When I played Super Metroid for the first time, I didn't like it. I got lost after 90 minutes and thought it was a horribly aged game that nostalgic people put on a pedestal.

But now, after finally giving it an honest chance, I absolutely get it. Super Metroid still creates an amazing admosphere today with its timeless pixel art and memorable soundtrack.

The world is a bit difficult to navigate, with some rather unobvious puzzles and intended paths but that makes for a welcome challenge. The controls feel a bit dated, but there is a lot of fun to be had with them, especially once you learn to (ab)use bomb jumps, wall jumps aand shine sparks. However, playing this game without savestates is painful. Losing progress and having to do the same stuff after not saving for 30 minutes? No, I'm really not up for that, major turn-off.

2018

When I saw gameplay of Hades in 2020 all over the internet, I thought I wouldn't like it. I didn't like the setting or the heavy focus on precise numbers (percentages etc).

And then there's the cross-run progression. I have a difficult relationship with that mechanic. On paper, it sounds great: You always make progress, whether you are actually winning in a run or not. But to me, it always feels as if the reason for winning then isn't that my skills are getting better, but that my stats simply increased enough to make the game easy enough for me. Sometimes, you gotta lose a bunch of progress in a rogue-like to make the victories feel all the sweeter.

But then, I actually played it two years later in 2022. And, well, sure, the points I mentioned hinder the experience a bit for me, BUT it's still a lot of fun. I really like the characters, the soundtrack and the general game feel of Hades. However, Hades feels a bit too streamlined for me. A bit too much like a rogue-like for the people who don't like rogue-likes. Because I like them, but as a consequence, this game doesn't quite feel like it's for me.

Among Us is a lot of fun with some friends, but god damn it, I don't think I'll be able to gather enough people to play a good round with ever again...

2016

ABZÛ looks, sounds and feels amazing. But that's pretty much it. Yes, it achieves everything it sets out to do with its amazing atmosphere and design, but there isn't enough game here in this video game for me. It is a perfect game to write a term paper on though, trust me, I'm talking from experience here.

The sheer quality of AM2R is insane. Seriously, this is a fangame, yet they got so many things right! Samus feels amazing to control, the soundtrack fits the atmosphere and they overhauled so many things to modernise Metroid II while still staying true to it.

However, this latter part, staying true to Metroid II is what hindered my enjoyment with AM2R a bit. There aren't any huge places to get lost in, it's usually very clear where you need to go, because AM2R is split up into so many small areas, which makes exploration a lot less satisfying than Super Metroid or Metroid Dread.

Oh and the Metroid fights are also very awkward, which is kind of a bummer if you consider that you fight them over and over again.

Nevertheless, you can truly feel how much love was poured into AM2R and I deeply respect that.

Being someone who adores Rayman Origins and Legends as well as 3D platformers, I thought I would love Rayman Revolution: "A 3D Rayman platformer? I have to like this!"

But I really didn't. Sure, the worlds are fun, colourful and creative, just as you'd expect. And the game looks phenomenal for its time. The controls are great when you play the normal sections and the game has a dreamlike but also dark/serious (compared to other Rayman games) atmosphere.

However, the vehicle and sliding sections are horrible and awkward to control. It's like the game is actively fighting against me. And the leveldesign is a bit boring in my opinion.

Idk aybe Origins's and Legends's insane senses of flow spoiled me to the point that I have way too high expectations for a Rayman game in the regard of how Rayman feels to control.

DKC is the most "alright" platformer I have ever played. It's visuals, music and gameplay have all aged incredibly well and it's just fun to play for a while. But it also isn't really anything more than that for me. Kind of the video game equivalent to a burger. You consume it every once in a while, you're fine with it, but it's just a burger, a form of simple entertainment.

While Banjo-Kazooie's style has adged pretty well in comparison to other N64 games, its gameplay feels very dated to me. Something about it is just so... slippery and imprecise. As if every level was an ice level. Sure, it's really charming, but playing it feels very slow to me in comparison to something like Mario 64.

And whose idea was it to only save your maximum music note count in a level?! Seriousuly, I died once in Treasure Trove Cove and lost like an hour of progress. It's honestly insane that I still completed the game after that big of a setback (although I used many safestates from then on, because I really didn't feel up for experiencing another majorly frustrating loss in what's supposed to be a fun video game).

Probably a masterpiece in its time, but playing it today without any nostalgia is pretty underwhelming.

I still had more fun than these lines may suggest though and I don't really know why to be honest.

The Stanley Parable is one of the most unique games I have ever played. It's so bizarre in its nature, goofy, yet serious to a scary degree.

The Stanley Parable can make you laugh over the silliest jokes in one moment, only to make you consider profound questions of game design in the next. And yet it barely qualifies as a game. You mostly just walk around through what appears to be a boring office. Nevertheless, it achieves to be one of the most memorable and weird games I have ever played.

The Ultra Deluxe content fits right in with the rest of the game with plenty of weird new scenarios. It's clearly the definitive way to play the game.

Hollow Knight came to me in a time where I thought that Metroidvanias are not my genre. It kindly showed me how wrong I was.

While playing it, I started to become obsessed with the world of Hollow Knight. I wanted to know more about this strange abandoned kingdom and it inhabitants. I generally love abandoned places lol.

I love the soundtrack, the visuals, the controls, EVERYTHING!

But what I love most about Hollow Knight is its structure. In the first few hours, it's pretty linear and you go where the game wants you to go. And just when I got bored by the uneventfulness of the game's early progression it just... opens up. After a certain point early in the game, there is no single right place to visit anymore. I stopped exploring because the game wanted me to and I started exploring the places I wanted to, BECAUSE I wanted to.

More Metroidvanias should allow for this much freedom, it's truly liberating and satisfying. It feels like you are carving your path through this hostile forgotten kingdom.

However, there is one gripe I have with Hollow Knight. It's pacing is really slow. The game takes a bit too long until it finally lets you loose and there can be many situations where there are several hours of playtime between upgrades. However, this slow pacing makes these upgrades all the more satisfying.

Hollow Knight made me understand the insane potential inherent in Metroidvanias.

I grew up with Minecraft. And I do really respect it. There really is no game like Minecraft out there. It's so unique and deserves all the attention it gets.

But it just isn't for me. Maybe because there is no tangible goal. Maybe because the controls feel stiff. I DON'T KNOW. I just get bored very quickly whenever I play Minecraft, be it singleplayer or multiplayer survival or even online on servers.

I don't think I can say anything about Celeste that hasn't been sad before. Incredibly polished 2D platformer that feels satisfying to control, has a great philosophy of encouraging th player and deals with its topics in a smart and mature way.

When I played Celeste, I didn't quite understand depression and mental conditions yet. It introduced me to that subject through meaningful metaphors.

And man, the depth this game has. Have you even seen what speedrunners are able to pull of?! Absolutely mind blowing.

Wow, Brawl really didn't age well. I remember constantly playing it with friends when it was the newest Smash game. I still believe that Subspace Emissary is one of the best experiences in any Smash game, although its visual design is a bit uninspired.

But playing it these days... WOW it doesn't hold up. The controls just feel so awkward. It's insane how much more satisfying the newer, heck even the older Smash games are.

Sonic Mania makes me understand the appeal of 2D Sonic games. It makes me want to go through the whole series (except Sonic 1, because no) and play through all of them. Sonic Mania looks stunning and at its heights, it feels insanely satisfying to blast through the levels. To think that this level of polish was achieved by FANS?! Wow.

But Sonic Mania doesn't completely get rid of all of the awkward moments that you know and love from the other Sonic games. You know, slow paced sections and boss fights that can take a while. But I guess these are necessary to make the faster sequences feel more fun and rewarding. It's a double-edged sword.

I love Smash Ultimate. As of writing this, it's by far my most played Switch game. The simple act of playing for fun with friends is just... fun. It's just fun, man. Seriosuly, it's so damn satisfying to control, the level of detail they put into Smash Ultimate to make it feel just right is insane. They truly perfected the formula.

And there is just so much content to enjoy here, allowing for countless hours of fun. So many stages and characters to choose! In fact, I often don't know which character to select and I end up choosing random more often than not xD

Whenever I meet up with friends, this is the game we can all agree on.