It's a pretty good lore-focused story and the Crown Tundra itself is decent to roam around.

It doesn't seem as focused on QoL upgrades as the Isle of Armor (things like resetting EVs or Dynamax soup). Instead they added an entire new game mode, which is basically boss rush of raid battles. It's pretty neat, and a great way to get any legendary in any Pokéball of your choice.

It also has more new Pokémon than Isle of Armor. Though I really really wish they put more non-legendaries than just Galarian Slowking.

It definitely brings to light how much of a pain in the ass catching legendaries really is though when you need to do it 10 times in a row.


This review contains spoilers

The story part of it is pretty short, but in general it's a pretty neat addition. The area feels far more like what the wild area should have been in the first place, although the abrupt weather changes still exist and are jarring.

I like that there's some story and gameplay integration going on here. The super fast Slowpoke's have priority in battle, and another character cheats in a match by placing toxic spikes at the start of the match.

There's a decent amount of quality of life stuff here too, such as a character who will reset EVs to 0, a way to turn any compatible Dynamax mon into a Gigantamax mon, ability to make apricot balls etc.

Following Pokémon also make a nice comeback, although it feels a little unpolished.

It also suffers from level scaling. I guess it's supposed to be accessed directly after beating the champion in the main game, but due to when it came out, most people will have level 100's by now, making it a breeze to sweep through. They did get by this by making Kubfu the only Pokémon you can use in the final gauntlet, but it's so easy to get to 100 with EXP candy that grinding is no longer needed, kinda ruining the whole "bonding" thing you're supposed to do.

The presentation in this game is incredible. The stages were all so beautiful and super attacks were flashy and impressive. The Pokémon themselves could look a bit off-putting or off model to fit in the aesthetic, but overall the game looks great.

I'm a big fan of the variety of Pokémon they chose to. It would have been so easy to just put in the bipedal creatures, but they added in mons like Chandelure or Suicune for some truly diverse fighting styles. Not that the bipedal pokémon aren't unique at all, every Pokémon has a wide arsenal of moves that all feel different. I was only playing this as the week free trial, but if I had the full game I'd love to get to know and use all the Pokémon in the roster.

The missions encourage you to use different Pokémon and supports, or try out different fighting styles (such as using more grabs), while providing some neat aesthetic rewards.

Training mode is pretty well fleshed out. You've got standard tutorials, but also combo examples for every single character, so if there's a Pokémon you're interested in, it's really easy to get to grips with some basics of them instead of blindly mashing buttons in practice.

As for the fighting itself, the phase mechanic is definitely a great way to set it apart from other fighters, and I love it in theory, how it makes you adapt to two completely different fighting styles. In practice it did feel like it happened a bit too much, especially in field mode. It can also break combos in duel phase which got annoying. I definitely got used to the flow of battles, but something just felt a bit off by how it was implemented. Not that I'm sure what alternative I'd suggest.

Overall a fantastic Pokémon spinoff, and if there was ever a sequel I'd definitely buy it.

Much smoother than the original, leading it to be better to play. There seems to be far more combos – although still no combo list, and practice mode has removed the option to turn on input displays making practising even harder – and each beast now has an ultimate move, which can be activated with a single button press for a weak version or through a complex combination for a full power one.

The game introduces story mode which is basically just arcade mode again, but with a few “cutscenes” for each characters inbetween each fight. There’s not much to this, the story is just still images with text, and for each character it adds up to less than 5 minutes of story each. Not to mention that many of the things in the story don’t make much sense and characters appear just to fight and then disappear. I guess it would be hard to make a fully-fledged detailed story for everyone with only 10 other characters to fight across everyone’s campaign.

However, the story does help add a lot of personality to the characters, and while any individuals story isn’t THAT interesting and full of filler fights, adding everyone’s story together creates a nice little Bloody Roar tale overall.

Speaking of developing characters personalities, more interesting-looking characters and creatures join the crew this time. The new characters have a lot of charm not just in their animal forms but even their human forms. They really all stand out from each other now.

In between the characters storylines, interactions with others and even their body language, they’re all really unique and I love them.

The difficulty in this game is all out of wack though. I keep it on 4, which is the default since I’m not very good at fighting games, and the first fights in arcade/story are super easy, but the last 2 or 3 are insanely hard with the Ai pulling off massive combos and blocking everything. Instead of feeling like a consistent “medium” difficulty like I put it on, it seems to just go from “Very easy” to “Very hard” in the course of a single run.

Also for some reason sidestep is disabled in any mode except custom battle. Except the Ai can still use it, putting you at an inherent disadvantage permanently. I’m not sure if that was a bug or what.

Story is still as convoluted as ever. Exploring Disney worlds is fun and all, but the game definitely tries to make itself out to be far deeper than it really is.

An okay f2p platform fighter. Kind of wish most of the unlockables weren't locked behind paid currency.

Nice variety in character designs, but not much else stands out. I mostly just play it when I'm waiting for a download patch for the game I actually wanted to play.

Couldn't stand this game. It's basically the exact same 5 minute battle done over and over again, and it wasn't even fun the first time. It's like a card game where you only have 1 hand, so you just keep doing the exact same motions. Except most card games are faster, as this one requires you to do arbitrary tasks like moving an icon in a certain shape every move.

Slow, boring, repetitive, ugly, unrewarding. Definitely a contender for one of my least favourite games this gen.

One thing that becomes abundently clear early on is that this kart racer is not a Mario Kart clone. I only managed to get to stage 7, but in that time I only had a single race. In fact every single stage is a different type of game, and honestly I respect it for that. They make these wide open stages to accommodate the playstyle too.

And then there's the items which they didn't just paint over the standard MK items like a lot of Kart Racers, these items feel truly unique. I didn't even learn what every one of them did.

And the roster is massive and each has fun voicelines that add personality to them. The fanservice in this game is insane.

So why the low rating? It's the damn physics. Nothing feels good in this game. Whenever you get hit your kart reacts as if it's made of cardboard. The irony is if this was a straight kart racer it'd probably get a bare pass as a PS1 game because the controls themselves are fair for the era, but the type of gameplay here involves way too many precise movements.

And unlike the standard cup format of Mario Kart, or any racing game, this game has you try to win all 14 stages in a row, with only 5 continues. Honestly I could probably even let the game slide if it just separated into cups of 3-4 stages, but the difficulty of the physics, combined with the fact you need to learn a new gameplay objective every single stage makes getting 14 wins in a row pretty damn hard. Like I said I only got up to stage 7 so I can't say what the last half of the game is like. And it's such a shame because they really tried so hard to make this game stand out from the competition and went full force with the South Park brand.

Short and sweet. Love the atmosphere and environment design. Puzzles were done well too.

This review contains spoilers

(This is technically more a review of the remake than specifically this remaster, but it's the version I just played, so)

Back in 2002, the Resident Evil remake of a 1996 game set a standard for remakes that even remakes made in the 2020's, of games made 20+ years ago can't keep up with.

This remake does so much. It adds new sections to pretty much every area in the game. It adds new puzzles, it expands on old puzzles, it switches the order of puzzles and it throws in some twists to what the player thought they knew (such as the second Yawn battle taking place in a different area).

A few new mechanics are also thrown in without overshadowing the originals feel, only enhancing it, i.e Crimson Heads.

It's a game that is a brand new experience to a very familiar one.

Of course that's only really describing it as a remake. It keeps all the things I loved about the original, which is a review all of its own (see my Resident Evil Director's Cut review for that.)

The only thing I miss from the originals is the music (the Remake seems to go for more subtle tracks, if it even has something in any given area), and the garish colours of the mansion, replaced by generic dark hallways.

Now that the very rough launch period has ironed out, it's possible to get the true Overwatch 2 experience.

I was a big fan of Overwatch 1, so for better or worst, the fact this is the same game just made me feel right back at home. I also hadn't played in about 3 years (before Echo released), so it was nice to come back to a lot of new content.

Unfortunately pretty much every change they made as part of turning this into Overwatch 2 was a net negative. Free cosmetics are gone in favour of an overpriced f2p system.

The 5 v 5 thing is probably my least favourite change though. The loss of any role (always a tank if you play role queue) makes all your teams feel unfinished. Without a 2nd tank the amount of pressure on healers also goes up way too much, and they're already the most underappreciated role. It also seems weird to me that there's so few regular tanks now - they even got rid of Orisa's shield. It feels like the tank role, outside of maybe 2 characters, is just a beefy DPS. Granted some of them were already like that, but the whole point was to have your main tank and the "off tank". This whole change just doesn't feel like it fits.

As far as push mode goes, I kind of enjoy it. It's plays differently and requires different strategy while still feeling right at home with the regular modes. The maps also make pretty good use of multiple pathways to ensure a quick route back to wherever the robot is (except 1 map which I hate, I forget what it's called).

But it came at the loss of assault mode, so we didn't really "gain" a mode so much as replace one. I dunno what the problem with assault was, I liked it outside of the moon map.

I can't say that Overwatch 2 "ruined" the game for me since I definitely still have fun with it, but to replace one game with the exact same game but worse is just...why?

This review contains spoilers

The birthplace of Sonic's iconic boost formula. It doesn't really work that well here though since the amount of death pits and whatnot make moving at light speeds way too risky. This also extends to the trick system which is pretty cool, but often you'll be launched, do some tricks, and then you'll land on like a jump pad or rail without warning while you're still tricking, so you'll jump at the wrong time and die.

There's also the issue of how this game handles the dual screens. On paper it sounds great, Sonic moves between both screens for one huge vertical screen. The issue here is that there's a massive blind spot between the screens, which combined with any other navigation issues mentioned above, plus the smaller screens due to being on a handheld, this game just generally never felt safe. Everything is too fast on a screen that is too small, reaction windows are non-existant.

It doesn't completely ruin the game or anything, it's more than possible to beat. And the levels do provide some pretty cool set pieces, like even hang gliding in one of them. But nothing about the game truly stood out in terms of level design. It's very much your standard 2D Sonic affair in that regard, for better or worse.

Blaze also has only 1 or 2 very minor differences to Sonic, which is a let down considering other playable characters feeling unique has been a thing since Sonic 3. She does have a fire aesthetic to all her moves though, so it still makes her better than Sonic lol. Her levels and bosses are also 100% the same, though the order is slightly different. If you want the true ending you will need to play through these 2 extremely identical campaigns twice. The game is nice enough to only make you collect the emeralds through special stages in Sonic's story though - Blaze gets hers automatically.

Bosses are pretty good. The designs of the mechs are neat. There is a bit too much just waiting for the opportunity to attack in them all though.
The super secret final boss itself is just your standard Super Sonic flying through space finale that they seem to default to way too much.

So basically I think Sonic Rush could have been a fun, but average, Sonic game, but is held back by small screen sizes with a huge blind spot and gameplay features that do not mix well with those things.

The game was better as a memory.

Don't care much for this. The revamped character designs are pretty neat, and there seems to be a fairly generous stream of free stuff. But characters just eat up so many resources to improve, and the gameplay itself is just very mid.

Somewhat funny that despite being DLC, this actually works pretty well as a demo for the main game. It's a short, self-contained story that has the action and puzzle-solving elements that make up the main game, and a handful of collectibles to find.

It's a decent enough ride. Not sure I'd want to pay for it separately, but in the 20th anniversary bundle it's something fun to do after beating the main game.

This is pretty cool, some trippy visuals and a fun boss fight, albeit one that goes on for one phase too many. The plot twist was super obvious though.