9/10, he's great.

Part 6: You tried your best with that finale, guys.

So, all the parties come together, the plots in motion. It's time to finish this.
The finale actually starts strong, with everyone getting together in Kamorocho and heading out to stop the villain's scheme, with only the rooftop plot point being really dumb (It's a rooftop with no camera, just wait and bait him out, dumbasses) before the finale. Akiyama, Saejima, and Shinada all get decent final boss fights, but the main villain turns out to be unable to fight, working to give his gains to the TRUE final boss...who I barely remembered. Hell, when Kiryu confronts him and asks what he's doing, he responds with 'I don't know'. even the game knows it's an asspull, but you confront him...and then watch a jpop performance...then you fight him. And the fights pretty good, the narrative weight just isn't really there. 8/10

So overall, it's pretty damn good. Next up is the last of the Kiryu saga (and Gaiden but that seems to be Yakuza 6.5) so I'm looking forward to that

Kirby 64 feels like a much improved successor to Kirby's Dream Land 3 for the SNES (which I did not enjoy that much), but most of the issues I had with that game are addressed here.

First wanna point out the super charming 3D graphics. I'm a sucker for low poly 3D and it works so well here for Kirby, even taking the advantage of the 3D and making it a 2.5D game. The visuals shine the most during the intro and outro cutscenes of each world with the cast doing silly little things.

In terms of gameplay, it's a Kirby game with the twist that instead of mixing and matching copy abilities with animal buddies like in KDL3, Kirby can just mix those abilities himself, which is such an improvement. But also, the new abilities you get in this game from mixing are some of the best in the whole series. Like a flaming greatsword?? A double-bladed ligjtsaber? Don't get me started with how fun the fireworks ability is to use.

Only big flaw with the gameplay is how Kirby feels to control. In KDL3, Kirby was at his most sluggish and felt terrible to play. In K64, he feels much more responsive but is a little too floaty, even for a floating puffball like Kirby. Still it's a major improvement, but not the best feeling.

The worst thing about KDL3 was the barren level design and how you basically had to go for the optional missions to make any of these levels feel fun. But the optional missions were mostly cryptic and not that fun anyway.
In K64 we how have both excellent level design and a great side objective. Meaning, if you don't play for the 100% you will still have a lot of fun playing through the levels. But now it's even more fun going for the 100% because the side objective is to find all 3 crystal shards in a stage, and they're not that hard to find. It's similar to trying to find the 3 green stars in Mario 3D world. There are a couple of shards that can be annoying to get by needing very specific requirements, but those are only like 4 shards of the 60ish in the game.

Bosses are a lot of fun and quite challenging for a Kirby game. Most of the bosses have 2 stages including the mvfucking tree this time around.

Great Kirby game, while not my favourite, I like it more than some of it's predecessors. If movement was a little less floaty and closer to Kirby's Adventure or Super Star, and some of the few shards weren't a pain to get, I would've liked it a little more.

Looks like this was just an excuse to fill out the DLC Kickstarter quota. It's a generic 2D twinstick platformer that has nothing to do with W101. No charm, nothing unique about or fun about it. Even the Captain Quark missions from Ratchet and Clank 3 has more charm and is way more fun than this. Quite disappointing because they could've used that stretch goal to add one more level to the actual main game rather than something an inexperienced dev can make in a month.