This review is for any achievement/trophy hunters out there who were as bitterly disappointed with the list for this collection as I was.

I was looking forward to experiencing this incredible pair of games through a new lens as I hunted down all of the achievements, only to be met with the blandest, trashiest, laziest list I've ever seen in a game.

So I decided to make my own list, and hopefully demonstrate how much better it could have been. If any readers have a great idea for a Battlefront achievement I'd love to hear it!

Battlefront
1. The War is Over - Complete the Clone Wars Story Arc
2. The Circle is Now Complete - Complete the Galactic Civil War Story Arc
3. You Were My Brother - Complete the Clone Wars Story Arc in local split-screen multiplayer.
4. And He Was A Good Friend - Complete the Galactic Civil War Story Arc in local split-screen multiplayer.
5. The Ultimate Power in the Universe - Win Galactic Conquest.
6. Execute Order 66 - Kill 66 Hero/Villain NPCs using any possible method.
7. Meesa Go Boom Now! - Kill 500 Gungans.
8. Not Just The Men - Kill 250 Tusken Raiders.
9. You Are All That Remains - Win a battle as the last man standing.
10. Take It Back! - Win a battle with zero command posts held at the end.
11. How Did This Happen? - Hold all command posts on a map but lose the battle.
12. Pitiful Little Band - Lose a battle to an enemy force of 10 or less.
13. I Shot First - Get the first kill in a battle.
14. Watch Those Wrist Rockets! - Destroy 50 enemy vehicles.
15. You Still Hanging Around With This Loser? - Win Galactic Conquest against another player in local split-screen multiplayer.
16. Not the Droids You're Looking For - Destroy all Health and Ammunition droids on one map.
17. I'm Not Such a Bad Pilot Myself - Destroy 50 Enemy Ships.
18. Your Eyes Can Deceive You - Get 10 kills with a Sniper without using the scope.
19. You Are a Bold One - Amass 100 kills in a single battle.
20. So Uncivilised - Win a battle using only your side-arm.
21. Heroes on Both Sides - Win a battle on every map with every faction.
22. More Powerful Than You Could Possibly Imagine - Get 50 kills with every infantry class.
23. Wretched Hive of Scum and Villainy - Die on Every Map.
24. The Best Star-Pilot I've Ever Known - Kill 50 on-foot soldiers from a starfighter.
25. Programmed for Etiquette, Not Destruction! - Win a battle without firing a shot.


Battlefront II
1. Just Like the Simulations! - Complete the Training.
2. The Waning Hours - Complete the Battlefront II Story Campaign.
3. Always Two There Are - Complete the Bettlefront II Story Campaign in local split-screen multiplayer.
4. Trust Only in the Force - Complete Galactic Conquest without using any bonuses.
5. No Match For a Good Blaster At Your Side - Kill 10 Lightsaber-Wielding Characters with a blaster.
6. Vader's Fist - Complete the Jedi Temple level without dying.
7. The First One to See 'em All! - Win a battle on every available map.
8. Flying is For Droids! - Win a Space Battle without dying.
9. Bring Balance to the Force - Play as all available Hero and Villain characters on any mode except Hero Assault.
10. Keepers of Peace and Justice - Defeat 250 enemies as a hero character.
11. The Dark Times - Defeat 250 enemies as a villain character.
12. Once More the Sith will Rule the Galaxy - Win Galactic Conquest.
13. Now I Am The Master - Win Galactic Conquest against another player in local split-screen multiplayer.
14. The Outer Rim Sieges - Complete a run of all maps in Instant Action.
15. Impressive. Most Impressive. - Play all maps in all available modes on Instant Action.
16. Tell Jabba I've Got His Money - Earn a cumulative 10,000 credits in Galactic Conquest.
17. A Million More Well on the Way - Unlock all Clone units in Galactic Conquest.
18. I'm Good at Fixing Things - Slice into 25 enemy vehicles.
19. Vicious, Mindless Monsters - Win a match of Hunt as every available class.
20. It Ought To Be Here - Capture and deliver 25 Flags in CTF.
21. You're Braver Than I Thought - Earn 100 points in a single battle.
22. Have You Noticed The Shields Are Still Up? - Destroy all key points of an enemy Cruiser.
23. Punch It! - Complete the Battlefront II Campaign in under 3 hours.
24. I am a Jedi - Earn enough points to play as a Hero/Villain 50 times.
25. ....To Bring Us This Information - Die 30 times as a Bothan Spy.

The first thing you see when loading up Marvel's Avengers is mostly indicative of the entire experience. An unintuitive menu, behind which is a wall of content that holds much promise, but delivers a bombardment of shallow and repetitive missions instead.

At first glance, this wall of content seems like a good thing, until you realise that most of this content consists of shallow missions with the same objectives that have been reskinned and replaced from other areas of the game.

I'm glad I came late to this game so I didn't have to deal with the live-service issues as they were happening, and I got all of the extra content for free! I like the costume roster, which contains a plethora of (now) free cosmetics which range from great, to some truly awful original costumes. Nevertheless, they are great fun to mix and match while playing as your favourite heroes.

The actual gameplay itself is serviceable enough in itself, the characters control pretty much how you would expect them to, and the heroic power fantasy survives just long enough until you encounter enemies who should be crushed under the weight of a single Hulk-Smash, yet turn out to be merciless punch-sponges. I would imagine playing in easy mode would keep the power trip going a little longer, but the gameplay quickly becomes repetitive and grind-y.

Grind-y is also a great way to describe the achievement list that accompanies Marvel's Avengers. I definitely like a good achievement hunt, but when I see multiple achievements requiring hundreds of levels, collectibles, mission completions and the like, I get sincerely turned off. Clearly the developers thought they would have a dedicated player-base for years to come, and yet it is so easy to understand why many a player would have fallen off after completing the main campaign.

Speaking of the campaign, I actually was intrigued and mostly invested in the reassembling of the Avengers in the aftermath of a disaster. I think this is quite an interesting place to meet this version of the team for the first time. I just think it's a shame that the team are divided for more of the game than they are united, I wanted an Avengers team-up power fantasy game, not the separate adventures of 6 heroes featuring even further separated adventures in the DLC.

The team-up idea is let down even further by the actual gameplay. There is nothing akin to teamwork within this game - sure, you can take companion Avengers with you on missions, but you can't work together to tackle objectives, they mainly throw punches at the same punch-sponge enemies you've been fighting the whole way through the game. There are no tactics, ideas, or great thought that can be put into these fights; the enemies don't require strategy, just punch 'n' shoot. I'm rather glad that I played Marvel's Guardians of the Galaxy first because at least now I know what this game could have, and should have been.

Marvel's Avengers is basically worth checking out for a one-and-done superhero romp. You'll get your power fantasy, but it will be short lived in spite of the sheer mountain of content slopped onto your plate. Just enjoy the short campaign while it lasts, and next time we'll all know better than to get our collective hopes up years in advance for an Avengers game.

Okay, so is this a tech demo? Yes, of course it is. But did Team Asobi have to go this hard when making it? No they absolutely didn't. Nonetheless, they did and the result is Astro's Playroom.

Not just a glorified tech demo, a completely free action platformer complete with 16 levels, power ups, boss battles, and a great soundtrack to boot - seriously, you try getting that GPU Jungle theme out of your head...

Also if you have any type of relationship with Sony and previous PlayStation products and IP, this game will have you smiling like an idiot from start to finish. There are so many fun little references to Playstation games, and I adored exploring the levels to find all of the Playstation 'artifacts', from the original Playstation Dualshock Controller, to the PS Vita console.

I honestly can't find much room to criticise this game, it's free, it's more substantial than it ever needed to be without overstaying its welcome, the controls are silky smooth and do a great job of introducing players to the wondrous new Dualsense controller.

This was one of those games that was honestly a joy to Platinum!

Silent Hill 2 cultivates an atmosphere that is so absolute, it seems to bleed from the screen, even affecting the player in the real world. I've never so desperately wished for the company of another character so as to not feel quite so alone; or the rare warmth of some light to illuminate the monsters hiding in the dark. Silent Hill 2 makes you truly appreciate every respite from the dark, whether that be an encounter with another character, another health item or supply to keep you going, and most importantly, the little red save book to let you know you're safe...for now.

It really feels like Silent Hill 2 is using the hardware of the PS2 to it limits. The environments are as dank and decrepit as they are graphically beautiful.

This sequel takes everything that worked about the first game, and then drives it up to 100. James is just as compelling a character, and perhaps even moreso, than Harry. Gone are all of the baffling cult implications, replaced with a captivating story of one man at war with his own demons.

As the story continues and the environments become more eerie and unsettling, I found myself playing for longer stretches, increasingly keen to overcome my own fear to experience the interestingly chilling story. Even in areas of the game where I might have thought myself safe, the atmosphere is so well developed that, as a player, I never truly was able to let my guard down. Contrary to this becoming exhausting, it only served to make me want to push onwards to discover what else this game had in store for me.

I said in my original review for Silent Hill that I was moving swiftly on to experience the sequel for the first time. That was nearly two years ago. I put it off for so long to build up the nerve to play what I knew was such a beautiful but unsettling game - I'm truly sorry it took me this long to experience it.

I played this once in 2016 when I first bought it. It then sat, untouched, on my 'playing' list for 5 years, as I convinced myself that I would go back to it, yet felt no motivation to do so.

In 2021, 1st October, I finally decided to officially abandon it.

Suffice it to say, this game did not draw me in.

This game is pretty much the same from beginning to end, play the first few levels and you've seen it all. Even more egregious than this, is the sheer lack of feeling of progress, there is little to no advancing difficulty, and you can essentially beat the entire game with two buttons and an analogue stick.

It's the most basic of beat-em-ups with a Spider-Man skin on it to trick people until thinking it'll be a good game. In addition to this, the game doesn't really give you any reason to continue playing, the storyline isn't very intriguing, the gameplay does not engage you in any way, and any secrets that the game wants you to find are almost entirely pointless. Every now and then you'll come across a secret room, and inside is more of the same enemies you've been beating on for hours, but if you clear the room, you can return to it in versus mode. This is frankly pointless. Particularly for those who are playing in single player, the extra content provides absolutely no new experiences, and it doesn't even give you any perks to help you advance through the game - not that any are needed, because it is simply that mindless.

Perhaps this would be more fun with a co-op partner to play it with, but I can't imagine how that would save the game as a whole. You're more likely to just have two people playing a boring game, both of whom would quickly decide to play something more exciting!

I feel like an absolutely insane person looking at the reputation of this game because I simply did not get from it what many others seem to have for so many years.

I think I'll always prefer the Tony Hawk's Pro Skater line of Tony Hawk games, not least because of the nostalgia and emotional connection to them. I think the formula worked better when you were given a large environment with a list of goals to achieve in whichever way you pleased - it allowed for more fun, imagination, and freedom of gameplay. The introduction of a storyline was somewhat unnecessary, not that I'm going to critique the quality of the narrative considering I did not finish it. Unfortunately this story and mission based gameplay loop made for many a forgettable and often downright pointless mission, that was far more prevalent in Tony Hawk's Underground, than memorable and effective gameplay.

I also think that the controls of the player and the board in this instalment are somewhat subpar in comparison to earlier Tony Hawk games, they feel notably more clunky and hard to control, regardless of using either the D-pad or the analogue stick. I also don't like the fact that you now need to actively move the player forward, as opposed to the player moving forward automatically and giving you the ability to stop.

I don't think this is a bad game, by any measure, but it simply doesn't do what I want or expect from a Tony Hawk game, and I would much rather revisit the Pro Skater franchise for my skateboarding fix.

Also whose idea was it to introduce those God awful driving missions? This franchise was clearly not designed around driving mechanics.

The intro to this game is something of a slog admittedly, as it seems to just be tutorial-based gameplay interspersed with frequent cutscenes to drop the player into what appears to be the middle of a story. There's a lot of exposition to get through just to place the player in the middle of a tutorial boss fight, and while I appreciate that the game seems to skip a bunch of perhaps unnecessary introduction tropes, the beginning of the game is rather jarring to experience as a result.

Spiritually, the game feels a lot like Spider-Man 2 (2004), with a lot of the same controls, gameplay, and even sound effects. However, even though Ultimate Spider-Man was released second, it actually feels more basic in nature than Spider-Man 2. Where the latter could have been held back by being a movie tie-in game, it actually feels a lot more expansive than Ultimate Spider-Man, with a long runtime and greater mission variety. Along with this, the gameplay in Ultimate Spider-Man is a lot less smooth than in Spider-Man 2, particularly with reference to combat and web-swinging - the lack of a sprint function, and the one second delay on web swinging and web zipping all contribute to the game feeling harder to handle than its earlier counterpart. The art is certainly more stylised, and is perhaps the most unique element about Ultimate Spider-Man, in spite of this, it does also feel noticeably cheaper. There are also a ludicrous amount of tutorial pop-ups for the first portion of the game, that stop gameplay in its tracks to allow the player to read them; this is another feature that is noticeably worse than in Spider-Man 2, which was graced with the voice talent of Bruce Campbell to teach the player the ropes of the game in a way that is both educational and entertaining. By comparison, frequent, game-stopping text boxes are much less appealing.

The game features a rather large map that is fun enough to swing around in, unfortunately the game doesn't seem to do anything particularly interesting with all of this space. Between each short mission is a series of repetitive overworld tasks to complete to unlock the next mission, and very few of these actually require exploration, so one may find themselves treading the same ground or swinging between miscellaneous buildings to achieve goals before returning once again to the high school or to the Daily Bugle to trigger the next mission. In addition to this, Ultimate Spider-Man seems to take place in a larger universe that references and has cameos of wider Marvel universe characters, however they don't really play that much of a role in the overall story so I can't exactly say that the game is better off for having them, they really just appear for fan service purposes and then they're gone.

Overall, Ultimate Spider-Man is pretty good for what it is, but it is absolutely ripe with missed potential. A longer story campaign, a higher budget, and more imaginative missions would have made this game not only more enjoyable, but far more fondly remembered today - as it stands, the game is neither good nor bad enough to be of particular note in the pantheon of Spider-Man games.

Crash Bandicoot 4 is great, I doubt many people are questioning that. It feels like a true successor to the original trilogy, more than Wrath of Cortex ever did; and it plays fantastically, the new powers are interesting and fun to
experiment with, and the overall experience is challenging whilst also being fair enough.

But - I think Toys for Bob overstepped the mark a little on this one. While the way that Crash 4 plays is fantastic, it's the game design itself that suffers. It really does feel like the original Naughty Dog trilogy, yet dialled up to batshit insane level. This game is tough, probably tougher than Crash Bandicoot has ever been, and the original trilogy was already pretty punishing. Fortunately, Crash Bandicoot 4 does have something of a modern 'easy' mode, that allows for essentially infinite lives, removing the threat of lost progress.

The levels here are longer than ever, and to go along with it, there are far too many boxes placed throughout the levels. Many of which are either fiendishly placed, or hidden from view entirely, requiring hours worth of scouring through each level just to find them all without using some sort of walkthrough. To add to this, each level has 6 gems, requiring you to collect 80% of the levels Wumpa Fruit, destroy all boxes, have no more than 3 deaths, and find a gem hidden within the level. With the insane box placement, this alone can result in each level being replayed upwards of 5 times, bearing in mind there are over 30 levels and each of them can take around 10 minutes to complete.

All of that is just a couple of symptoms that make Crash Bandicoot 4 an insanely - and artificially - long game. These multiple level replays only serve to make the game longer than it has to be, forcing you to just wish the experience would end far sooner than it does.

Then there are the recycled assets - the N.Verted levels, these are literally just the original levels, flipped and with an odd gimmick that adds almost nothing to the experience. Sure, it's extra gameplay, but it's essentially just the same game again, because you have to do the exact same stuff, with the aforementioned 6 gems, all of the boxes and the hidden gems, all over again, for virtually no reason!

Crash Bandicoot 4 is really good....if you just play it through to the end once. If you spend too long with it, you'll just become exhausted and reluctant to see that orange face again for a long time, so, honestly? Stop playing it when you beat the last level, and then if you ever want to play it again, start tackling the N.Verted modes. The experience of Crash Bandicoot was designed to be short and sweet, that's how it could get away with being a tough platformer on the PS1, what Crash was not designed to be, is a gruelling 60+ hour experience that saps all of the player's enjoyment and will to go on.

Come with me, and you'll be, in a world of pure assassination...

This review contains spoilers

To begin at a surface level, setting aside the story details, this instalment has everything you'd expect from a modern Naughty Dog release. The controls are intuitive and react well; the graphics are gorgeous, and it is overall a perfectly competent gaming experience. If you enjoyed the gameplay of the original The Last of Us, then great news, that gameplay makes a return here with some interesting twists and updates.

There's a new personality-based system introduced in this sequel that aims to provide a level of humanity for the previously faceless hordes of living enemies that you encounter. This system gives names to each of the living enemies, that when encountered or killed, the other enemies will shout their name, in order to remind the player that that was a human being and it's now time for the player to feel bad, I guess. However, this system is very surface-level, and it is for this reason that it fails for the most part. Because now I just....know the name of the guy I killed, and then I've forgotten it entirely because I've already moved on to the next enemy. Perhaps this personality system would work better if it was implemented alongside a morality or choice-based system wherein the player could choose to avoid killing, or avoid these combat scenarios entirely. In this way, the killing of the enemies would be on the player's head should they choose to engage. At present, the intended guilt doesn't carry any weight because I know that the game almost always requires me to kill to progress. I'm not doing it out of choice, and I can't continue the game without doing so, therefore there is no guilt. This system doesn't even serve a narrative purpose either, because unlike the original TLOU, Ellie's journey is entirely optional, so nobody has forced her into the position of killing; if killing in TLOU2 were as optional for the player as it is for Ellie, this system would work, but it isn't, so it doesn't.

Spoilers from here on

I became actively annoyed at about the halfway mark after Seattle Day 3, at which point the game inexplicably switches to Abby's perspective. This wasn't because I dislike Abby's character - instead it was because I had spent what adds up to hours of gameplay scouring every corner of every environment during the first half of the game to find supplements, parts and supplies to make Ellie as strong and equipped as she can possibly be, only to then be dropped back at square one to do the exact same with Abby. I simply do not understand why the game would spend so long developing Ellie's strengths, with the action and the tension all rising to a crescendo, to then stop the story dead in its tracks and rewind 3 days. At this point all tension is entirely dead, whilst the player has to grind through the now snail-like pacing of the beginning of Abby's story. Surely the two characters' stories would have been better told were they intertwined for the length of the game? For example, spend a day with Ellie, a day with Abby and so on until each character reaches their climax together (no pun intended). This way each character is developed in both story and gameplay at the same pace, and neither side becomes stagnant because it is teased out across the length of the game, rather than spending ten straight hours with Ellie, and then ten straight hours with Abby. This would also improve the characterisation of the Wolves that Ellie kills, because we get to see them through Abby's eyes first - I don't care about seeing the Wolves with Abby after I've already killed them as Ellie. Let the player get to know the Wolves with Abby, before moving on to Ellie's story where she kills them like any other videogame enemy; Ellie won't feel anything but the player definitely will.

That said, I really like it when stories tell the same narrative from multiple perspectives, I think it's a really interesting way of telling a story, and that goes the same for The Last of Us Part II. While it wasn't done exactly to my liking as explained above, I still think it was a good idea to give the player time enough with each character that they would get attached to them. Giving the player time enough to discover their personality, quirks, fears and aspirations makes this grim tale of two characters so desperately human, which is gravely needed for the narrative to work. The sheer contrast of knowing the awful things Abby and Ellie have done to each other, yet also being able to cheer for both characters when they overcome insurmountable odds surely is exactly what Naughty Dog were attempting to do here, and I think, for the most part, it works.

There are also an abundance of compelling side characters in The Last of Us Part II that truly bring the story together in a marvellous way. No matter which side they belong to, if a companion spends an extended period of time with either of the protagonists, the player really gets to know them as complex, three dimensional characters in their own right, and so it is always devastating in the cases where the character is lost. They feel like this because each of the side characters have their own personal story occurring parallel to the protagonists', rather than their presence serving only the protagonists' journey. Just like in Part I, or the Uncharted series, Naughty Dog has a brilliant way of creating captivating characters with which to populate their worlds.

As for the story, and the ending, I don't really have room to complain honestly. While I loved the original The Last of Us, and will definitely revisit it, I only played it a couple of years ago and thus have no long-term special connection to the game, but again, I do love it. In my opinion, the story and characters felt like natural progressions of what would have happened in the aftermath of TLOU. The dual protagonists are well developed in their motivations and actions and thus I have no complaints in the story department. I really liked the fact that by the time the final confrontation happens, there is no fanfare or relief; both of the protagonists have been through so much that it's such a sad fistfight between two broken, meek women, both of whom have lost so much that this feud rightfully becomes pointless.

To address the hate and controversy surrounding this game - just because some players went into the game with certain expectations, and those expectations weren't met, doesn't make this a "bad game". If you don't like the story, that's fine; if you're disappointed because you didn't get what you hoped for, that's fine too. But at the end of the day, the developers were under no obligation to cater to those expectations, they made the game, and the narrative, that they wanted to make, just like they did with the beloved original The Last of Us.

I don't know if there will ever be a Part III in this series, but I would be satisfied if Ellie's return home is the last we see of these characters. A happy ending was never possible, but a peaceful ending is good enough for me.

Yeah this one was aight, I don't know if I would go so far as to call it one of the greatest games of all time though.

The gameplay element is rightfully the best part of the experience; the ingenuity and variation across the 16 puzzle-based boss fights is truly a gaming spectacle, and an experience not to be missed. On the other hand, I did often feel as though I was fighting against the controls. Also the story didn't suck me in quite like I was led to believe it would, and I just didn't really care about any of the characters in all honesty.

Maybe I'll revisit this one far in the future, knowing what I know now about the 'story' and its end result, but if it didn't suck me in the first time, I'm not hopeful.

As is often the case with very early games in a popular series, I respect GTA III for everything it did for the franchise. It's very clear how and why this game was revolutionary for Rockstar, Grand Theft Auto, and gaming in general. It's also astounding just how much freedom this game gives you to pass missions in any way you want, something that is sorely missing from the heavily scripted nature of Rockstar's later releases. The soundtrack, while understandably barebones in comparison to later GTA games, is still pretty good; I can forgive it entirely just because it includes Paul Engemann's 'Scarface', a fantastic song that fit so perfectly with the tone of this game. Also the voice cast for this game is surprisingly rock solid, the familiar voices of Michael Madsen, Michael Rapaport and Kyle Machlachlan in particular lend so much personality to this instalment.

Unfortunately that's about where it ends for this game, as this experience truly highlights just how spoiled players are these days, considering what GTA III had to work with. The camera is almost impossible to move whilst the player is moving which leads to many frustrating moments of very restricted movement and turning. Aiming and shooting is nigh impossible unless you're practically nose to nose with the subject you're trying to kill. The Wanted system is also bizarre, leaving very little freedom to escape the cops in organic ways, and an over reliance on pay'n'sprays - which by the way, don't even have a marker on the mini map during many missions. So unless you know the map of Liberty City by heart (and why wouldn't you, when playing GTA III for the very first bleeding time) they become impossible to find.

Oh yeah that's another thing, there is literally no pause menu map like in every other Rockstar game; sure there's a pullout map in the physical game box, but have you seen that thing? Not only is it not top down, (like literally every map in existence should be), for some unknown reason, but also it is covered in graphics that just make it all the more confusing for a first time player. I'm not going to study this mess of a physical map just to find a pay'n'spray that should be marked on the in-game mini map.

There is a lot to love and respect about Grand Theft Auto III - unfortunately, when you take all of it's far, far superior younger siblings into account, there are far too many frustrations that come with it. This makes it by default, easily the worst 3D era Grand Theft Auto.

Also fun fact: the cars on this game are made of papier-mâché.

I went into this experience fully expecting to hate it, based on the dumpster fire that was Saints Row IV. While I didn't love Gat Out of Hell, I can't exactly say that I hated it either.

Unfortunately that just leaves us in the middle ground of an ultimately forgettable game that I can tell will leave no lasting impact on me. This game is simultaneously laden with fan service, and yet also doesn't seem to understand why the Saints Row franchise has fans in the first place.

The flying mechanics are probably the stand out of the entire game, they are genuinely some of the best flight mechanics I've experienced in a video game, and it is really telling that Deep Silver clearly want to be making a different type of game entirely. So why do they continue to desecrate the good name of Saints Row when they're so obviously disinterested in the series?

Saints Row IV was a glorified DLC of The Third, which essentially makes Gat Out of Hell a glorified DLC of a glorified DLC. Gat Out of Hell also suffers an exacerbated issue that has plagued Saints Row for the last 3 instalments wherein many of the 'missions' are actually just optional open world activities. This issue has been growing with each instalment since Saints Row The Third and it has never been more apparent than with GOoH; you could likely count on one hand the amount of missions there are that are anything more than just an activity. Gat Out of Hell consequently can be summarised as an open world activity collection/flight simulator.

Yet another of the many issues that plague GOoH is the sheer repetitiveness of the gameplay, with challenges and achievements both geared towards performing the same actions tens and hundreds of times. This artificial stretching of the gameplay time leads to such severe tedium that I would be impressed by anybody with the patience to master this game 100%, achievements and all.

This has the potential to be a pretty okay game, which already isn't saying much - and additionally this is definitely not a true Saints Row game, which makes the disappointment so much worse. However, thanks to Games with Gold on Xbox, I got this game for free so I won't complain that much....y'know...apart from 90% of this review.

Another World is quite simply magnificent.

This is the only version I have played, as I never played the original so this review will be purely based on my experience on the Switch.

That said, I personally think that this game is a practically perfect >1 hour adventure. Immersive, and with a wonderful colour palette, Another World truly transports you away and into the adventure feet first.

The control scheme works exactly as it should, with each step and jump landing exactly how it feels it should - so long as you take your time and step carefully! Much in the style of the more recent Super Meat Boy, Another World is a platformer that relies its progress largely on trial and error. This may sound exhausting, but similarly to the aforementioned SMB, Another World also provides regular checkpoints, combined with instant character reloads to make for a truly smooth trial and error format.

The puzzle component is also fantastic, requiring the player to take notice of all of the elements of gameplay and the information provided on screen to solve whatever puzzle of nuance the game throws at you next.

It's incredibly captivating, it never overstays its welcome, and plays exactly as it should, it would be hard for me to give Another World anything less than a perfect score.