What a wild set of games here. The Return of Ishtar is its own beast that I should give a chance someday but for now I just like jumping in and being overwhelmed. Same with The Genji and the Heiki Clans, going in without a decent guide is very scary but also cool. Assault is a genuinely neat tank game I had no idea about before playing this, Pac-Land is fun until it isn't, and Ordyne I kind of don't care about but it's also cool. Aesthetic-wise, this one really feels like it goes all out with the unique environments for each game, even if it's still mostly the same presentation. Also, I swear I keep discovering new little things in this series, like how you can strafe with the shoulder buttons? Pac-Man even does a goofy-ass animation for it. You can also turn the robot secretary into a human woman? It's scary, so I'm probably not gonna do that again.

Bought this at a used games store going "You know what I could go for? A forgettable 7th gen AAA game campaign." I got what I asked for!

It's not like it has nothing going for it, while it has that gray and blue filter everyone loves from this era, some of the environments manage to be quite striking, mostly when it leans more into its horror elements. This isn't a team that doesn't know what its doing, and obviously they would go on to develop a very popular game that proves this. There are bones of interesting ideas, but it's just the bones. I was broken when after beating a really boring boss that uses the exact same mechanic to fight it over and over again, I watched a cutscene and then had to fight a different boring boss that used the exact same mechanic over and over again. There's really nothing here to keep me going, so I have to just stop. In my canon, Hayden Tenno died in the middle of that Russian zombie island, never heard from again.

I honestly thought this wasn’t going to be that bad. I mean we all like to make our jokes about the Gex series but I thought there would be SOMETHING to like here. It all comes down to the level design. Levels have multiple objectives, but often just place them Wherever instead of having clear sections for different objectives. It’s like if someone translated the level design of bad Amiga maze platformers into 3D, it’s impressive to see someone fuck up the collect-a-thon format this bad. Super Mario 64 had so many mountain levels for a reason, this is like if those were made completely flat and spread out as to be made as tedious as possible. I got my head i my hands here, I didn’t think I would end up preferring Gex 1 to this. Let’s hope Gex 3 has anything worth salvaging or else the next person I see shitposting about Gex is getting fucking choked. I never want to hear anyone invoke that devil.

The truth is the 2D Mario series still has not successfully shaken off the New Super Mario Bros stink. In those games, the structure and formula to The Perfect Mario Stage was found and hammered into every single level over and over again, for several games straight, and I can still feel that formula looming over all of this game: Introduce the level gimmick, iterate on the gimmick and make it slightly harder, then combine it with another gimmick for an Unexpected Third Act Twist. An appealing fresh coat of paint and cute animations ultimately can't hide that. It's not like it's a bad way to make a game, but it's nothing compared to how far games like SMB3 and SMW would go to shake up the formula.

The Wonder Flower gimmicks go a long way for mitigating this feeling, as they often do just interrupt the level completely for something genuinely spontaneous. This goes a long way in making levels much more memorable than anything in the NSMB series, that and the new enemies introduced. Every new enemy, from what I remember, compliments the platforming and introduces a new challenge in navigating the levels, and that's really cool. These games definitely need more of that, more weird guys that do cool shit.

Obviously the animations on Mario and Co. look great, as well as their models in general. Mario in particular is the best he's looked in a long while. But I have to say, something is lost in this game's decision to remove unique attributes from each character. As big as this cast is, all the characters feel much flatter than they did in SMB2 or 3D World because of this choice. Badges are a neat system but they're not a substitute for this, as it removes that little bit of charm from each character. While many of the badge powers are neat, I feel like they could have gone farther in allowing you to just totally change how the game is played, rather than being either "here's a neat bonus" or "this is a joke one don't pick it".

I say all this negative stuff but I still would say I like the game! It's still a fun 2D platformer, I like those when they're done well, which isn't often these days. Also, thought it was neat how this game clearly took a couple lessons from games like the DKC series and Rayman Origins/Legends, I like it when Nintendo isn't just completely insular.

I know a game is good when getting lost is legitimately fun. When I got to the end it was the first time in a long time I was sad that there wasn't anymore game to play.

Really understands the joy of exploring giant spaces in a 3D platformer, which is mainly asking "can I get over There even if the developer has not intended me to go There yet" and the game answering "YES".

It's like if Banjo-Tooie's level structure was actually good and sane. Does the thing that game does where a level is like one big puzzle with multiple smaller ones to solve within it, but its not designed maliciously. Appreciate the way it really doesn't play like what has been standardized as the "good 3d platformer moveset", but still feels really good to nail. Has fall damage because its not cowardly. In general it feels like what Rare was going for with its harder platformer moments like Rusty Bucket Bay or all of Conker's Bad Fur Day but just not nearly as mean, but mean enough to be satisfying to beat. I think a lot of 3D platformer people have turned on Rare's n64 platformers for several reasons, but games like this show that there's still plenty of right lessons to take from those games besides "have a joke about balls" or "have more collectibles than God"