This review contains spoilers

As a longtime fan of the Punch-Out series introduced to it by Super Punch-Out on the SNES, I was really curious to try this one out. I never played the game that started it all until I bought this Arcade Archives version of it a few days ago (as of writing this review). Of course, that unfortunately means I can't attest to how accurate this game emulates the original experience, but it seemed solid to me overall. I used save states to beat this game since, honestly, it was giving me a real hard time. Also its worth noting that this game technically doesn't end, I'm just considering it completed because I beat Mr. Sandman and became the champion. Gameplay wise, this was certainly an interesting experience. Perhaps my lack of experience with arcade games is showing, but I found this game difficult to get used to. When you get hit, you are incapable of throwing out punches again until a pretty hefty and punishing delay. The dodging felt like it had a delay and lasts barely any time, which becomes a big problem when some attacks expect you to be quick on the draw to dodge or are thrown out really slowly. Normally not being able to throw punches after a hit wouldn't be a problem for me, but its more bothersome for this game since I felt like it encourages you to play aggressive instead of the opportunistic playstyle most other Punch-Out games encourage. On the plus side, generally your opponents don't guard as much as they do in other games, so you can get in plenty of free hits without having to dodge too much if you can predict where they're going to block. All these oddities aside, I found that, once I got used to the game, it felt pretty satisfying to dodge enemy attacks or predict when an enemy will drop their guard to wail on them a bunch. Its a bit clunky to me, but it still feels like Punch-Out and I respect that. This game is flawed and a little archaic in my opinion, so it will likely be my least revisited Punch-Out game, but I think it was overall a pretty solid game once I got used to it. Maybe one day I can beat all the opponents without using save states, but, for now, Pizza Pasta and Mr. Sandman continue to be my plague. Punch-Out arcade gets three stars from me. Its not great, but not at all bad. I'll definitely be trying out Super Punch-Out on Arcade Archives next...whenever I feel like it.

This review contains spoilers

Ever since it was first announced a year or so back, I was really interested in this game. At the time, all we had to go off of was a teaser showcasing the animated intro and a little bit of gameplay, but it was a glorious teaser nonetheless. Flash forward to this month, and the game released. I preordered it on Switch, so I've owned it since the day it came out. This is one of those few games I actually bought on two platforms: Switch and Steam (PC). In the end, it only took four hours for me to beat the game on PC, but those four hours were truly incredible. I may revisit the Switch version and beat it again later, but, despite how short the game is, I am usually not the kind of person to beat a game twice.

Let's get the elephant out of the room first. This game is full of visual charm and references to the 1987 Teenage Mutant Ninja Turtles cartoon, from the character designs to the environments and even the music. Honestly I feel like there was actually more references crammed in here than the Teenage Mutant Ninja Turtles games made back in the day, at least out of the ones I've played. Perhaps as a result of this, "Teenage Mutant Ninja Turtles: Shredder's Revenge" is one of those games based on a series that really feels like everyone involved adored the original source material. You'll see homages everywhere, even details as simple as the Foot ninjas working mundane jobs or masquerading as businessmen in the background of the levels. There's a few deeper cuts that I didn't get before playing this game, like how I didn't know Dirtbag, Groundchuck, and Tempestra existed before this game, but most of the references I understood and was really happy to see. I will say that, for some people, pretty much everything being some kind of reference to the show might come off as overbearing. I just see it as a labor of love that I feel should be appreciated. Its not necessarily thrown in your face, either; its not like you have the Turtles spouting stuff like "Hey I remember him!" It's just naturally included and I think that's cool. Worth noting that, in pretty much any other type of game, I wouldn't have cared too much about this sort of thing. I just think that details like this are really important in a licensed game, especially one based on an IP as beloved as the Teenage Mutant Ninja Turtles. Krang takes over the Statue of Liberty to use as a giant fighting mech that shoots missiles and lasers out of its mouth, what's not to love?

With that out of the way, how about that gameplay? Well, I think it's stellar. The game is definitely what you would expect from a beat-'em-up, but it feels pretty fresh thanks to the surprisingly large variety of moves you can pull off and the decently varied level design. I'd say it has a fun quality of being something anyone could pick up, but takes time to fully master. Of course, one of the obvious games to compare this game to is Turtles in Time. Shredder's Revenge definitely does take plenty of cues from Turtles in Time; if you've played that game, you'll recognize some of the attacks in this game being taken straight out of it. However, the game doesn't feel derivative since you can tell this game was built from the ground up. It feels inspired by predecessors, but not like its trying too hard to be like those games. I also really appreciate the character variety in this game. Most Teenage Mutant Ninja Turtles games I've played only have you play as the main four, but this game lets you play as April O'Neil, Splinter, and even Casey Jones (after beating the game once). I haven't taken Casey out for a swing yet, but I did try out every character except for April. I think the developers at Dotemu did a great job in making everyone feel unique enough from each other. Its nothing all that mind blowing, but something as simple as their stats will mean you have to change up how you play them. I mostly took a liking to Raphael since I found that his decent speed, high power, and close range combat was well suited for my play style. I'm a button masher, what can I say? I don't fancy myself a rude dude, but I do quite enjoy Raphael's sense of humor.

As for my complaints about this game, honestly I have little to none. My only real complaints are very minor; I think that some of the voices for some characters sounded off and I wish that the Super Shredder fight was more tough. My problem with the voices really only got annoying to me with Shredder. I'm sure the actor they chose for Shredder is talented, but I really don't feel it was a good match and that's a shame considering he is the main bad guy of the Turtles. However, this game is really good overall. I'm glad that the Teenage Mutant Ninja Turtles finally got a great game after several years of mediocre or just "okay" games. Shredder's Revenge gets a solid 4.5 stars from me for being an excellent game, but not one that I'd consider a masterpiece. It sets out to do certain things and it pulls them off very well, I couldn't really ask for anything more.

This review contains spoilers

I've got mixed feelings on this one. It was a good experience at the end of the day, but I started out not liking playing Blade Wolf much. Something about his play style felt off, I'm not sure whether it was because his Blade Mode felt a bit different or just because he has a different move set. Eventually it clicked with me, though, and I started to really enjoy it. I like that he gets to use most of the same moves from his boss fight from the main game.

I found that, overall, Blade Wolf's missions had more of a focus on stealth and/or mobility, especially in the VR Missions. For some reason, there is a part where the game has you do some platforming. I'm not sure why they did this in a hack-and-slash, but it wasn't too much of a problem for me (just had to get used to falling a lot lol). Worth noting that Blade Wolf can still defeat enemies with brute force, but the game seems to want you to be more tactical with him as opposed to the speedy aggressiveness of Sam and the "either-or" approach Raiden has (you can either be stealthy or brutal and he's good at both). Also, I noticed that Wolf's parry is more forgiving than Sam or Raiden's. Not sure if that's just me misjudging it but I really felt like he stays in parry stance much longer. Overall, it took some getting used to, but he ended up being very fun to play for me and stood out from the other two playable characters.

I have to say that I'm not sure why they chose Blade Wolf to get a more in-depth campaign than Jetstream Sam. Ol' wolfy here has what are basically three relatively short missions crammed into one campaign whereas Sam only had one big mission. Nonetheless, it was interesting to see Blade Wolf's backstory; it shows that he tried to get freedom even before Raiden took him under his wing. I do feel that sort of takes away from his arc of learning about human emotions and freedom with the help of Raiden in the base game's story, though. Its kinda neat that Mistral gets a good amount of focus in this DLC story since she's the one that trains Blade Wolf. Also, an entirely new character called Khamsin is introduced, but he is very uninteresting to me since he just seemed like the typical tough military dude. He pilots a big mech that you get to destroy at the very end, though, and that's always fun.

Just like my reviews of the Jetstream DLC, this gets 4 stars. It's still a good time, even if I don't think its as good as the other two campaigns in this game.

This review contains spoilers

Okay I heard this DLC campaign was short, but I did not expect it to only be one mission. I found playing Jetstream Sam to be a lot of fun and I would've liked if he just got one or two more missions. His play style is similar to Raiden, especially in the part of the base game where Raiden gets Sam's sword, but Sam stands out in this DLC campaign by being a very aggressive fighter. He can't do stealth kills, which I thought was pretty cool since I didn't use stealth kills much anyway. He has a fun gimmick; when you taunt an opponent, their attacks are strengthened and they attack faster but they are weakened significantly. It adds a nice risk-reward factor to things. Also I found that parrying often was practically a necessity with the way Sam plays, thankfully I got pretty good at using them from the base game so I was mostly fine.

This DLC campaign gets a solid 4 stars from me. I don't have a whole lot to say about it given its very short length and the fact that it doesn't change things up too much from the base game (considering how fun playing through the regular story is, though, I do not consider that a problem at all).

This review contains spoilers

So, I've owned Battletoads (2020) since the day it released. I was super excited about it...before that reveal at E3 2020 of what the game actually looks like. A combination of that and the mostly negative feedback this game has received made me uncertain of if I ever wanted to actually play it. Now, almost two years after its release, I took the time to sit down and go through the whole game. I was able to beat it in one sitting since it is pretty short, the game says my time was 4 hours and 37 minutes. Honestly, I found the game more enjoyable than I thought I would.

I think the part where Battletoads (2020) loses most people is the way the gameplay is structured. Don't get me wrong, I think the controls are excellent and the game was overall fun to me all the way through. The issue lies with the fact that Battletoads (2020) has a couple different styles of gameplay that it cycles between for stages: beat-em-ups, glorified quick time events, 2D platforming with puzzles mixed in, and arcade style ship shooters. The beat-em-up levels are probably the most enjoyable to me, but I did enjoy the other ones (and the ones I didn't enjoy were usually short enough for it to not sour the experience anyway). Nonetheless, when people think Battletoads, they tend to think only of beat-em-up stuff, so, if you're going into this game just for that, you're going to feel duped. I actually felt that some of the different styles felt fitting for this series, though. I think people tend to forget that the Battletoads games of old tend to have some weird gimmicky levels too. My only real problem with it is that I think they went too wild with it in this game. I think the spaceship shooter stages, some of the quick time event stages, and the 2D platforming stages felt unnecessary (though there was one platforming stage I really enjoyed).

The story of this game isn't really anything special, but that works well for it. The story really felt like something out of a Saturday morning cartoon to me, it rarely takes its story seriously and of course the style of the game gives off that vibe. The humor is very hit or miss, I didn't find any of it worthy of laughter but I think it was relatively charming in its own way (some of it is cringy and feels too focused on modern age kids though). I'll just give a relatively brief synopsis of the story: basically, the Battletoads find out that the events of their previous games were a result of a simulation they had been stuck in for around 25 years or so. They find their way out and have to live in the real world for a bit, settling down and getting jobs (of course they made a quick time event stage out of this). It doesn't take long for them to get back into adventure, since Rash devises a plan to find the Dark Queen. The Battletoads steal turbo bikes from some nearby store and use them to go...somewhere. I might've just not been paying attention, but I don't think the story specifies where they even went and there's even a joke about that. The Battletoads find the Dark Queen and she offers to team up with the Battletoads since they need to work together to defeat powerful villains called the Topians. The Battletoads and the Dark Queen steal a spaceship from a boss they beat and use it to explore the galaxy and get closer to the Topians. Of course, in the end, the Battletoads beat up the Topians with the help of the Dark Queen. There's a lot more that happens, but I make long enough reviews as it is. I see no need to make them longer by dropping a whole plot synopsis.

I want to give a quick shoutout to the music of this game. As much as the visual style and story really does not feel like a Battletoads game to me, the music is spot on and great even out of context. I was listening to it for a good while and it was part of what inspired me to finally give this game a chance. It even has some remixes of old Battletoads tunes in there.

I genuinely think this game would have been received much better if it wasn't a Battletoads game. I'm not a huge Battletoads guy myself, but this 2020 reboot really just does not feel like Battletoads, especially in the story and art style. Its a shame since I think both of those qualities of this game are great; I love how the art style pops with vibrant colors and the exaggerated character designs. The shapeshifting powers of the toads were put to pretty good use, but many aspects of the Battletoads series were just not well-utilized or even mentioned. Why is there no Professor T. Bird when he's been in almost every Battletoads game? Also, every character that is not a 'toad or the Dark Queen is a weird looking alien and that approach just does not feel fitting for Battletoads in my opinion. I really think they should have kept most aspects of this game the same, but replace the Battletoads and Dark Queen with some original characters. I don't know how much say Rare had on this game, though I'm assuming the main decision maker here was Dlala Studios since it seems like Rare is pretty laidback with their IPs nowadays. If I'm right about that, Dlala Studios could have made this an original IP instead.

Okay, I think I've prattled on long enough. This game gets a decent three stars for me. Its pretty fun and has many aspects that I like, but it isn't really anything special and I feel being a Battletoads game only hurts it. Of course, I also did have some gripes with it, but the game was mostly a positive experience for me. Glad I gave it a chance.

As of my time typing this, I have just finished the main story of Pokémon Legends Arceus. I have owned this game since release day, but I would often take long breaks from it since I wasn't super absorbed into it. That's not a slight against the game, I just have a tendency of shelving games for a good while before eventually coming back to finish the job. I have to say that I think this game is a great step forward for the Pokémon series; Sword and Shield disappointed me while this game has impressed me. Pokémon Legends Arceus is not a mind-blowingly great game, but it did feel like a genuinely fresh experience for a Pokémon game and it was quite fun to go through.

I love how this game's world feels big without being too overwhelming. The many locations you go to truly feel lively since you can see Pokémon around just about every corner. Being able to ride on (certain) Pokémon, traversing a big world with Pokémon teeming all around you was something I could only dream of as a kid. The fact that you can actually interact with the world in some way is also really cool, even if it is limited to sending out your Pokémon to crush rocks or bash trees. I'm not sure why games are so fond of using crafting systems lately but I think it works surprisingly well for Pokémon. Of course, if you don't like crafting, you can always just buy what you need the old fashioned way if you have the money for it (I found I had a lot of excess money near the end of the game so this wasn't much a problem for me).

The combat is still quite familiar, but the way they revamped some systems was great. The two different styles you can use for any move have a nice way of diversifying combat; do you trade higher power for less turns or more turns for lesser power? Of course you could also just not bother with them, but I think they make for a nice way to spruce up combat. Also, I don't know what it is about the wild Pokémon in this game but some of them hit harder and can take a lot more punishment than in the ordinary games. There's been a few times where my Pokémon could take down a wild Pokémon that's much higher level or where a low level wild Pokémon gave me a lot more problems than I thought. Alpha Pokémon just felt like another gimmick to me, but it did make for a few fun moments where I saw one in the overworld and actively had to avoid it since it was much higher level than my team. It's also kinda funny to catch one and have it in your team since it towers over the rest of your party and most wild Pokémon. Overall, I like that the combat felt familiar but still different enough to make it unique.

As for the story, I thought that was rather unremarkable but it did go in some interesting directions. Its basically an Isekai with the protagonist having been sent to this ancient world from another world through wormhole. The local team of Pokémon researchers called Team Galaxy accepts you into their group and you get the opportunity to work with them. You start out just doing tasks to prove yourself, but eventually you get to go around the world fighting giant boss Pokémon that have gone into a frenzy from being struck by wormhole lightning. There's supposed to be some kind of conflict between the two clans - the Diamond Clan and Pearl Clan - with Team Galaxy looking to serve as a peaceful intermediary between the two, but I felt it was rather inconsequential since it didn't seem like they outright hated each other. The teams just start working together later on in the story anyway. The last thing I will touch on about the plot is that moment where Kamado boots you out of the group because he thinks you were the cause behind all the problems. If it weren't for me already having been spoiled on that plot point, it would have been a genuinely surprising twist for me. Last thing I will mention is that I'm very glad this game didn't shoehorn in an evil team, it knew that would have been pointless and I really appreciate it after Sword and Shield had such a lame villain in Chairman Rose. Legends Arceus knew that it did not need some huge villain controlling everything from behind the scenes with some great earth-shattering plan. That rant aside, I will say that my consensus is: "The story is fine." I would have liked if it was more involved, but its a Pokémon game so I don't exactly expect a grand narrative.

To wrap this up, I'll just discuss how I think this game will be a great blueprint for good things in Pokémon's future. If it is reiterated on in Scarlet/Violet, I think it'd be a great direction to take the series in. No more formulaic "kid goes through a linear path through a bunch of cities to beat Gym Leaders, Elite Four, a legendary Pokémon on the box, and an evil team" plotlines, more sprawling world exploration and sense of greater purpose.

As of typing this review, I have just finished the main story of Metal Gear Rising Revengeance. I only just found out that there are separate DLC stories, but, since these campaigns have separate pages here on Backloggd, I will probably finish and review them at a later date. Before playing this game, I saw a lot of people sing its praises. Now that I've beaten it, I can definitely see why.

The actual gameplay was the strongest point in my opinion. The controls felt very smooth to me, never did I feel like the game was at fault whenever I died. The combat is fluid, although I was guilty of being overly aggressive and I feel that the parry is very abusable. I really like the whole Blade Mode and Zandatsu system, its a neat mechanic that's both fun to use and yields great benefits. Cutting enemies into a million pieces will always be fun and it is one of the main things that makes this game feel truly unique in comparison to other hack and slash games. I liked experimenting with the special weapons, but I was a little disappointed to find that the first one you get is the only one with much combo potential (the Sai kind of does but it wasn't very intuitive to me). I wanted to use the big ass sword with a sword attached to it but it can only be used once as far as I could tell. Something that I very much enjoyed about the flow of gameplay is the fact that you often have the choice of whether you want to defeat enemies stealthily or just brute force through them. I mostly chose the latter since I like to be right in the action, though there were a few times I used the stealth to my advantage. The final positive that I will mention here is the bosses. I imagine you don't need me to tell you that the boss fights in this game are a joy to play through.

I went into Metal Gear Rising Revengeance with little to no knowledge of Metal Gear's story. It might not have been a good idea since it made it to where I don't know certain references in the story (like I didn't know who the Patriots were), but the game's story still felt pretty interesting to me. While plot is a major factor of the game, I didn't feel like it was taking itself too seriously. The characters are pretty charming and goofy in their own ways. I will say that I found it intriguing how Raiden is challenged by the villains spouting monologues about their own philosophies and morality, but it didn't have as much of a thoughtful impact on me as was likely intended.

Overall I think this game was great. It is a little on the short side, but that isn't necessarily a detriment to me. It never feels like it overstays its welcome, nor does it feel like it never got started. Just a great experience all the way through, it gets a solid 4 and a half stars from me. Not quite good enough for a max 5 stars, but still an excellent game.

This review contains spoilers

To be honest, LEGO Star Wars Skywalker Saga is a game I've been excited to play ever since it was announced. I'm hugely nostalgic for the LEGO Star Wars duology of games and played them all the time as a kid. As of my time writing this, I have only just beat the game, but I've had it since release day. Usually I like to mention how long it took me to finish the games I review, but as far as I know there was no option to see exactly how many hours I spent and I can't calculate it myself. Just know that it took me a good few weeks of playing it in short bursts and sometimes long bursts, mixed in with messing around a lot. Fair warning, this review is incredibly long, do not read if you value your time lol

I think this game has done an excellent job in feeling like a proper LEGO Star Wars game while still being fresh at the same time. The combat is revamped to make the game less of a mindless button masher than its predecessors, although the new combat isn't anything super deep either. I like that they added a simplified combo system that tries to encourage mixing up your fighting; if you use the same attack too much, the enemy will eventually start blocking, so you have to use a different attack to keep the damage piling. The boss fights feel much better in my opinion, although they are still rather repetitive and some get you chasing the boss too much for my liking. One of my biggest complaints with the boss fights of the original games is that I felt like there was too much fumbling around just trying to get to the boss or that the fights were too gimmicky. Those problems are unfortunately still present with some boss fights, but I think it is overall a big improvement.

I respect and admire how surprisingly large scale Skywalker Saga feels. I was stunned by just how MUCH stuff this game has: there's a bunch of collectibles, unlockable characters, and unlockable starships for you to unlock through completing levels in the story mode, replaying levels in Free Play to access secrets, finding all the Minikits in levels, and the side missions you get from talking to people in the free roaming areas of the game. The game encourages exploration at every turn and even some of the linear levels are designed for exploration too. As much as I admire the sheer dedication put into this, I unfortunately do not feel any incentive to do most of those things. In my opinion, there's just too many things to do and not a good enough reward to warrant bothering to do it. Kyber Bricks are the main collectible of this game and there is a whopping total of 1166 Kyber Bricks. All you get from having Kyber Bricks is using them to unlock upgrades. It can drive you crazy when you go to a new world and see a ton of Kyber Bricks littered all over the place only to realize that you either can't do the challenges needed to get them yet (you don't have the required character or are at a part of the story where you can't swap characters) or you just don't want to bother getting them. Maybe completionists love that sort of thing but its not something I'm a big fan of. Its not a major problem, though, since you can definitely just play through the story and never bother grabbing any special collectibles or unlocking all the content. I just figured I would complain about this since it is something I kept thinking about the more I played this game.

As for the story of Skywalker Saga, I will say it was very noticeable to me that this game has a more cinematic vibe to it. There is an increased amount of cutscenes and more of a focus on them, plus voice acting is available too (of course you have the option to turn that off for a more classic LEGO experience but I actually quite enjoyed the voice acting). As is the case with what feels like every video game adaptation, the story cutscenes and dialogue are definitely not the exact same as the original movies. Frankly, I am alright with that. It was likely a Herculean task just to get this game made in a decent state, so I don't mind the fact that not all characters have their original actors to voice them or that the cutscenes don't cram everything from the movies inside them. Despite this, the game generally has the same big moments and story beats of those movies but it tends to cut out or skip over scenes and adds in stuff just for comedy (presumably so the game doesn't feel too long and drawn out). Besides, I genuinely believe the sort of abridged style of cutscenes in this game works in its favor in some ways. It knows not to take itself too seriously since it is still a LEGO game at the end of the day. If you weren't a fan of some of the Star Wars movies, you might be fine with how they're portrayed in this game since the cutscenes often like to shove in comedic bits that are entertaining regardless of if you hate the original movie or not. Personally, my favorite joke in the cutscenes is that visual gag of Anakin having a coloring book he sometimes uses when he's angry. Some of the humor may feel too "memey" for your tastes, though. That's especially noticeable in the prequels.

Alright, let's talk bugs and performance issues. This was such an problem for me that I am dedicating this paragraph to it. Granted, I think the patches fixed a good amount of the problems, but the game was still having some concerning problems as recently as a few days ago for me. Skywalker Saga crashed on me many times, from the standard black screen to the classic never-ending loading screen to just having the game freeze on me when I tried to enter a building. Sometimes the game just fails to load cutscenes. The cutscenes also tend to have lag in them for some reason. Sprinting in free roam areas can make the game suffer a lot of lag, which can result in crashing. As far as I know, these issues are not caused by my PS4 or the disc itself; I have seen many other people complain about bugs similar to the ones I experienced. I'm not sure what happened in the development process that made me unable to run without worrying that the game is going to brick itself, but the crashes and bugs are a major issue that need to get completely fixed. Hopefully that happens in a future patch or two.

Okay, to wrap up this monster of a review, I really enjoyed Skywalker Saga despite what some of my complaints in this review would seem to suggest. I wish I could say this game was perfect and nothing but fun, but alas that was not the case. Still, I think the positives outweigh the negatives. I would have gave this a full 4 stars, but it is getting 3 and a half stars because my gripes with the game really add up enough to subtract half a star. Nonetheless, if you are a Star Wars fan or a LEGO game fan, I would recommend this game to you...uh, just maybe a bit later so that they can iron out the bugs.

For me, Kaze and the Wild Masks is a short but fun game. It only took me 13 hours to 100% this game and none of those hours felt wasted to me. The level design was easily understandable; I only had to look up a guide for four levels and that was only because I wanted to grab every optional collectible in the game. As per the game's own display, I did indeed 100% this game, although you could be a snob and point out how I technically did not master this game since I did not meet all the special criteria in the levels. There is an alternate way of playing levels that I will call "time trials", which involves you racing against the clock to get the #1 best time. Also, completing any level without taking any damage adds a little "No Damage!" crown to a level when you look at everything you have earned from a level. Both of these features are just extra things to give the player more to do or make their efforts feel rewarded, though, so I didn't bother trying to do them for every level. The game says I got 100% and that's good enough for me.

When it comes to gameplay, Kaze and the Wild Masks proudly wear its inspirations on its sleeve. The game is heavily inspired by the Donkey Kong Country series, which I immediately noticed upon playing the first few levels. Quite frankly, this game does not even attempt to hide the similarities; some levels lift gimmicks straight out of levels from the Donkey Kong Country games and you collect letter symbols that spell out the main character's name, among other things. The main character herself is clearly based on Dixie Kong in the way she plays, though her design looks much more like a Sonic character. Additionally, there are some other small similarities to the Donkey Kong Country games, such as the bonus prisms (I'm just going to call them that) that you can find hidden throughout levels which take you to enclosed bonus rooms, the small pink crystals spread all throughout the levels to collect, and the titular Wild Masks that grant you special abilities highly reminiscent of the Animal Buddies in the Donkey Kong Country series. The game is definitely a lot more than a copy and paste job for me, though; there were some unique and clever levels in this game that I really enjoyed. I also don't mind the similarities to the Donkey Kong Country series since I am already a big fan of those games. As a side note, I found that the game both runs and controls very smoothly. I also never felt the level design was unfair, it was still challenging at parts but not to an unfair degree. Probably helps that the game does not have a life system; whenever you die, you just respawn at the start or the last checkpoint you reached.

I would give some of my thoughts on the story, but this game really does not have much of a narrative at all. There are quite a few cutscenes, though there isn't much of a plot behind them and I felt it was mostly visual spectacle. This isn't much of a problem for me since I like "straight to the point" stories and I don't think a game imitating classic platformers really needs a plot, but I felt it deserved mentioning nonetheless.

Overall I think this game is good. It seems to have been made with very specific goals in mind and I think it accomplished all of them. My complaints are fairly minor: I was hoping the music would be better, I wish Kaze herself said some words even if they were just simple words, I'd like if the game was just a little less obvious in its inspirations, and I think it would have been nice if they made getting 100% completion feel more rewarding (all you get is a short extra cutscene at the end of the game). Kaze and the Wild Masks gets a solid four stars from me.

I have not played many Game Boy games, but I think I'd say this is the best I've played on the platform so far aside from maybe the original Pokémon games. Gargoyle's Quest is primarily a platformer with a nice mix of classic RPG elements in there, such as an overworld, random encounters, and NPCs to talk to. It almost felt like a Metroidvania at times since the character you play as grows in power over time as you earn upgrades, except the NPCs kinda just hand them to you once you complete a task whereas Metroidvanias have you explore to find upgrades. The main character - Firebrand - has three abilities that are simple but make him stand out among other platformer heroes: hovering in the air, spitting fireballs, and clinging to walls. As you progress through the game, you'll also get upgrades to three basic stats: Jump, Fly, and Health. Health and Jump are self explanatory, but Fly requires a bit of explanation. Your flying (its closer to floating in my opinion) has a dedicated bar next to your health, which makes flying a somewhat interesting balancing act between staying in the air long enough to get to your destination or avoid harm's way without running out of the bar. Whenever you cling to a wall or land on the ground, the bar instantly fills back up. The challenge is eventually trivialized once you get the upgrade near the very end that just lets you fly infinitely, but that's not until way later. The game also has different ranged weapons that you gain as you progress and can swap between. They all function about the same as the fireball in combat, but they let you shoot two at a time whereas the fireball can only be used once before an enemy is hit. The game sometimes makes you swap between weapons in a rather gimmicky way that I wasn't a big fan of; for example, the final boss only takes damage if you hit him in the head with Darkfire. The weapon that I felt had the most fun use was the Blockcutter, which can...you guessed it, break certain blocks within the platforming levels. I think they could have made fun secrets with it, but instead it just goes rather underutilized. The last thing I want to mention about this game is its currency collectible called Vials. You get them for either defeating enemies in the overworld, grabbing them from the ground in the overworld, or finding them in levels. I almost always had my Vial count at the max (99 Vials) since you only ever use them to buy Talismans of the Cyclone, which are basically lives in this game. All that explanation aside, this was a fun game to play, but I likely won't be revisiting it just like a bunch of other games I've played on here. However, I am quite excited to get into the rest of Firebrand's small series of games, especially Demon's Crest (which I played before this game but never beat).

So, I figure I should clarify this as a little addendum of a paragraph...I fully admit to having used the 3DS's emulation tools for Gargoyle's Quest and a GameFAQs walkthrough. However, I made sure I did not abuse either resource. I just used a walkthrough because there were certain points in this game that stumped my dumb brain, though most of it was achievable without a guide. I used a walkthrough to save me the headache of constant wandering and random encounters while I'm trying to figure out where to go. I could definitely feel the age of this game since it uses a password system in lieu of actual saves, so I used restore points purely as a way to bypass having to go all the way back and redo things I had already done without having to memorize a password that may not even keep all the game upgrades. I made sure I only used restore points right at the start of a level so that I was still beating the levels normally. Yea, you could say I cheated if you're a hardcore kinda gamer, but I feel like that's a necessary evil for old games like this that I'm not familiar with inside and out. Ultimately, I tried to use restore points and the walkthrough as sparingly and fairly as possible. I was able to complete the game at a pretty good time of 9 hours and 39 minutes, according to my 3DS's Activity Log.

It's a fun little game to play when your internet goes out, but otherwise it really isn't remarkable. I wouldn't go out of my way to play this game, but I suppose that's kind of the point since its supposed to be an option for when your internet isn't working. Earns three stars for doing what its meant to do well and having a simplistic charm to it.

The in-game clock tells me I took 7 hours and 14 minutes to beat Strider, but I was playing it for longer if you count the times I left the PS4 on. I ended the game with 80.3% game completion; I got all the upgrades except for one energy refill I missed and all of the gear except for one Plasma Catapult variation. I collected a good portion of the Concept Art and various other small extras, as well.

Personally, I can definitely understand why people see this game as mid or even mediocre, but I had a fun time with it. It was one of the few Metroidvanias where I didn't feel stuck to the point where I needed a guide to know where I am supposed to be going or how to solve a puzzle, though that might say more about my small brain than anything. I enjoyed the climbing mechanic, it was fun being able to grab onto just about any surface and it made for some interesting to reach secrets. I feel that this game might have been better off being a regular hack and slash sidescroller, though; the Metroidvania elements are pretty cool, but I don't think the game would lose much by dropping them. There are various extras littered throughout the maps to incentivize exploration, such as Concept Art, Story Intel, and Costumes, but these felt more like filler to pad out the exploration aspect of the game than rewards I actually wanted to earn. I did enjoy using the costumes but that was just because I love cosmetics in any game.

Mechanically, the game is pretty solid. The controls are responsive, if not a little oversensitive since there were a few times my attacks were angled upwards because I slightly tilted the stick up. I will say that it did crash on me twice in one day, but it wasn't a big deal since turning the PS4 off and then trying later made it to where the issue never happened again. My only real complaints with the mechanics are the awkward controls for using Kunai once you unlock them. I felt like the Kunai sometimes went where I was moving and other times they didn't, I would have liked it better if the Kunai always were thrown where you were facing rather than you having to aim where you throw them with the right stick. I am only complaining about this because I used the Kunai a lot for boss fights and some locked doors require you use Kunai to open them temporarily. Speaking of which...

Bosses were honestly an absolute joke once I got some stamina upgrades. To be entirely fair, I was playing on normal difficulty since I rarely ever go hard mode in games, but you can just spam the super moves you get and bosses drop like flies. Phoenix Flight (if I'm remembering the name correctly) is the first stamina move you get and it wrecks bosses. In the late game, I just spammed the Explosive Kunai and it obliterated bosses easily, especially when paired with occasional use of Phoenix Flight. The most I died to bosses was twice, even the final boss was not very hard.

Overall my opinions on this game are pretty positive, though I did have my gripes with it. I don't plan on revisiting it again, but that's expected at this point since most games don't get me replaying them from the beginning.

I'm not the biggest WarioWare fan out there, as I have only played Smooth Moves and Mega Party Microgame$ before this game, but Get It Together was a pretty fun experience. I beat the story mode in a short time, but that's not too bad since I've always figured WarioWare games are more so meant to be played in short bursts. I get the feeling this game would have been a ton of fun multiplayer, but sadly none of my friends had interest in playing it with me so I'm rating this as a solo experience. WarioWare Get It Together is a great game to play in short bursts but you won't enjoy it as much if you play for a long time. Overall a solid time, gets 3 and a half stars from me.

It's about what I expected, honestly. Kinda went in expecting it to be Pokémon but League of Legends. That's, of course, unfair to say since League didn't invent MOBAs, but its the one I'm most familiar with personally. Its been a while since I last played Pokémon Unite and I haven't really felt the want to revisit it, was really fun for a bit and then I just kinda dropped off from it. I'll likely stick to League of Legends when it comes to MOBAs. Probably worth noting that it actually didn't feel awkward to control for me, the only MOBA I've played on console is SMITE and I was not a fan of how that played on console so it was nice to see Pokémon Unite didn't feel weird to play on the Nintendo Switch.

I'll give the game two and a half stars, Pokémon Unite is not bad but it didn't keep me hooked (possibly since its considerably more simple than other MOBAs). However, the item system encouraging players to gain an advantage over others by spending real money is disappointing, so I can't rate it a full three stars because of that. I really think Pokémon Unite could have made a boatload of cash just from the Holowear (this game's take on skins/costumes), but they just had to make a system people could easily argue is pay to win.

This review contains spoilers

So I just replayed this game on PS2. This was one of those licensed games that I loved playing in my childhood, but do I feel it holds up? Well...kinda? It was fun to revisit even putting nostalgia aside, but it's not without its rough patches. Fair warning, this review is going to be long.

Teen Titans has two modes; Master of Games and Story Mode. Master of Games is a multiplayer versus mode while Story Mode gives you the choice of single player or multiplayer co-op. Master of Games has a surprisingly huge roster of playable characters - many of which aren't playable in the Story Mode (since you can only play as the four Titans there) - but you have to unlock them by beating levels in the Story Mode, so I made sure to finish that before trying out this mode. Have you ever wanted to beat up Gizmo as Terra? Perhaps you want to see a fight between Mumbo Jumbo and Slade? Well, this is where you can do that. I only played six matches in Master of Games - all against a CPU - which took me around 20 minutes to do. I left with three wins, two losses, and one match I had to quit out of because the game glitched. My opponent disappeared when I threw them at something they're not supposed to be able to go through and I couldn't continue the match. ...Yeah, the game broke on me twice in my playthrough, and that was one of the times. But, overall, I thought the mode was okay and rather fun casually. However, the simplistic gameplay is something I feel doesn't mesh well with versus matches. While Master of Games was something I loved playing when I was a kid with my brother, it really isn't all that special to me nowadays and I couldn't spend more than an hour playing it.

Okay, so Master of Games isn't all that great. What about the Story Mode? Well, I actually quite enjoyed my playthrough of the Story Mode. It took me around four and a half hours to complete it on Normal difficulty and I did it in one sitting. Teen Titans is what I'd describe personally as a 3D beat-em-up; almost all of the time, your goal is to beat waves of enemies to a pulp to progress through the levels. Like a beat-em-up, the combat is simple but still pretty engaging. Circle, Triangle, and Square all do different attacks: every Titan can press Circle to shoot projectiles, Triangle to do a strong attack that typically stuns enemies immediately if they don't block it, and Square to do a basic fast attack. If you hold one of any of those buttons down, you'll get a special Charge version of the move that's really useful since it does more damage and covers more area. As you go through the Story Mode, you unlock different moves that the game calls "Combos" that you can do if you press the buttons in a certain order; for example, you can do a move the game calls a Super move with every character by pressing Triangle, Square, Triangle. However, I find the combo system to be pretty finnicky and awkward to get to work right, something about the way this game handles attacking just causes the button pressing to not flow right, and I noticed this was the absolute worst on Cyborg (presumably because he hits slower than the other Titans). If you stun an enemy by either hitting them twice or hit them until they go flying, you can walk up to them and press L1 or L2 to grab them. Press the button again to throw. You'll want to either throw enemies off places they can fall through to kill them immediately or pick up and throw items at them, it can really save you some time since enemies can take a lot of hits in this game (especially later on). You can also block with R1 or R2, but I actually rarely ever blocked and was rarely ever punished for it. In the Story Mode, you can swap between all four Titans whenever you want by pressing right or left on the D-Pad, which is pretty neat but I feel the game doesn't really encourage swapping between different Titans to deal with different situations. The only parts where the game tries to get you to swap characters is some parts of the Story Mode when a character will be unavailable because you have to defend them while they're doing something plot important. That only happens with Cyborg, Beast Boy, and Raven, though, so it only affects you if you play those characters...so I was mostly unaffected since I spent most of the Story Mode just playing as Robin and only occasionally swapping to Starfire, Beast Boy, or Cyborg when I wanted a change of pace. After you lower the health of every boss (except for Gizmo, Jinx, and Mammoth in the first few levels) down to nothing, the game does have you swap between characters to have them all stand on special platforms and use a Charge move to end the boss fight, but I don't really count that. That aside, the level design is fairly standard. I never felt lost, which is always a plus to me, and there are some things you can jump over to reach secret areas or to progress. There's a hidden Larry the Titan that each Story Mode level has somewhere, too; when you grab him, it adds some official art that you can view in the Options part of the start menu. Its a cool novelty, but not something that makes it worth searching every level for the hidden Larry for in my opinion. I'm no 100% completionist and I did find a good amount of the Larry the Titans just by doing the levels as I normally would.

The plot is relatively simple but charming. I haven't seen the TV show this game is based on in a long time, so I can't say what episodes this game may take its plot elements from, but to me it seems to be a mostly original plot. This Teen Titans game starts with a very brief tutorial level and, when you beat it, they reveal that it was actually a game Beast Boy and Cyborg were playing. This becomes especially relevant later. Banter between the characters starts, but then HIVE invades the Titans hideout. I won't explain the whole plot, don't worry; the gist of it is that some of the biggest villains the Teen Titans fought before have somehow come back and you have to put them all back in their place. But things aren't as they seem; in an interesting and fun sense of meta humor that's also integral to the plot, the characters start to become aware that they are in a game as the story progresses. It starts with the Titans realizing time is all out of whack, then with Robin concluding that someone is manipulating space after defeating Mumbo Jumbo, and other events happen later that causes them to connect the dots. For example, the Titans find that parts of the game world they are trapped in are actually unfinished, as shown by the wireframe look that shows up in some levels and its something they directly comment on. There's even a part of the game where you have to fall through the floor into a dark void of nothingness like a game glitch and have to defeat a bunch of enemies to get out. The mystery culminates in an interesting finale where the Titans are transported to the realm of the Master of Games. He changes up the game quite literally and he makes the semifinal two levels clones of popular arcade games that the Titans play to earn their freedom. You play a Pong knockoff with Raven and then you play a Space Invaders knockoff with Starfire, both aren't all that difficult at all but the sheer novelty of it was enjoyable and admittedly the Pong level took me quite a few tries to win at. In the end, the Titans are transported to a Slade fight, which they win and he disappears in a pile of code. They are promptly brought back to the Master of Games. After realizing not even the Master of Games was real (he also poofs into a pile of code when they touch him), Robin has an epiphany and realizes you, as the player(s), are actually at fault for the whole game happening. I found that quite funny personally but its not everyone's cup of tea for humor. The story ends with one final cutscene where the Titans are back home, but Raven catches wind of the player(s) still watching them while she's meditating. Beast Boy notices and pops up with a controller in his hand. The game ends with him saying "Wanna play again?", then the credits roll. Also the credits are unskippable, so make sure you have your phone on you or something to pass the time if you don't want to watch them.

Okay I know this is ridiculously long for a review as is, but I want to add an extra bit here to talk about the visuals. I feel that, for a PS2 game, Teen Titans does a great job at replicating the cell shaded anime-like style of the cartoon the game is based on without looking tacky. It helps make the 3D characters and areas not look quite as outdated as other PS2 games. Every character has a 2D sprite portrait in the art style of the show above their health bar, as well, which seem to either be taken directly from official artwork made for the show or illustrated exclusively for this game. The Master of Games mode has a huge roster, like I said before, so its really cool to see that each character has a portrait. Even the unimportant goons like Plasmus Kid or Slade Minion that you beat hundreds of in the Story Mode and can (for some reason) play as in Master of Games have their own portraits. But they made it even better; what I really love about what they did with these portraits is that every character changes their facial expressions in comedically overexaggerated ways when something happens to them. They will look cartoonishly shocked when hit or if their health is low, for example. That's such a cool detail that they could've easily just not put in!

To conclude: this was a pretty average game that I had more fun with than I thought I would, but wouldn't revisit anytime soon.