Look Jarne! I found it! This is the official Jarne game, for all your Jarne needs!

I played it on switch, this game exists. It had precisely one interesting moment and that's when the younger sister randomly had a little yandere moment and said 'Nice C*ck' out of nowhere.
I bought this as a joke to play with my buds, it was mind-numbing and hella funny.

The battle system gives so much more freedom than the first one, the worlds are much more expansive... and none of it felt exciting or fun. During the entire adventure, I asked myself why it is that it seemingly improves upon the first one but somehow it just feels less fun to play.

All I could come up with is that a lot of charm was lost, and we are left with a game that seems more like the annoying and unfunny side of the rabbids is peeking out, where the first one essentially made them bearable and even endearing. There was a lot more humour that worked in the first one because none of the characters could speak, whereas here it seems the very act of giving BEEP-O a more prominent role with voice acting means a lot of that charm was lost immediately, in favor for a lot of verbal jokes that just aren't funny.

The battles in the first one where more interesting because there was a good balance to it all, here it doesn't take much effort to just break the game in half with the right sparks.

A very big disappointment after how pleasantly surprised I was by the first one. It's a huge step down, though it's in a lot of smaller ways so that it isn't easy to tell at first glance what it's even missing that the first had in spades.

I remember playing this, and not understanding a single thing about any of it, wondering if I was supposed to feel something at any point in the story, finishing it, and feeling like that was a colossal waste of my time.
So there. It gets like one point for cute art, at least.

I don't get it.
It's 'what if we took everything interesting about rogue-likes away and left just the repetition' the game.
What was supposed to make it fun after the first three runs or so? The mechanics and story where intriguing but it just loses all my interest by the very fact it feels like it's built for you to repeat the same stuff with little to show for it. I don't really feel like I get better at the game, and if I fail it doesn't feel like I even know what I could've done better, plus I have no desire to jump back into the same map again with nothing that really keeps it engaging.

It could've been a nice podcast-game or such but it actually does require you to pay attention to it if you want to do well, so it doesn't work that way either.

I'm sure this is just a case of me already disliking the rogue-like format thus the game just isn't for me, but it's like they took the worst parts of that formula and made a game around it. I'm out of the loop on this one.

A Short Hike is essentially everything I love about the open world genre distilled into a cute, short game. Just wandering around, talking with weird lil characters strewn across the map, finding stuff as you go. You can go straight to the goal, or you can explore all there is to see. There isn't much more than two hours worth of content here if you want to see and do it all, but it doesn't need more to bring across what it sets out to do.

It's cozy game perfection to me because there's a goal, there's a feeling of progression through the feathers, it's just exploring around until you make that 'short hike' and finish up the story. Said story doesn't have much to it, but it has a small beating heart at the center of it, showing how a game doesn't need much of your time to garner investment for a single resonant moment. A moment that I still remember much more than games that might have taken 10 or 50 hours to try and get the same emotional reaction from me.

As I said, a short hike made me realise that the reason I love open world games, even if it's sometimes a guilty pleasure, is because I like just wandering around a world and seeing what there is to see. Where a lot of open world games fail, is in showing some dang constraint over how big they make their world. If there's nothing left to see and all your exploration brings you to more of the same, that kills the wonder of it, sours the experience. If the characters in it have nothing to say besides give you another fetch quest, you get tired of it.

A short hike lasts as long as you want it to, and as long as it really needs to. It's masterfully crafted in the sense that the moment your sense of wonder starts to fade, the game is over and leaves a warm, fuzzy feeling behind. I can't recommend it enough.

It's a complete mystery to me what people see in this game, because it was just alright until I realised I was going to be stuck with that unnatural robot voice as a narrator in every cutscene and I think that could've been a newly invented torture method right there. I'm all for story in whatever genre of video game, but you don't just have a monotone AI voice read out what happens in your cutscene if you actually want your story to be at least serviceable. When I realised I was dreading when the next cutscene would pop up, as somebody who usually finds a lot of his drive to continue a game in the stories they want to tell, that I stopped playing.

The gameplay itself up until I played was inoffensive but not particularly good either, neither does the game look especially good. It's truly a greater failure than the sum of its parts in this case. One of the very few games where I really feel like it was a waste of my money... and I got it on sale.

Pretty fun ride with surprisingly a lot to do if you wanted to go for 100%. I had a great time and only wish more of Nintendo's mobile presence was like this game, instead of the weird social experiments like miitomo and pikmin bloom that just don't have much game to them.

Could've been fun if it was more like tomodachi life, but instead it was just kind of odd and boring and not really a 'game' at all. Since none of my friends actually played it had no use and then just vanished, sooo yeah. Won't be missed, more stuff like miitopia please!

My battery can’t handle having the game open in the background, and a few flowers that don’t really mean much unless there’s lots of other users around weren’t worth it. Decent attempt, just not that interesting or fun.

Reviewing it for what it actually is, minecraft is one of the most dull games I’ve ever played. It fails both as an open world and as a survival game, because the game just isn’t very fun to play. Exploration is dull because you’ll walk stretches of nothing with nothing to do, no real goal to any of it. They fixed it in updates but back when I played it crafting stuff was also a question of having a wiki open at all times. The blocky aesthetic is timeless but in my opinion, ugly. As a creative tool to build complex structures, it’s great at what it does and has many uses. Mods have given the game essentially infinite possibilities. For example, custom maps with quests and actual stuff to find, that sounds right up my alley. Recreations of real-life places are possible and that’s just baffling.

But those are all things that were built around the original. They are, to me, not part of what minecraft is at its core. So because I’m not reviewing the excellent mods nor does the creative mode have much appeal for me, it’s pretty much a failure as a game, even if it’s a grand success as a creative tool.

I remember playing it years ago, and because I was completely new to the game and the genre, my ‘friends’ made it very clear that I was a waste of a slot in their party. So I quit. The last memory I have of it is playing it at a summer camp, somehow surviving until the last and just throwing grenades wildly at the general area of the other team, and somehow we got a victory royale like that.

I had no idea what I was doing, I didn’t really like the entire building aspect of it all, but ‘ey, I won once and I left the game on my peak.

This review contains spoilers

Let’s start with the good: a lot of the acts are a fun ride, even though the later levels start to drag on for too long. They have the usual Sonic trappings, but nothing I can’t deal with. As a Sonic fan, I appreciate the new zones after seeing Green Hill Zone regurgitated countless times, even if they’re sometimes just recolours or combinations of older stages for the most part. The emerald powers were a surprisingly nice addition, especially avatar and bullet were great fun to use. Sadly, the rest of the emerald powers kind of fell flat, and they lack a sort of snappiness to them which makes them feel a tad clunky. I didn’t mind the special stages too much, they’re inoffensive, pretty much.

The rest goes from inconsistent, to bad to worse. The music goes all over the place: from bops, to forgettable to kind of annoying to listen to. The multiplayer just straight up doesn’t work, it all moves too fast so most of the squad is stuck being teleported to where the fastest player is at. The battle mode is more chaotic than fun, and the parts to customise your robot cost way too many medals for the amount you get through naturally playing. I found out the hard way that for some reason the paintjob is a one-use item, which makes it even more pricy. It just takes the fun out of collecting medals when you need so many for even basic stuff.

Now, the elephant in the room: those S&+§@# bosses. Some of them are fine, mostly when you can use the emerald powers to make them go by quicker. When you can’t use these powers, however, which happens a lot in the later stages, they become a slogfest. It’s a waiting game of when the enemy shows off their weak point, get one hit in, and then wait a bunch more until you can hit them again. They’re often not even that difficult pattern-wise, they just take ages, or have RNG elements that make the fight drag on even longer. My frustration truly started to ramp up with the Fang fight and the final boss. The final zone even has a pretty cool gimmick that legitimately impressed me, but those two fights just dragged on for what felt like ages, and my goodwill for the rest of the game steadily dropped with every failed attempt. For a game all about speed, it does feel like a lot of it is rather slow. Boss animations take just a bit too long, auto-scroller segments are a problem as usual when you’ve already done that segment a few times, I felt myself often thinking ‘Get a move on!’.

The extra story adds difficulty in the way of more enemies and more spikes, but since some of those enemies were already pretty annoying and putting spikes everywhere with a camera that’s too zoomed in to tell what’s coming… well, it just underlined the game’s shortcomings even more, and I decided I had enough. At least the new character, Trip, is very nicely designed and her moveset is quite unique, but that wasn’t enough to make me trudge through a worse version of an already occasionally very tedious game.

I don’t regret playing through sonic superstars, but after the fun I had with mania, this is decidedly a huge step down.

This review contains spoilers

PW: Ace Attorney 10/10
An amazing game, where I feel the overarching narrative is present from the very beginning, with each case naturally leading to the next. Even the case added later on was a blast, despite its length. Phoenix and Edgeworth make for an amazing pair, with Edgeworth’s development throughout the cases feeling natural and very interesting to follow. I love this game.

PW: Justice for All 7/10
Quite a step down from the first game, with cases that feel a lot more disconnected. This game might’ve been a 5 or a 6 if it wasn’t for that absolute banger of a final case. I think where the first game is perfect as a whole, this case was perfect as a standalone, not an easy feat. My least favourite out of the trilogy, with one of my very favourite cases at the end.

PW: Trials and Tribulations 8/10
Honestly, quite a consistent and entertaining collection of cases, with the final case of course being the cherry on top. Even so, though I really love how everything comes together in the final case, I think the new characters that got an important role in all of it, (Godot and Dahlia), just weren’t really my cup of tea. (or coffee, in this case.) Godot is kind of an ass until it all comes together in the final case, but I didn’t really feel personally invested in him. Dahlia was a tad mishandled, so even though she made for a great antagonist, the final moment feels more… contradictory than it should. It was supposed to be triumphant, but it felt almost mean-spirited in an odd sense. Edgeworth and Franziska returning on the other hand was a great time, and it was a worthy send-off for the series for sure.

So glad I played these games, and now onto the next trilogy!

Tried to play it with my friends, hoping it’d be a good time, but it was more so confusing and clunky. Even when you figure out where somebody is at, since they’re invisible and constantly moving, it can be hard to even hit them even if you successfully find them out. The concept is genius, but in execution it’s just a little too hectic. Would maybe have turned more fun if my two buds didn’t immediately give up on it, meaning I had to follow suit.