58 Reviews liked by Brock


All killer, no filler.
Every single stage is full of charm and ideas, levels are tightly designed with secrets, optional wonder seeds and optional exits. It's art style is charmful as ever, badge system makes replaying levels more fun.
Only thing going against it are bosses.
Ohhh man this game is so great, Pizza Tower 2 has arrived.

Mario Wonder is a joy of a game. The thing that really stands out is the graphics/art style and sound design. Good enough to win my goty in all of those categories. The gameplay is pretty simple, but the variety in stages and enemies keeps the game fresh throughout. Some of my only complaints are the game is a tad too easy, even when going for 100% on levels and the end boss fight could have had some better design or mechanics. A contender for best game of 2023!

Super Mario Bros. Wonder marked a necessary and innovative direction for Super Mario's 2D games. After numerous titles following a similar formula and several years without a new release, Nintendo decided to introduce some significant changes.

At the beginning of this review, it's essential to highlight that Super Mario Bros. Wonder is a classic 2D side-scrolling game with modern features. While introducing something new to the franchise, it represents an evolution of the first Super Mario games released on the NES.

Critics argue that the game is completely different from the New Mario Bros. series, but I disagree with that assessment. Despite having some distinct features and being an improved version, it essentially remains the same game. It is undoubtedly an evolution of the previous games released on the Wii, DS, and Wii U.

The art is incredible, making it arguably the most beautiful Mario game ever released.

In conclusion, the timing was perfect for the 2D Mario games, and Super Mario Bros. Wonder stands out as the best side-scrolling Mario game to date. Personally, it might not be the type of game I typically enjoy, but I can't deny its excellence. It's a game that excels in everything it sets out to accomplish.

There is nothing better than starting trilogy from the last game
Really good game
Maps are well designed, game let's you do anything, it controls very well.

Designing this around the DK Bongo Controller as the main interface was such an insane idea and I love how well it works.

This game rules so fucking hard.

Remember all the gaming media hipsters who always keep telling you that this game truly pushes the medium forward, and that game is one true example of games as an art form?

This is the game where these pretentious remarks are actually true for once.

I have no words.

Also Karlach is best girl, it's not even a contest.

Fantastic expansion!
CDPR really make the best dlcs.
Best looking game as of 2023, playing this with 4090 pathtracing is such an experience.

Looks like Fromsoft got new competition!
Lies of P is a mix between Bloodborne and Sekiro, the combat is fluid and smooth and for the most part well designed in terms of patterns and weight a thing most Soulslike miss out.
The world of Krat is beautifully designed and has gripping atmosphere and impressive aesthetics.
The customization is pretty good and the story is interesting.

One of the best Soulsdlike, im interested to see what this dev will bring out next.

It's nigh impossible to describe exactly what Cyberpunk 2077's 'The Star' ending evoked in me when I first saw the game to completion on a cold December night. Speaking figuratively, I find it a much simpler task. There's this feeling you get sometimes when you're coming home from a long road trip, and the homesickness that caused you to take aspects of it for granted is starting to wear off. You have this sort of longing in you, an inescapable urge to rush back to your memories of when you saw a fresh bit of the world last to see if you can scrape something novel out of it to punctuate the dark, featureless mountaintops on the road home. I associate it with this subtle sense of coldness like someone's cracked open a window at the break of dawn right as Spring is starting to hit. Not so cold to the touch that you start to feel like an iceblock that can shoot frozen lightning out of its fingertips, but cold enough where the air around you starts to feel like it's whispering to a part of you that's inattentive for most of the day.

Needless to say, that ending is a large part of why Cyberpunk clicked with me so much when I first played through it and why, nearly three years later, I still think back on it quite fondly. Without spoiling it, the additional ending Phantom Liberty adds to the base Cyberpunk experience is one of the most profound and earnest endings I've ever seen in a game. Both incredibly bitter to the taste and yet oddly beautiful, it stands neck-in-neck with 'The Star' as perhaps one of the greatest endings I've ever seen a game have. It's simple but razor sharp, introspective in a way few endings are, and manages to pack one hell of an emotional punch without resorting to tragedy in such a real way that it not only bolsters the core characters of the base game by refusing to pull punches—it improves them. In other words, this is CDPR sticking to its guns in a way no other studio has. If this had half the heart and soul it does, it would be accurate to label such a statement bootlicking. But, flaws and all, the end result is something undeniably remarkable.

On the whole, Phantom Liberty is buoyed by fantastic, potentially career-best performances by actors such as Cherami Leigh, one of the many facets that make the experience far better than any DLC has any right to be. I was aware that these developers had somewhat of a reputation for that since the tease of DLC was somewhat hyped even before this game's release. I'm tempted to say a big, vague statement like 'there is seeing, and there is believing' because, for the most part, they knocked this out of the park.

For the most part. I wish I could say this is All Killer, No Filler, but throughout, you'll definitely see the game making a push to get you to do other things. I didn't mind that in the base game, actually. It prevents what I call 'Bethesda-itis': it is more believable to me if I have to wait a day or two for a character to read a book I just handed them than if they skim through the entire thing and immediately understand every inch of it right in front of me. Given the scale of the game surrounding Phantom Liberty, it makes a lot of sense. But due to Phantom Liberty being much smaller than the game preceding it, it's an approach that almost threatens to devalue it at times. Worse yet, only one of the two bits of repeatable content here is worthwhile. While it can veer on frustrating, as its randomized nature will sometimes give you odd pairings that feel obtuse to work around, delivering cars is a blast. Once you get accustomed to the vehicle combat, there's a lot of fun to be had there that adds a little more replayability to the overall package. I wish I could say the same about airdrops. While you're in Dogtown (the new district), every now and then, an airdrop full of supplies will be dropped that you can choose to secure by fighting off the soldiers protecting it. These always play out the same and, unlike the car delivery side-operations, fail to be a noteworthy addition to the experience as a whole. If it weren't for the bits of narrative you get in the NCPD Scanner Hustles, I'd honestly say that they're on the same level in terms of quality.

With all this said, however, Phantom Liberty was absolutely worth the wait. I said in my last review for Cyberpunk that if this team ever successfully releases a sequel, there's some real potential to be had in it. Phantom Liberty affirms that wholesale.

Patch 2.0 fixed base game and Phantom Liberty delivered truly spectacular experience on it's own.


It's good, very good in some aspects.
Let's start with good stuff.
Traversal is better than ever, it is so entertaining and addition of wingsuit was a 10/10 idea, going from swinging, to gliding to nose diving and at the last second shooting web again never gets old.
I am pretty big fan of how they handled boss fights overall, they no longer rely on just finding a weakspot, doing something 3 times- gg you won.
MJ segments are also improvement over 1st game.
Game is ridiculously impressive with it's tech and ability to load all the assets without a single hitch, and fast travel speed elevates this wow efect even more.
Characters were mostly good, with ok dialogue and all of it was well acted with some typical marvel cringe stample all over it, highlight was seeing Peter and Harry interacting with each other.
Almost every single main mission in this game is a set piece, which is really impressive (impressive how deep Sony pockets are) but my brain was just shutting off after #15 big building collapsing while you are in an incredible gameplay segment of holding R2 to run.
Combat is whatever from mechanical standpoint. It is very very flashy and the tech Insomniac uses to make those animations blend so well together is impressive, but overall combat boils down to waiting for your abilities to recharge. Stealth is totally useless especially with how OP dodge. Skill tree in this game is just lazy, with most attack skill being "hold Square to do this attack, hold triangle after jumping" wow riveting.
Side content is pretty ok for the most part. Yes, it is Ubisoft checklist, but thanks to traversal being so good and combat being ok, it is still fun to participate in them. Standout quest was definitely Howard's. One of rare moments I felt some emotions from this game storytelling.
The thing I am most surprised about is how buggy this thing is.
When I boot up a Sony first party game I at least expect mostly bug free experirnce and especially from Insomniac's because all their previous game were not only tech marvels (hehe) but were bug free.
Here, I had game glitching out so many times. I got soft locked around 5 times and had to reload saves, I felt through City map twice, I had audio missing, I had scripts not playing correctly in scripted sequences and hitboxes on new late game enemy type were just horrible.
I was also very disappointed in Kraven which is so one dimentional. His only purpose was to set events of this game in motion, what a waste, especially when you compare Kraven to some really well done villains from first game.
Venom is whatever, sequence which introduces him is really dope and one of the highlightes of whole experience.
If you loved first two SM games you will most likely love this one as well, if you didn't, SM2 won't change your mind.
P. S
Insomniac, in SM3 get rid off Danikakast, holy shit it was so bad.

raphael casually having one of the hardest themes of all time

The presentation, visuals, and sound are all really good and a huge step up from Diablo 3. I was surprised the game even had consistent cutscenes for the main story.

But that alone doesn't make up for how easy it is. I never felt a sense of urgency in large crowds other than a couple of bosses where dodging was actually useful. Abilities feel pointless as they all evenly contribute to the chaos, so I never felt like I had to step outside of my comfort zone to try new ones. Then the sense of progression is lost when everything scales with your level, it only made finding loot / leveling up feel pointless when enemies are getting stronger with me.

Seeing I didn't enjoy either Diablo 3 or 4, I think the series just may not be for me.