A splash of nostalgia from a game I had never even played. Spongebob Squarepants: Battle For Bikini Bottom Rehydrated is a title that I had fun with but has definitely aged in some aspects. Although I didn't play this game when I was a kid, I consistantly watched the show (and still do from time to time). The characters and the world itself are instantly iconic and recognizable. Although the show did the heavy lifting in that department, the game did a fairly solid job keeping its spirit. Though the absence of Mr. Krabs' and Mermaid Man's real voice actors did distract me a bit, I found it more comical than annoying. Although none of the jokes reached a Stephen Hillenburg level of quality, most of them gave me a chuckle. The story was simple (even for spongebob) but had a nice charm to it, and keeping it that basic could help center the focus on the gameplay. I think the core mechanics are decent and probably much smoother than the original, however, there were certain parts that I would change. I believe that this game at it's core is Spongebob's take on mario 64. It is mostly non-linear levels that you can take in any order to collect golden spatulas (Stars) and shinny objects (coins). Once you get enough, you can then open new areas of the hub world in order to travel to different areas. I think Spongebob does enough differently to justify its existance but I wish it would just go a bit further. Obviously this is a remaster so the game is not going to change much, but I'm just looking at it from a critical perspective. Having three characters is enough, but I was really hoping I could buy upgrades for them with the shiny objects. Instead the shinny objects are only used to access new areas and buy golden spatulas. Also, the only character who recieved any additional moves was Spongebob, and he kind of just randomly was given them. I appreciated the Spongebob, Patrick, and Sandy all had their own unqiue moves, but I wish I could have swapped to any of them on the fly. The system of going to a bus stop to change was fine but felt a bit unnatural. Maybe it was good to force me to play all three characters because I found Sandy to be the most fun to use and would have only picked her. Her glidding alone made it so much easier to platform around the map. It did help when spongebob got his missle ability. However, I found that Patrick was the most boring character to play. His item throwing and ground pound were not as interesting as the other two characters. The boss fights were the big gameplay standouts for me. Each of them stood on their own and felt suprisingly climactic. I think the fish commentating the fight tremendously helped in creating the tone, and the final boss fight felt like the right way to end the game. Overall, I think this game is a quirky fun platforme that clearly originates from 2003.

Damn what an ending. In the last couple of hours I was getting ready to move on but the ending made it all worth it. There were hints all along, Joseph Seed was right. Holy shit though what an entertaining antagonist. I wish he was in it more, but at the same time, his few appearances that he had made them all the more memorable. The three Heralds were also entertaining too. Out of the three Faith was definitely my personal favorite (boss fight and character). The fact that we never actually technically see her in person makes her unique and feel more unnerving. Also her fucked up mind control (the biss) was both scary and a fun gameplay addition. Beyond the antagonists, I didn't find a ton of the characters too interesting, but its a far cry game so what do you expect. The side characters certainly did not worsen the experience. Having some of the characters be able to help you in combat with their own abilities and have unique dialogue with each other was a great touch. Though sometimes they made combat too easily. In many combat sections I could just comand the characters to go attack the enemies and just sit back and enjoy the show if I really wanted to. Though I was not tempted to because when used, the combat itself was very solid. The best parts to me were using a stealth style to slowly pick off enemies in creative ways. This is why I mostly carried bows, snipers, and silenced pistols. Though thanks to the game being an open-world sandbox, I would occasionally just grab a good old fashioned RPG. Splitting the game into three sections with their own identity and gameplay mechanics helped to keep me entertained and interested in what would happen next. Having resistance points (RP) at each of them also assisted in giving me the constant feeling of progresson. Every action I did gave the feeling that I was chipping away at the cult. The variety of weapons, vehicles, skills, etc. also helped me feel consistant progression. Though I do wish there were more customization options such as more attatchment choices or vehicle parts. My only major criticism of the game is the amount of glitches, specifically with the audio. An intense scene would be happening and all of a sudden the characters mouth would be moving ahead of their audio. This instantly broke my emersion and was a big distraction. It wasn't just once or twice, but probably dozens of times, though it was something I was able to tolerate most of the time. However besides this, the only other thing that affected my playthrough was my own fault. I ended up taking a break for a month or two halfway in and it created a disconnect fof the rest of it. I had forgetten most of the characters besides the main ones and some of the major plot points. To be clear this is just something that I need to work on avoiding in narrative heavy games. Overall, the game is fun throughout, if not just a little too long in my opinion. Would consider replaying again if I could get one of my buddies to buy it.

Lol first and probably only review on here for this game. Kill The Plumber is a cute little indie title that I randomly bought when I was like 12, played for 20 minutes and never touched again for 8 years. The idea of reverse Mario is actually really cool and has more potential than the game takes it to. I thought it was kinda amusing that the game frames him as a creepy stalker desperately trying to get the princess and killing anything in his way. Playing the different "enemies" and using their abilities to solve puzzles is unique and fun. Its nice that on a lot of the levels there are different ways of beating it. The game is generally fairly easy, but there were random levels with difficulty spikes that I think were just poorly designed. I could finish most of the stages in under a minute but there was the random one or two that straight up took 20 minutes. This was because some of the levels were janky and designed to just barely be able to be beaten in time. I'm talking frame-perfect jumps and trial and error. It took away a lot of the fun and soured some of my overall enjoyment. Also, not sure what I was expecting, but the final level felt very anticlimactic. It felt like any other level, and I didn't even know it was the last one until it was over. I do appreciate the extra levels that they offer for more content, though I do not see myself coming back to it. The kind of game you play once for a few hours at most, and never touch again. Maybe could recommend this game if it is on sale, but playing it through a browser is probably a better than spending a couple bucks.

Out of all the games I have beaten so far this year, this is the one in which my thoughts are the most scattered. I started playing it very casually around a year and a half ago. It was perfect for something that I could pick up and play on-and-off while in between my classes and when I had a little bit of free time at my dorm. Maybe (most likely) it's just a classic case of 'skill issue,' but around 3/4's of the way in, some of the levels would take an hour or two just to complete. This is not necessarily a straight criticism as I think challenge can reward those sweet dopamine receptors even more when a level is completed, but it is definitely something to keep in mind. (Just to clarify, I am not a Gamespot reviewer playing 'Spongebob: Battle For Bikini Bottom'.) You can't just pick up Super Meat Boy for 5 minutes and expect to make genuine progress. One of my favorite things about the game is what happens when a level is completed. It plays back all of your past tries at once to show your progress in real time. It highlights your mistakes and what methods and paths you eventually ended up using to complete the stage. It is an ingenious feature that I honestly wish more platformers utilized. I looked forward to it every time and it even worked as a motivator for me to finish the level. The controls were pretty good as the felt just floaty enough that imprecise jumps wouldn't completely punish the player, but you would still have to be very careful. I also liked how there were multiple unlock-able characters that would have unique physics/abilities. I only beat the main story and barely dove into the extra levels but I appreciate that they are there and may consider giving them a shot in the future.

This review contains spoilers

Not even sure how to properly critique this game. I originally gave this a shot since it was free on Gamepass Core. Was instantly hooked with the satisfying and simple gameplay. The title is exactly as advertised with even some nice little bits of progression. I loved upgrading my washer but I honestly wish there was more customization with skins washers, nozzles, etc. But maybe that would overcomplicate it and take away from its effortless charm. With a friend, I jokingly made the idea of grinding the game by consistently sticking with it until its completion. What started off as a nothing more than banter ended up as a Goddamn journey. The powerwashing jobs in the game started off as simple vehicles and houses, but by the end were alien spaceships, and underwater Pyramids. The jobs are deadass what kept me in for the long haul. I never knew what I was going to get next and was suprised by it fairly often. My personal favorite job has got to be either the Skatepark, or the washroom. I did not fully read into the lore but shi was crazy and definitely gave the game a unique identity. By around the 25th job you have pretty much everything and have the best powerwasher which means there is no more progression. The only thing left to buy are the skins and cleaning liquid. I feel it would not have been that hard for them to add another powerwasher or two. Additionally, I barely even used the cleaning liquid since it ran out so quickly. I get why it doesn't last forever, but If I was the developer, I would have made the price of the cleaning liquid cost significantly more but last significantly longer. Speaking of things I would change, the physics at times could be very awkward and janky. I get that this is not a triple A title but in a game where you need to be precise, I think there is room for improvement. Also, grinding this game was certainly a mistake. It was fun as hell for the first 25-30 jobs but after that I was burnt out and just wanted the game to end. Podcasts, Music, and deep convos with my friend is what kept me from going insane. Would certainly recommend this game, especially if you have Gamepass core. (BUT DO NOT NO-LIFE THIS GAME)

From a goofy start with creative puzzles, to a meta narrative, to an unsettling/nearly horror section, to reality bending, to unabashedly profound, Superliminal is a wild ride. I had no idea what to expect from this game other than it's unique use of perspective. On that front, it delivered. I would say 80-90% of the puzzles were very strong. Though there were a few that I thought were a little bit confusing and/or janky (however I might just a dumbass). The game had pretty much the perfect length as it did not wear out its welcome. Each chapter of the title brought something unique and kept me on my toes. Just when I thought I had seen everything, it threw something unexpected into the mix. I loved how most of the puzzles could be solved in a few different ways. As mentioned before, the perspective mechanic really sets this game apart and makes it fun and worth playing. I didn't fully grasp every little bit of the story but I thought it was full of character and memorable. Honestly one of my favorite puzzle-centered indie titles. I may reconsider a second playthrough at some point.

This review contains spoilers

Trebuchets are dope! Rise of The Tomb Raider is a great follow-up to the reboot in my opinion. I never grew up with the older games and only just last year played the 2013 game so I don't think any nostalgia is clouding my judgement. I think the game takes what the reboot does and fine tunes it for a better experience. It takes every little piece and fleshes it out. The weapons, skills, and outfits have more customization which makes your play-through feel more unique. The side Tombs are more plentiful and have more depth. While both Rise of the Tomb Raider and Tomb Raider 2013 are linear, Rise adds open arenas with optional side quests, tombs, collectibles, etc. which gives it a more open ended feel which I really enjoyed. I've heard some people not like the combat, however I thought it was fun. I do wish there were more options for stealth with more gadgets and unique weaponry, but what we had worked. I took my time with this game so near the end I felt like I had experienced all there was to offer and I was getting ready for it to be over. But that didn't happen until there were only around 1 or 2 hours left in the story.
Speaking of the story, I thought it was solid and a small step up from the original. I might have liked the setting of the unforgiving creepy jungle better than the Snowy winter location but I thought the characters and plot were more engaging. I still prefer Uncharted's story to this game but I think Tomb Raider has better actual gameplay.
Glad I played this game and I am considering playing Shadow Of The Tomb Raider. (Though I heard it is puzzle heavy which I may not be a huge fan of).

This review contains spoilers

I enjoyed my time spent with this game. I was able to beat it in two fairly short sessions. Throughout my entire life I have never been a huge fan of puzzle games, as I typically get frustrated (way too easily) and give up. If I do play puzzles in games, I typically prefer them to have multiple solutions (ie. Breath of The Wild). I find it much more interesting for puzzles to let each player be creative and solve them their way. However, although each puzzle in Inside only has one choice, I never found them too convoluted or confusing. I would say around 80% of them were fairly enjoyable. They let me play around with water, gravity, mind control, and a horrible abomination which all kept me engaged. This game has not changed my mind on puzzles in games, but it created a tolerable experience that made me understand why people like them.
Now that I played both Limbo and Inside, I believe that Inside is a big step up comparatively. While the art style is unique in Limbo, I personally think that Inside has a more memorable and atmospheric design. The 2.5D perspective lets the platformer create unique angles which also utilizes both the foreground and background for puzzles, storytelling, and tension. Although I do not fully understand the story, it was still a wild ride with interesting ideas. I honestly wish there was more of an emphasis on the story and atmosphere over the gameplay. Overall, Inside is a game I believe worth checking out. Its outstanding art direction and ambiguous narrative are worth it along, and hey, you can finish it in the length of The Titanic. (the movie, not the tragedy) (maybe the tragedy if you speedrun it)

This review contains spoilers

I enjoyed the game and thought that it had very unique gameplay. The mechanics were ones that I have never seen before. I had never seen the implementation of time in an open world game utilized this way in any other title. The only game I could even compare that mechanic to would be Stardew Valley. But they are clearly not even in the same ballpark. There is only so much you can do in a time frame so you must utilize every second to its fullest. I thought the story was a fun time with just the right amount of corny and even a few scenes that creeped me out. (looking at you Larry the butcher boss fight). I also enjoyed the fact that almost every item was able to be used as a weapon. It was dope that the weapons were not interchangeable and most of them were unique. However, I felt that the game's controls were janky at best. Aiming is super awkward and unnatural. I played it on Xbox so you would press the right trigger to aim and press X to fire. I have never played a game with that control scheme. Luckily this was something I was able to get used to with time. Unfortunately, some of the other issues were not able to be adjusted to. The game is bizarrely difficult and extremely unforgiving. You are unable to move when you are aiming and when you are shot you are stuck in an animation so you may potentially be locked in it until you die. Also, I initially started a game and made the unfortunate mistake of only using one save file. I eventually got to a point where I was far enough away from the main quest that I could not get there in time and was forced to start over from the beginning. There were many points throughout where I was extremely close to just giving up (mostly the unfair boss fights). However I stuck with it even after my multiple rage quits I am glad I finished. A classic title with cool ideas that just needed some fine tuning. (I still prefer Resident Evil to this Capcom title.)

2021