A fine addition to the "Groundhog Day" Genre. The story has a lot of great twists, and the gameplay surprises more than you'd expect. It's got a bit of Unreal Engine clunk that gets in the way at times, even messing up some sort interactions once or twice, but they were mostly minor.
It did have the unusual situation in which not spoiling things actually ruined things a bit for me. Before I knew it was a "Groundhog Day" Game, I tried to minmax my first day, resulting in missing some potential interactions, as you're no longer able to talk to one character after a certain criteria is met. It's hard to blame the game for that, but just something to bear in mind as you navigate the orthogame.
Ultimately, those are my only issues. The story continues to surprise even hours into it, and I wholly recommend it.

As I started typing my thoughts on this one today at 4am with my sleeping daughter in my arms, it occurs to me that it will take much much longer than I have time for to explain why this 10/10 game is only getting 3.5 stars from me.

As a kid, I loved Gen 2 quite a lot. It wasn't until the last few years that I'm staying to notice the cracks. We all know the issues with level scaling and all that. This doesn't make it a bad game, just something I'm having less patience for personally. Still one of the strongest upgrades from one game to the next, definitely. And despite many being more than a little underpowered, the designs of the Gem 2 roster are some of my favorites.

Not a bad game at all, but one of my last favorite generations. A lot of games have "The Beach Level," which is nice, but when the whole game is the beach level, it gets a little tiresome. It also has bothersome pacing, especially at the beginning.
That said, probably one of the strongest starter trios in the whole series, so I gotta give them credit there. Not a bad game at all, just one I struggle to return to.

For many, this is an unpopular generation, and I do understand why. But for me in particular, if represents so much more than what's on the surface. This was the first game to release after I entered college, so being too able to play it between classes was very formative for me. This was also one of the first generations to make major shifts toward heightened accessibility. Some say this takes away from the game, but to me, it marked a shift in what these games were about: it's not a hard game where you challenge the league and become a champion; it's a shared culture of people who play and appreciate these games for different reasons, and accessibility only serves to extend that invitation to join the culture to a wider net. End of the day, probably my second favorite generation.

An absolute classic of the 90s that's been ravaged by time and scrutiny. I genuinely think I would struggle to have fun were I to play it today, which is a shame. I'm also more than a little tired of the original 151 + the Kanto Region by just how much TPC and GF have forced us to return to them. That doesn't make them bad by any means--just something I'm not particularly interested in. Respect.

While it's not my personal favorite Mario Kart, it's probably the best one for what Mario Kart is trying to do as a game, which is construct an affable environment for players to have fun in a chaotic low-stakes race.

I know it's nostalgia, but I always wanted an N64 growing up, never had one, and got this on DS. The result is that this was my primary exposure to the game, and I played the crap out of it. I certainly see the rough edges, especially the issue with the dpad movement, but I still appreciate what this game was for me.

This is a tough one for me. It's regaled as a classic Roguelite, but it feels so empty to me, and I think I know why. Roguelites often blend two aspects: Player Growth and Character Growth. As you improve as a player, so too does the character in game you're playing as, culminating toward the end of the game. In recent years, Roguelites have put a greater emphasis on Character Growth, as demonstrated in the character improving on subsequent playthroughs (Hades is a great example). But Spelunky outdates this design philosophy, and has significantly more emphasis on Player Growth. This isn't intrinsically bad, but even the power ups and items you get in Spelunky are, in my personal opinion, incredibly boring. This makes it difficult for me to stick to it, as it kinda feels more like Tetris than Isaac: sure, stuff is random each time, but no power up or item I get has an actual impact on the gameplay, so what's the point?

Maybe it's just the nature of Pokémon, but the setpieces of Pokémon lends itself phenomenally to a Pinball game. This is a superb game that you can pretty much just play endlessly. A stellar amount of polish, too.

Another great addition to the collection.
You Don't Know Jack Full Stream: Splendid modern approach to the YDKJ discography. It's unfortunate that making it randomly generated means there are fewer opportunities for designed question experiences (like the wrong answer of the day or making every question about Paul Rudd), but they manage to sneakily insert a few here and there that are executed well. It does make me curious to see what the future of YDKJ looks like though.
Mad Verse City: Hilarious rap battle simulator. I think I'm personally tired of it, but it took a long long time to get to that point. Great for new players.
Patently Stupid: Snake Oil but in Jackbox. The enforced setup can be stifling at times, but not often enough for it to be a problem. I still like it quite a lot.
Split The Room: Good potential, sometimes a blast. A little slower than most Jackbox games, but can be really strong with creative players.
Zeeple Dome: While this one doesn't quite land for me, I'm appreciative that they often dedicate one game in each pack to being a wild card experiment.

I'm not sure if it's my absolute favorite pack, but it definitely contains my favorite game.

Fibbage 3: Probably the best aesthetic Fibbage has ever had. Solid game, though I am a little tired of it.
Monster Seeking Monster: My personal favorite, and worth the whole price tag imo. The level of complexity this game can get and the numerous different ways you can play it make it immeasurably pleasurable. Only problem with it is that it demands the right crowd. I can't play this one with my parents, and my wife and I can't play it with other couples unless they're comfortable with it getting a little weird.
Survive the Internet: Strong, solid fill in the blank type of game, lots of opportunities to get creative.
Civic Doodle: Silly art game for which being bad at art can make it all the funnier.
Bracketeering: The weakest in the group imo. Essentially a watered down "vote for the winner" game that has a few twists in it. Still fun though.

Worth it for MSM alone, but comes bundled with a few goodies.

Definitely one of the stronger entries.

Quiplash 2: The classic, probably the strongest game to introduce people to Jackbox as a whole.
Tee K.O.: Not a bad game by any means, but I personally got pretty tired of it a long while ago.
Trivia Murder Party: One of the strongest takes on their trivia formats, letting the gimmick be the set dressing around the game and the punishments for being wrong. No surprise they made a sequel.
Fakin It: One of my personal favorites, a sillier take on the Hidden Roles game.
Guesspionage: Probably the weakest in the pack, but not bad at all; an unusual trivia game focused not in knowledge of trivia but accuracy of numbers.
If you can only get one, this is a solid contender alongside 4. Probably the most accessible, and they know it, since it's probably the single title with the most sequels made (at least as of right now).

A must-play if you're interested in the spooky horror themes and theories you see in games like Five Nights At Freddy's.

I respect the heck out of what it's doing, but I really just don't have the patience for it. Whether or not you like this game says a lot about you, and even though that sounds like an insult, I really mean it as denotatively as I can.