This review contains spoilers

As a kid I played the first Ratchet and Clank over and over on my brother's PS2, but never any of its sequels. I have been looking forward to experiencing the rest of the trilogy, similar to how I went through the Sly Cooper trilogy a while back.

Unfortunately, I did not enjoy this game as much as I had hoped. That is not to say that this is a bad game by any means, its actually very good. To me it just doesn't seem to come together the way the first game did.

I will say the gameplay has been streamlined nicely, and Ratchet feels much better to control. Strafing is a godsend for many enemy encounters. I really liked a lot of the new weapons, especially the Bouncer. Weapon leveling is also a sick addition that made me enjoy using the guns way more.

While the moment to moment gameplay is fun, certain sections can grow very tedious and frustrating. For example, the Thugs-4-Less boss fight was easy but took forever, while Planet Grelbin and its yetis are an absolute pain.

I think my biggest issue in this though is the story. It felt very much like an "and then..." plot, where the next thing happens just so that something can happen. There really isn't anything in the way of character growth or change, Ratchet just goes from being a misinformed errand boy to a correctly informed errand boy. In the first game you really got a sense you were exploring a galaxy, in this several of the worlds feel like they just exist as a level to shoot some guys and get an item in. The first game's story is no magnum opus, but its simple with a well defined character arc and engaging villain. The villain in this game is a last minute twist that leads to a mediocre final boss and the quickest story wrap-up I've ever seen.

These issues don't completely tank the experience, because the story is not the main focus of these games. The big focus is running around and shooting guys, and that hits way more than it misses here. I just can't fully get behind the "perfect evolution of the series" take I've seen. Hopefully Up Your Arsenal can marry the gameplay of Going Commando with a more engaging story akin to the first.

The first game I've played that might have too much game in it.

Very fun overall, but the story felt kinda rushed. Some of the characters weren't as fleshed out as I would have liked, and their motivations/feelings were more often told rather than shown to the player.

Outside of that, the game was smooth and enjoyable, barring a couple bugs here and there. Traversal is still hella fun, especially with the addition of web wings. The quick selector for gadgets was a smart improvement, it led to me using them way more in this installment. I wish we could have had interchangeable gadgets for the wheel though like there were for the abilities.

The Howard side mission was great by the way, probably my favorite part of the game.

Zelda II: The Adventure of Link is the rare video game that begs the player to not play the game in order to play the game.

By that oxymoronic phrasing I mean that due to the absence of checkpoints, it tempts the player to not interact with the systems of the game properly, if at all. Zero checkpoints hinders the combat, leveling and exploration, all because the punishment of a game over wastes so much time.

The worst part about this is that if not for that major blunder, I think I would really like this game. The side-scrolling combat and platforming is fun, the spells you learn are varied and interesting, the pixel art is charming, and the music is great. It has some obtuse moments, but for an NES game I can forgive some of that. The agonizing lack of checkpoints on the other hand, is unforgivable.


Postscript

I should clarify myself before anyone reading this (if anybody ever reads this) thinks that I am just complaining that the game is too hard. I like that the game and its enemies are difficult. I think its unique since most Zelda games are typically easier. My problem is that the game tests your patience more than it tests your skill. Most of the time when I died, I wasn't upset that I died but rather annoyed that I would have to spend 10-15 minutes getting back to where I was.

Also, technically I lied about there being zero checkpoints. At the final palace if you die you restart at the entrance. This exception was appreciated as I would have not been able to finish the game without it. However, it effectively taunts the player by showing them that it could have given them checkpoints the whole time but just didn’t due to some sadists at Nintendo in 1986.

The bonus video game included with this soundtrack is actually pretty fun!

This was THE multiplayer game for me and my brother growing up (outside of Mario Golf and Monkey Ball). It might have the best ost of any video game and I'm only like half kidding.

Buyer beware: the Ps2 version of this game runs like doo doo.

Unfortunately I was not aware of this until after purchasing it. I attempted to give it a good honest try nonetheless and put about 5 hours into it. Even still, I wasn't very gripped by the story or gameplay, but I don't know how much of that comes down to just how poorly it runs. One day I might try it again, but definitely on a different platform.

I WILL cry a single, manly tear listening to the ost. The childlike whimsy is off the charts.

Aurora my beloved <3

Had to beat this game all in one go every time I booted it up as a kid because we didn't have a Ps1 memory card for our Ps2.

The music unironically slaps.

A solid end to the trilogy. A bit of a step down from Sly 2 due to multiple characters not being fleshed out due to a short story. I like the story in broad strokes, but some characters play major second fiddle. The Guru feels like a bit of an afterthought, and Dimitri only gets two levels in the entire game. In contrast, I thought Panda King's implementation was fantastic.

With more team members comes a return to more of a reliance on alternate play modes (minigames). My previous reviews have made known my distaste for some of these, and while I'd still prefer more of a focus on stealth/platforming, at least here they were implemented well. None of them were overly frustrating/infuriating in the way some had been in the previous games.

Regardless, the bottom line is that it's fun.

Fantastic, but got a bit stale by the end.

While the core game is sound and still fun, Metroid Fusion features some extra levels of frustration that hold it back. While I do not mind some level of linearity, this felt like a much too drastic swing into that territory. While not my preferred balance, it isn't a fatal flaw or anything. It does make sense for the setting of a sectioned space station at least (which is a really cool setting btw).

Fusion also features some insanely cryptic, borderline bullshit moments where you get stuck. It was bad enough that I had to look up a guide a couple of times, which I never had to do for Zero Mission.

My pet peeve with Fusion by FAR has to be the way bosses work. While design and gameplay wise they are better here than in Zero Mission, they also include a section at the end where the X parasite that was inside attacks you. This tacked on bit at the end is horrifically stupid. First, it takes the victory over the boss away from you. Second, its really dull and leaves boss encounters with a mediocre end. Most frustratingly though, if you die to the X parasite at the end, you have to do the entire boss over again. It makes deaths to them due to low health feel very cheap and infuriating. I died to this bit at the final boss 4 times, which left a sour taste in my mouth and made me just wanna get it over with rather than enjoy the game's climax.

For several years now, I've had a poster of Metroid: Zero Mission that used to hang in a GameStop window framed on the wall in my room. However, I had never actually played the game. Now, thankfully, I'm able to say I enjoyed it very much and will be keeping the poster up.

Zero Mission finds a good balance between open explorable areas and a streamlined set of objectives, but some might lament the absence of the ability to get truly lost. My main issue with the game were the bosses. They were either a boring formality or extremely frustrating. I understand that they were taken from an NES game though so I don't knock the game too hard for it. Still, that mother brain fight was some bullshit.

A great metroidvania with stellar music. However, it is starting to show its age in a few areas.

Sly 2 is most certainly a step up from its predecessor. The story, characterization and gameplay are all elevated while still retaining what made them fun.

The biggest shift between games is the sandbox type level design featured here as opposed to straightforward levels connected by a hub in Sly 1. Personally, I think this was a great change, as it allows the areas you are sneaking around and plotting heists in to feel much more present. Sucker Punch even managed to retain the smooth platforming levels of the first game in miniature levels found throughout the world.

Another big step up is that you can now play as all three members of the Cooper Gang. While Sly remains the most fun to play as, the other guys are a nice change of pace. The strengths and weaknesses of each of their play styles make everyone feel equally valuable to the team. This is extremely evident in a certain portion of the game.

Unfortunately, there are still some things that hold it back. The minigames (turret sections, Bentley's hacking, etc.) are still pretty frustrating. Maybe I'm just stupid but I have such a hard time with the controls that it just feels awful. Luckily they are toned down here in comparison to Sly 1.

I also found the detection for grabbing onto or landing on things was often wonky. Sometimes I'd press circle and Sly would refuse to grab onto what was right in front of him, costing me time or sometimes the entire mission. Other times he would get magnetized to something miles away from what I was trying to land on. This was a consistent frustration throughout the experience.

Lastly, I feel the pacing of the story could have been better. Some villains you go up against feel like they are stretched out a bit too long, while the climax feels very rushed. I overall like where the story goes, but it is not entirely smooth in getting there. The characters themselves are a charm throughout though.

Overall, this game is fantastic. It is super fun for its majority, with a great style and characters to boot.