20 reviews liked by sprtoons


Gonna be hard to articulate how I feel about this game but we'll see. This is easily the best Nintendo game from the last decade and potentially my favorite game they've ever done. Everything in this game is a massive improvement from the rest of the series which is already excellent. Part of me was worried certain Pikmin types would get overshadowed since there was so many of them in this game but they managed to balance everything well. I didn't feel like any of them got neglected.

More notably, this game is an absolute love letter to the franchise. It definitely pulls most of it's inspiration from Pikmin 2 but there's tons of references (I.E Giant's Hearth quoting the Forest Navel theme idk if that's true but that was my guess). There's such a high level of polish in charm in Pikmin 4 that's hard to come across. Throughly enjoyed 100% completing this game.

This review contains spoilers

Growing up, one of the most important games to me was Kirby Air Ride. To this day it's one of my favorite games ever, but if I'm being honest there are about 2/3rds of that game that I really could care less about. Like most fans of that game, for me it was all about city trial. This isn't a Kirby Air Ride review so I won't go into what made City Trial so special, but one of the biggest factors to me was the ability to simply get off your air ride and walk around as Kirby. This fulfilled a strong childhood feeling I had about kart racers which was "I want to get out of the kart". It wasn't that I didn't enjoy kart racers, but when Mario Kart 64 had Peach's castle in Royal Raceway, I just felt so frustrated that there was no way to get out of the car and go in there. In Diddy Kong Racing there are cutscenes showing the characters outside of their vehicles and I so badly wanted to just move around the hub world as Tiptup or Timber (not Banjo, that guy already has his own game). So City Trial having this mechanic of being able to hop out of your vehicle at any time and walk to anywhere on the City Trial map was extremely fulfilling. In the main mode, walking around and not being on a vehicle is bad if you're trying to win, since you can't pick up power-ups or get anywhere quickly, but then we have Free Run mode. No time limit or power-ups, just you, the map, and every vehicle in the game. I spent so many hours here either making up games to play with my siblings or doing some honest-to-god RPing with Kirby running around the map, it was here that I fully fell in love with the idea of Kirby in 3D, I knew it was possible because the little taste of it I got in Kirby Air Ride was immaculate to my child self.

In a lot of the ads for Super Mario 64, and the N64 in general, there's a lot of emphasis on "freedom" and "liberation". At the time everyone was excited to leap into the third dimension, even if not everyone had a great plan for it because it was the obvious "next step", the way the media and industry framed it, there was no choice. 3D games freed us from the tyranny of 2D games, and it was time to escape (Funnily enough, it kind of sounds like how people talk about transitioning to open-world games nowadays). And yet Kirby had managed to skip this process entirely. Kirby Air Ride is just a spin-off, outside of that, every Kirby game has taken place on a 2D plane. Pretty wise on the developer's part, because we saw plenty of well-liked series try their hand at 3D and immediately regret it, and it's not like Kirby ever really had to become 3D at some point. The series had plenty of great entries in several different styles of 2D games, but Star Allies showed some stagnation, a need for something to change. So much of that game felt like Kirby running on auto-pilot, and while it had a lot of great stuff carried over from previous entries, I think the last thing anyone wanted was another one of those. Similar to my feeling of wanting to get off my kart in a kart racer, I wanted to get out of the format the Kirby series was stuck in, I knew Kirby could work in 3D, I wanted that freedom.

Now, I can't hide this any longer, so I'll just admit now that a 3D Kirby game has been one of my dream games since I was a child, and I really can't emphasize enough how blown away I am with the way it's executed here. Kirby controls as good as I hoped he would, the level design really captures a lot of the strengths of the best 2D Kirby games, and so little about what makes 2D Kirby great is compromised for this game, the transition is so smooth it feels like this game has always been here. But just making a good-feeling 3D Kirby game isn't enough to revitalize the series, so we get this completely new, exciting post-apocalypse that helps add a really good flavor to the usual grass and water levels. The Waddle Dee town is not only adorable but allows for the large amount of extra content the Kirby series is known for to exist in a brand new way. The bosses are a wonderful breath of fresh air from Star Allies, capturing the fun of Kirby bosses while adding extra layers of thought and strategy, and a fucking DODGE ROLL. Mouthful mode and the Treasure Road levels give us some great feeling obstacle course style level design, the music pops off the way any good Kirby soundtrack should, Dedede is there, this is all I could ever ask for.

Now I think a lot of the complaints I've heard from other people on this site are completely valid, and I can see why someone would leave this game thinking of it as middle-of-the-road or disappointing. The abilities have been kind of watered down for the sake of transitioning them smoothly to 3D, and for some abilities, it's not a huge deal but for others, it's kind of a shame. Cutter isn't all that fun because doing melee attacks with it feels finicky in terms of finding how close you need to get to an enemy to do it, and hammer is missing its spin attack. Not to mention there are also a lot of unfortunate cuts from the ability list, obviously, they can't bring every ability back for this one, but it just feels wrong for something like plasma or fighter to be missing. My true hope for a follow-up to this game is that they'll be able to not only introduce more new and old abilities but give them something more closely resembling the extensive movesets they had in Star Allies and the games leading up to it. I've always sort of half-joked that the ideal 3D Kirby game wouldn't be a collect-a-thon Mario 64 style, but instead a character action game. I mean, platforming has always been kind of de-emphasized in Kirby games, since you can often just float over it. It's more about trying out different abilities, solving environment puzzles, and effectively fighting enemies and bosses, and if Kirby could just go full Metal Gear Rising on an enemy when he has the sword ability, I genuinely believe that would be the truest to the previous entries in the series. If I'm being honest, fighting the final boss with the hammer only and no extra power-ups felt like baby's first Dark Souls in a way I was extremely into, so they're already halfway there.

This is really something special, and I believe a sequel in this style that improves the things I have a problem with would be just straight-up exactly what I've always wanted. And hey, maybe there'll be some DLC involving playing as other characters, something else I loved in Allies and I wish was here? No matter what, I've never been more excited about the Kirby series than right now, I'm ready for anything. Also please keep this Dedede design, he's finally cute again like in Kirby 64. Did you see that part of his second boss fight where he got on all fours and went full beast mode? Sickest shit ever, God I love this game.

Unironically reminded me what it's like to be happy.

Gonna come clean here. This website is currently holding my friends and I hostage. You know how you know you're too far gone? When you make an entirely separate MyAnimeList/AniList consisting of all the anime you reliably remember the openings/endings to, and haven't actually seen yet. When you do this because the game rewards you more XP when you have a wider pool of obscure, harder to guess songs, which lets you unlock character skins (which in all fairness, I could have gone without). But here I am, spending my free time in Solo mode with a ruleset optimised to grind the most XP so I can get more in-game currency.

My evenings no longer exist. There is just daytime and bedtime. You see a message as innocuous sounding as "wanna amq tonight?", and before you know it, you're getting ready for bed at 5am, with "Raspberry Heaven" from Azumanga Daioh stuck in your head.

Before you know it, all of your friends have started watching a bunch of seasonal shows they weren't actually that interested in, and are making a point out of not skipping the openings or endings.

I've memorised mid as hell songs that only play in one scene, in one episode, in shows I haven't seen yet, out of mere exposure. So many in-jokes have resulted from this thing. My friends are all able to reliably guess Promare's music in every game despite it sounding generic as all hell (sorry Sawano) because I once jokingly called it Imagine Dragons. And the entire voice chat starts laughing once the song no-one got reveals itself to be opening 52 for Detective Conan, a show I kept on my AniList because I saw the first 100 or so episodes as a kid. It's airing its 1025th episode tomorrow at the time of writing.
MyAnimeList says that it has 54 opening themes. My personal favourite right now is opening 25. This shit goes.

Sometimes it's okay to admit that you're a weeb. I don't know if this is one of those times. I get shit for reliably guessing Monogatari and I give people shit for reliably guessing other dumb ass shows. And sometimes God is in his Heaven and all's right with the world when the entire crew is able to guess the opening for Himouto! Umaru-chan correctly. But the important part is that we're all cringe together. And being cringe is fun if it means listening to bangers. I guess that's the moral here?

Anyway, I will now post a bunch of random anime openings and a couple endings that have never left my head thanks to this cursed ass game.
"Duvet" - Serial Experiments Lain
"Guardian Angel" - Texhnolyze
"Groovin' Magic" - Diebuster (Gunbuster 2) (ROUND TABLE is a great band)
"Blue Flow" - Haibane Renmei
"G.P." - Great Pretender
"Hanaji" - Maria Holic
"Cutie Honey" - Re:Cutie Honey (the visuals for this one are pretty shamelessly fanservicey though)
"Morning Grace" - Princess Tutu
"Out of Control" - Psycho-Pass
"Paraiso" - Michiko & Hatchin
"POP TEAM EPIC" - Pop Team Epic
"Spatto! Spy & Spyce" - Release the Spyce
"Truth" - Revolutionary Girl Utena
"Shounen yo Ware ni Kaere" - Mawaru Penguindrum
"Koi wa Chaos wo Shimobenari" - Haiyore! Nyaruko-San W
"The Beautiful World" - Kino's Journey
"sky's the limit" - Persona 4: The Animation
"Bomb A Head! V" - Tenjou Tenge
"Kami-iro Awase" - Danganronpa 3: The End of Hope's Peak High School - Despair Arc
"99.9" - Mob Psycho 100 II
"mathemagics" - Owarimonogatari
"Wareta Ringo" - From the New World

fun, but kinda finnicky, it's hard to get the hang of the stretching mechanic. but it's very cool to perform some moves. there's some sections and bosses that made me roll my eyes, and the final boss is more frustrating than challenging, but overall it does enough nice things with its main gimmick to be worth playing. i would've liked to see it expanded or for them to give it another go, but alas.

I think what makes sin & punishment so great — other than the exhilaratingly snappy paced set piece monster sandwich of a campaign, killer soundtrack, and pristine level design paired with a borderline sexual difficulty curve — is that it's the perfect crystallized representation of the core elements of the "shooter game"

Anyone whos played a shmup, run & gun, FPS or TPS knows these games are made up of two core elements. Move to avoid getting hit, line yourself or your reticule up with the enemy and press the shoot button to win. Move and shoot.

What makes S&P stand in contrast to its contemporaries is that there's virtually zero interplay between these two aspects. Moving doesn't affect your aiming (considerably) and aiming has no effect on the camera or your movement.
This disconnect between the two elements ends up creating a unique appeal where you're essentially playing two different games at the same time, a 3D shooting gallery and a 2D "dodge em up".

This inherent multitasking element plus the set camera let the designers create deliciously demanding scenarios like having to focus your aim on a mobile enemy in the top right while noting the missile arriving from the bottom left in your peripheral vision and making a bet with yourself that you'll reflect it without ungluing your eyes from the top right.

Were this a standardized FPS/TPS, the dynamic camera and 3D movement wouldn't afford the same level of clarity or precision that allows S&P's obstacles to be as tight & demanding as they are.
Were this a shoot em up, you'd have the clarity and precise movement but the (generally) restrictive way that shooting works doesn't allow for the multi tasking element to emerge.

This isn't either of those things though. It's straight up moving and shooting at its rawest and most literal. It's Sin & Punishment all the way through, baby.

https://www.romhacking.net/translations/6181/ Just letting folks know there's a translation available now!! I'll update with my own thoughts when I get around to playing it.

This review contains spoilers

Damn haha that Raven Beak guy is so cool and strong. Smart too, and very attractive. I’ve heard he pulls the ladies too, like REALLY pulls. He would make a great leader haha, you should probably give up trying to fight him he’ll just run circles around you (did I mention he’s super fast too? From what I’ve heard haha) - ADAM