Since we've already got like 4 Lego Star Wars games, I don't mind how short each of the individual missions feel. The pacing does feel mildly odd in comparison to the others, though, speed-running the 9-movie story. But the main feature of the game is its many worlds to explore, which are all pretty fun to explore. The gameplay is also an improvement on previous Lego games, with cover-shooting (like in the Force Awakens game), Souls-style boss fights, and spaceship dogfights. It's generally enjoyable, and slight step up from the typical formula, but it's still part of that formula. The puzzles are at a similar low difficulty but even less clever or fun to complete, I assume since the developers focused on getting more worlds included in the final product. I also didn't find it nearly as amusing as other Lego games. It had a few jokes now and then but the story and characters often went unspoofed. Decent, and probably the most comprehensive Lego Star Wars game, but not a huge improvement (at least for adults) if you're hoping for a totally new experience.

It’s better to get this edition if you’ve never played. It adds an hour or two of additional content about additional content. (Naturally.) It makes jokes about a bucket and I got tired of that after a while. They beat that joke into the ground, and lampshade everything that’s potentially worthy of criticism as more of a point toward the game’s meta aims.

Mercifully short campaign, which I appreciated since I felt like I was just being guided through the various multiplayer maps with story objective rails. The game looks gorgeous, and the audiovisual component in general is very vibrant, energetic, and Star Wars-y. Unfortunately, the story isn't even up to par with a normal video game. I suppose this is partially to be expected from a game where the multiplayer is the obvious focus, but if I recall, not having a campaign was one of the many reasons for the backlash to the first EA Battlefront. This one has a good concept--a sith trooper turning to the rebel side--and does very little with it. This transition happens quickly and without deep character consideration. The gameplay in general is adequate. It rarely if ever crashed on me, nor did I encounter any obvious bugs. It just doesn't feel very fun, that's the short and long of it. The animations from firing the gun and the sounds/look of the explosions are good, but walking around, shooting, and hitting people feels about as satisfying as something like Fortnite I would guess. But at least Fortnite has other things to do. This is a non-cover-based shooter without a genuine feel of impact and aggressively uncreative level design. You go to place and look for stormtroopers. They come at you and you shoot. There's nothing more to it, no complex way in which you can style your experience. It's just shoot and kill, the end.

A very well-rounded experience with a large set of power-ups to choose from for various platforming, puzzle, and boss fight challenges. Progressing through levels help build out Waddle Dee Town, which helps develop the gatcha figure collectibles as well as a few fun mini-games like food serving, marble puzzle/race, and fishing. Finding more and more new ways Kirby could turn into various things and that would expand the gameplay just a tiny bit further was the highlight of the game. Car Mouth is the original centerpiece of the game as shown in the trailer, but there's also plenty of others that are fun to control like arc mouth and water balloon mouth. It seems HAL took inspiration from Super Mario Odyssey's hat mechanic to let Kirby's shape-shifting abilities guide the gameplay, and it's all the better for it. And all this time I've yearned for a Dark Souls Babies Edition to get into that world, the bosses in this feel very much like that. I didn't often die, but it wasn't always an easy fight. There's a lot of variety to the way you can approach things, and as always with Nintendo games (HAL Lab is more to credit here, but they have a similar style), it always allows you to explore the nooks and crannies of the level to find fun goodies like more gatcha prizes or Waddle Dees. It's also paced well, jumping from world to world at a good pace of about 5 or so levels each (with several power-up challenges along the way to help you develop your skills), though the levels themselves can sometimes not feel all that particular to one world in style. Loved the theme park one the best I think, as rollercoaster mouth made for one of the most entertaining mini games. It's always throwing something new at you in every stage, either in power-up or mouthful mode, so you're always learning and playing through new situations. This hit the exact right spot for me difficulty-wise, since I'm not so bad at games that I find Yoshi's Crafted World a particularly interesting challenge, but I'm not so good at games I can play most of the extra post-game Mario levels. It's a lot of fun, and especially so if you like things on the slightly easier side!

The culmination of Mario's journey as a platform franchise so far. Depending on the world I'm currently in, I'd tell you this is a perfect game. The cap mechanic is so fluid it feels like a perfect extension of Mario's jumping abilities and yet it's a ridiculous talking hat with eyeballs that mind-controls anything it wears. I've yet to perfect that triple jump where you jump, dive onto the hat for a second jump, and then dive again. But when I'm able to do it, it's very satisfying. I've played through this game roughly 3 times now, and this time I took it easy like the first time. The second time I tried to get as many moons as possible for the Darker Side of the Moon boss fights (which I've yet to complete after snagging over 600 moons), but going super hard on games isn't my thing. And yet this game is so accessibly designed that you can feel free to play however difficult you want at any time! Nintendo is very good at designing difficulty such that it provides both newcomers and hardcore gamers a fun time: for those who enjoy just jumping around and collecting moons, you only need to get a set amount to progress to the next level, so you should be fine encountering only the moon challenges within the effort of your immediate path and skill level; for those who want to tread off the beaten path, they can find more unique and more difficult platforming challenges. While it provides low skill floor, it also raises the skill ceiling to obtain perfection. You only need 250 moons to beat the game, if you want to play the "easy"/story mode, but you can play hard mode and get additional story challenges by obtaining 250 and/or 500 moons. You can play it exactly how you want and that's what's fun about it to me. But back to the levels, which are of course uniformly excellent. However, I still have my preferences (and I hope for even better worlds in Odyssey 2):

Cap Kingdom: A very good and small tutorial world. The music and theme of it feels Tim Burton-esque in a very fun way. You get an intro to the Hat world and learn how to mind-control (in this case, a small but high-jumping frog), and it doesn't overstay its welcome.

Cascade Kingdom: A very good starting "open" world where you can finally run around and collect moons like in the rest of the game. The green grass and waterfalls make the game start to feel like the adventure it is, so it's a very good choice for a starting world. You get to see the potential of mind-control in controlling a massive dinosaur, wrecking blocks and destroying little goombas. This one also feels like a good size, with lots to do but not too much or too little. And it introduces the 2D platforming minigame, which is a delightful bit of nostalgia celebrating Mario's history.

Sand Kingdom: This is where the game starts to lose me a bit. It's unique how a desert of all places has frozen over, but it doesn't add anything unique to how the world looks beyond some ice blocks here and there. It makes sense, since once you reach a certain point it turns back into a normal desert. I appreciate good negative space like in Zelda BOTW, but this one felt a bit too big and empty to appreciate roaming around in. I like the Day of the Dead theming going on with the skeleton characters, but the desert and structures pop less in the midst of all the sand. Also, the dual-sided bit where it has two bosses wasn't my favorite this early in the game, especially when I wasn't super engaged in this level. I would've appreciated interacting with night-time Tosterena and the second boss more as post- or side-game content. And I like the concept behind the music, with the drums and flutes, but I don't love actually listening to it go on and on.

Lake Kingdom: I like the concept of this level, and it's also dual-sided with distinct underwater and land parts, but the cap mechanic feels underutilized in a water level. This theming pairs better in the Seaside Kingdom. Good pacing, however, to go from the waterfalls to desert and then back to an icy lake. A solid variety in here.

Wooded Kingdom: I like the potted plant stretchy guy mechanic and the introduction of the tank shooter mini-game. This one is also on the bigger side compared to Lake Kingdom, so again, a good mix of bigger and smaller so far (even if I didn't like how big the Sand Kingdom was). This one was bigger, but it didn't feel quite as sparse as Sand Kingdom, but perhaps that makes for a good balance in its own way, with Wooded looking overly busy with the plants, poison, robots, tanks, etc. and the Sand Kingdom looking desolate. The way you have to clean up the Poison Piranha Plant's purple goo spit is reminiscent of Sunshine in a fun way. I like how each world has some element of the story rooted in it with regard to Bowser's compulsory wedding with Peach. This world's aptly chosen flowers as its target. The only thing I don't really like about this one is the music, which sounds like something that belongs on a beach. I would expect this bouncy kind of guitar in Seaside, but not in the woods.

Cloud Kingdom: A mini-boss section with Kowser, smartly setting up the final boss. Not much else of note. It does the thing where it starts to suggest you're near the end, and then drops you in a new world--the "lowpoint of the film" sort of deal--but I never enjoy that subversion in a story. I'd rather not feel the movie's about to be over and then find out there's a whole half of it left, for the sake of my mind pacing.

Lost Kingdom: Definitely feels the most bizarre color-wise, so that theming supports the feeling of being "lost" in a nonsensical place. The caterpillars are mildly fun. A bird steals the hat, but it's not taken away long enough to feel like a real challenge or a really unique section of the game. I appreciate the idea, at least. This one's smaller again, and the marimba(?) music suits the exotic jungle feel.

Metro Kingdom: This one seemed like such a bizarre and kind of wrong choice to me leading up to the release of this game, and I was so wrong. This is the best level. Well, after the weird opening centipede fight and the city opens up, that is. It's the densest and the most joyous section of the game. It ends with the most triumphant celebration of Mario that honestly, everything after pales in comparison. There are some good bits after this but since this feels like the climax of the game, the rest feels like an extended epilogue. The density of the city allows you to experiment with the verticality of the hat jump trick in a way that few other levels do. And there are plenty of fun mini games like the rope jump and little avenues of the city to explore. The Pièce de Résistance.

Snow Kingdom: A two-part level with some more low-key moments. Pales in comparison to Metro, but so does everything else. The Shiveria race mini-game is fun, as are the small 4 or so individual areas in which you platform to a moon, but the snow overworld is rather plain. Not much of interest there for me. The blowing clouds were more a nuisance than a fun mechanic.

Seaside Kingdom: The music is very relaxed and beachy in a fun way. I like the volleyball mini-game and the squid squirting mechanic. This one's a bit large for what you can do, and I tend not to like the water levels as much, but the vibe was nice. I found using those gushens (the squid things) to fight the boss kind of awkward. An okay one, but again, why are we still here? Metro Kingdom was an amazing finale.

Luncheon Kingdom: A stranger world shifting away from a nature-based theme to food, but I dig how there are cheese blocks and jelly beans everywhere. It feels like more add-on content than a worthy continuation after Metro and Seaside, and the boss was also a little awkward for me. I didn't much care for swimming around in this world either. It was rather sizable but not in a way that invited further exploration.

Ruined Kingdom: A cool Dark Souls-esque theme for a mini-boss. Don't love the mini boss but it has more of a bullet hell kind of platforming challenge.

Bowser's Kingdom: A series of mini-bosses with a sprawling map and an intense war theme. I like the stabby bird mechanic. I can be occasionally clumsy with 3D platforming controls so I appreciate how forgiving this game is when you die (in comparison to Sunshine where you lose all of your coins, this one just takes a measly 10 of your ostensible thousand at this point in the game). Still, when it's focused on the bosses I'm not really having fun, because the gameplay is basically figure out the moves of the boss and then repeat an attack for 3 or 4 times. My lack of interest in this section and limited understanding of Dark Souls makes me think I probably wouldn't like that style of gameplay.

Moon Kingdom: I really like space themes, so I dug Mario Galaxy and I dug this. It's a bit sparse like a moon would be, but this world is a little more focused on the roaming platforming before the Final Final boss than its predecessor is.

Mushroom Kingdom: A perfect way to end the game and send the player into post-game content should they choose to indulge. And the moons are stars! Yes, it's admittedly a nostalgia blast with 64 but it's a lot of fun to roam around the castle of 64 with Odyssey's butter-smooth controls. And Yoshi's there! The ending left me happy, but I started to get a little impatient with the game design after Metro.




Cute and mildly addicting! I loved finding all these animals with my camera, and that's supported by a very positive and uplifting story.

One of the best iterations of the open world formula given how it probes your inclination to experimentation and exploration at nearly every turn. Not my personal favorite game, but a very purely fun one. I'm excited for the sequel.

I liked this even more than 3D World, and this is only a DLC for that! Every song is so catchy, and all the levels are fun to play. Very few of them are actually annoying for me, though I will say the frequency of Bowser's Fury (or whatever you call his evil state) gets tiresome when you're trying to still trying to complete a certain level. Short, but honestly just the right amount of game for me right now. I don't need a 10 or 20 hour game. 5 max seems like a proper amount of time (though for 60 dollars not so much).

A very good Guitar Hero-esque drumming game. There are maybe 15 songs you can play? Would appreciate more songs, so hopefully they add more. I'm not really a heavy metal fan but I began to enjoy/appreciate the irish/viking vibes of these tracks. I find a lot of them catchy now.

Of course it's got solid platforming, but the level design, the slightly lower variety of levels, and the frustrating menu-death system (why in 2019 would I have to go back to an even earlier level that I might have barely passed if I get stuck and die too much in a certain part of the current level?) make me not love this one. Don't remember any music either. The platforming has a fine base here, but it needs something extra to make it interesting. I guess that's where 3D World came in.

Great level design, and some fun extra power ups like the bee one. I did not like Spring Mario. Half the time I pressed jump he didn't jump, and the timing always felt off. Moving him around always felt more cumbersome than fun. But onto the rest of the game--I really dig the space theme, and I even like the hub even though there's little to interact with. The way the orchestra fills out in the hub area the more you collect stars is a nice touch. I also liked how getting those same stars allowed you to hear more of Rosaline's story, which was a point of curiosity for me while playing. I'm not a huge fan of a lot of Mario level structures, where you have to roam around to the level and star you want--it feels a bit old-fashioned at this point to go through several menus to start playing a level--and this has some of that issue for me. I appreciate the more open approach to Odyssey where levels are almost map-wide, but at the same time that can prove awkward, too. That's part of my current issue with Sunshine. But ultimately that stuff doesn't get in the way too much. In the end, there's a lot of fun and varying kinds of levels to enjoy, even if you have to use a WiiMote to fully interact (which I'm not a fan of). Perhaps my favorite Mario theme, and one of my favorite Mario games, but not THE favorite.

I think this game sacrifices whatever unique style it had (have not played the others) to earn some Mainstream cred. It's got the Last of Us dynamic fit with somber dad and bratty kid, but the story works fairly well I will admit. The pacing helped a lot--I can't remember a section that dragged too long, either in cutscene or in gameplay. The father and son dynamic develops very naturally. It keeps the story moving forward, even through the oddly shoehorned open-world/multi-world design, which I didn't appreciate. If it wanted to be serious and bring the camera down so it's less of a gamey game and more of a Work of Art, a linear design (which the game admittedly has for most of it) is all you need to push people along. The bosses are mildly repetitive and the puzzles so easy/simple I wonder why they need to be there, but the axe mechanic is so satisfying I sat through a number of more meh stuff enjoying the feeling of swinging the axe.

Such a fun demo. It's a nostalgic send-up to the whole history of PlayStation in a way that I didn't find too corporate-y so much as genuine, and it's also a very engaging and pure platformer in the vein of Mario with some awesome rumble features added in. Those features are utilized well in the controller, since ultimately this is a controller demo.

I liked Spider-Man, so this was a slight improvement in a lot of the systems designed there. Miles' lightning punch can be satisfying. The story is worse.

Another fine open-world game like H:ZD with some unique mechanics sprinkled in that break up some monotony. The haiku mini game is fun, and the swordfighting starts to get fun once you get upgrades, but even then I felt the repetitiveness of the fighting within maybe 2 hours. If GTA is mostly driving, and Red Dead is riding a horse, then this is mostly stabbing and slicing people. That sounds like a lot of fun, and it is occasionally, but the situations/styles of fighting are too similar to warrant a 20+ hour game for me. I will admit the story won me over by the end. The climax was pretty great, and more nuanced than I anticipated with these meh characters.