The dream of the Gamecube originals is dead, this is the unbalanced, hectic nightmare of its wake.

As much as I miss the QoL upgrades and pacing of Pikmin 4, 3 remains a pretty properly difficult campaign where awkward caves and minor side pieces are barely present and most of these maps are intuitively threaded to be solved with its remixed out-of-sequence Pikmin gathering and its own split-up Dandari-ism. In that and other senses, the least accessible of the series but fun to prove your mettle here.

I appreciate how these Neo Geo shmups have a sense of humor both about their many characters and settings, but especially even in surprise moments in levels. Regardless, fleeting fun to play once then move on from.

Fun enough party game that makes everyone look very silly and that's some of its appeal in its brief singleplayer mode too. The motion control is better than the Wii one especially since its stances clearly matter more (whereas Smooth Moves you could end up cheesing through by any waggle) though it makes some of its stuff trickier like the Hand Model stance being dependent on a sensor camera. Ultimately even Get It Together was more of a complete game but probably the most accessible multiplayer for non-gamers, and you can live with being the person in your friend group who owns it if you're a big enough fan.

Also pretty funny in its games, lore, and interstitial "Voice" explanations.

Basically the DOOM Eternal to GoW (2018)'s DOOM (2016), in that I get the common critiques of the new systems and lesser story, but I'm still having a blast with its expansion on what the prior set-down and having just as much fun. This engine of immediate weapon-based combat is really fluid and fun, and a preferable use of its linear level design to stuff like the mainline Uncharteds turning into cover-based shooting galleries for instance. Its not going to convince anyone who didn't like the previous one, naturally.

A boon to remember that as much as I could read the occasional "boomer shooter" cynically that as a movement they're also antithetical to this era of military FPS where the simple level design is piecemealed in an attempt for variety and storytelling. Hard to blame it against the time but as of now the vehicles feel dated and shooting merely serviceable, and as a narrative is pretty empty and ends on the simplest and laughably easiest note.

Pretty short if crunchy shmup bullethell with only the necessary bomb-shield ability to keep it simple, though ultimately forgettable and difficulty escalation is pretty direct and obvious.

Extremely well-balanced and varied 2.5D platformer of levels that bend unique abilities with completionist-style racing and achievement-hunting, basically catnip to me. A watermark of resurrecting the supposedly dead collectathon platformer with a sensibility that rewards curiosity and exploration, its tough-as-nails post-game even moreso so far. Very likely the best Kirby game, and commits surprisingly well to an unique "dark Nintendo" aesthetic.

Fun enough of a diversion to play through to achievement completion (and only took me 73 minutes) but seems almost cruel to question its replay value when its whole design and concept is to remind gamers we're still chasing the ghost of the earlier Geometry Wars games (let alone its apex source Robotron 2084). Given its close arenas, plenty of its bells and whistles like charging shots and firing modes are pretty superfluous since it's all about strafing, keeping distance, and bombing when it's too tight.

Stopping before finishing the first act for now but seems to be a big case of having the attitude and look of a 90s shooter but none of the original spirit OR a modern take and advancement. None of the new weapons so far feel that good and its level design opts for sprawled arenas over the claustrophobia that would help it feel sharp, and so instead of tension and strategy it just feels like spongy time-consuming fights. Perhaps it's just easy to be spoiled right now with tons of restorations of the actual older shooters that get more right but it's a pretty immediate downfall in the start regardless.

Has a few organized fights that are kinda cheap, but has a to-the-point charm and arcadey fun in its direct but loose combat system and potential in its replay value with arena challenges and achievements. The platforming's a little iffy but it usually lasts a second and then you get to some real fun arena fights and it's all good. UPDATE: Bumping up to 3.5 because its post-game arena mode expands on the promise of mastering this combat system better than the simple thread of the story mode.

Assuredly the best original 2D Mario since SNES, with the level design and Wonder elements taking on acknowledgment to modern game design (sometimes directly indie references) that keeps its levels progressing with fresh new challenges. Only minor complaints are that it's not very difficult for seasoned gamers, and the co-op bends enough to not be annoying like NSMB but misses out on feeling truly collaborative like the Yoshi/Kirby games.

Not just incredibly lavish level design that's full of original ideas and details that abuse the Quake engine within an inch of its life, also creatively propulsive levels full of understandable paths with secrets and enemy placement that keeps creating new and fun different types of fights. The best of the canon MPs and a top-tier Quake mod.

Short and sweet well-designed levels with well-placed arena battles.

"Wow these are really well-designed areas, I wonder what surprises await the otherwise linear path made in them..." "DID SOMEONE ASK FOR A BUNCH OF SHAMBLERS AT ONCE?!"