I gain more appreciation for this game as I grind out gold medals and memorize all the small cues and rhythms. The little touches are hard to notice the first time and can upset the pacing, but work surprisingly will as score cheats. It is less consistent as an album - often tracks end just as they draw me in - but the highs had me in tears (I'm looking at you "The World We Knew").

As charming as a Cartoon Network show that would benefit from being less of a rogue like. There are so many neat ideas tucked into different missions, characters, and enemy encounters that become frustrating after being forced to replay them a dozen times with little variation. It's good fun up to this point, though, which is still more than enough game to satisfy.

Exceptionally weird in ways Nintendo rarely allows. Suck a beating heart out of a baby; torment the elderly; fight Bowser's reanimated body in hell. A perfect embodiment of the GameCube's willingness to take big chances on silly ideas.

Very good cows wasted on a white savior reinterpretation of India's struggle for independence.

Even with best intentions we can't change the world alone. But over a dozen platforming dungeons we can damn well try.

2019

Concept succeeds independently.
Form overrides content.
Repetition dilutes replayability.
Platform inspires possibilities.
Absent rewind frustrates.

Haunting. What have we lost by placing friendship behind glass? Life told in status updates and forgotten birthdays. Slowly even the act of forgetting disappears.

Quidditch has always sucked and nothing more honestly portrays the vapidity of sports like a c-tier arcade release.

Too much of a good thing. Dilutes the delicious simplicity of GW1 & 2 to explore different arena designs and an excess of particle effects. A step back from galaxy brain arcade design.

Art deco vending machines, weapon improvisation, and the ruthless consumption of industrialism. Would you kindly remember the cheese?

Magnificent and terrifying architecture. Unfortunately fragile but when working as planned inspires reflection on how we move among monoliths.

Drawful, Fibbage, and YDKJ are inspired. We don't talk about the other two.

Entertaining brawler that can't go as far as it's politics but serves to start a conversation in that direction. A complimentary piece to Anarcute.

Much of the same expressive platforming as Origins but without the focused progression or small-scale charm. An unwieldy package that is frequently fun in spite of its organization.

Cute and soft. A pleasant experience that germinates in escapist island life. Broadly sincere but textually shallow.