This review contains spoilers

I am a sucker for 3D platformers. I adore them, eat them up, and Sackboy: A Big Adventure feels like a combination of all the last 14 years of platformers crammed into one game.

This game looks beautiful. When I originally got it on PS4 it blew my mind how real it looked (I got it alongside Doom Eternal so it should’ve been the other way around but somehow it wasn’t lol). The locations look beautiful and while the art direction is nothing that noteworthy unlike the original Little Big Planet trilogy it’s still pretty. They were going for a different thing compared to the original games and I’d say it works.

The controls feel great, I genuinely don't understand where people are coming from when they say they're bad. Sackboy controls perfectly and it's fun to just fuck around with his move set.

The customisation for him is also very expansive which is in line with the rest of the little big planet games. I made some of the coolest outfits I've seen in a game, alongside some outfits that would violate the Geneva convention because they look so bad (gotta keep my childhood tradition of making awful outfits alive). Having Zoom Zooms come back was also dope, overall customisation is standard with the rest of the franchise, which means it's great.

The level design is good as well. There's no time where I felt it was unfair or bullshit but also no real draw dropping levels. The music levels were dope though. The abilities you get are fine, but honestly they're nothing special. Special stages were decent though and I liked the Knitted Knight trials, they were cleverly designed (especially the one where you have to run away from the finish line) and were challenging to beat.

They gave Sackboy a voice for some reason, I don't know why. I preferred in the previous games when he was speechless and it would be cheaper to just have him be voiceless but no. Did you know in the credits there's like 4 people voicing him? I suppose that's one for each player but I don't know. I'm not complaining, I just think it's an odd change.

The multiplayer in this game is AHHHHHHNHHHHHHH- I mean it's entertaining. This game is targeted towards kids so obviously online would be filled with them but playing online was pretty funny. I was in a full lobby trying to do this one level when some 7 year old kept on griefing me and another one kept dropping the thing needed to progress. I was just rage laughing? (I guess that's the term, I mean laughing because of how everything's going wrong, that's what I'm trying to describe, idk if there's a word for it). Overall you can’t really complain about the online for being as it is, kids will be kids and that’s a good thing.

Overall this game is actually great. I enjoyed it a lot and would definitely consider getting the platinum for it. I don’t get why people hate this game, sure it’s not a Little Big Planet game but it’s not trying to be one, instead it’s just trying to be a competent 3D platformer which it succeeds massively at.

WE ARE GETTING THIS GAME, VIDEO ESSAYIST BE DAMMED. NEWGROUNDS FOREVER FUCKERS.

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(this review will be updated every time a new major update drops)

30/4/2024 Update (WeekEnd 1 and Erect remixes):
****

Week 8 (or WeekEnd 1) is pretty good. I like the use of the new mechanic with the spray can bombs however I wished it was used more than in only one song. Also I don't think Pico shooting the gun and him going back to his main stance is smooth enough, but Audio Bot is the boombox for this week so I guess it balances out. Music doesn't go as hard as the other weeks with the exception of the final song. That song goes hard af.The cutscenes are beautifully animated however aren't stylistically matching with the rest of the game, still had me in a big fat grin though.

The erect remixes also go hard but they kick my ass, gonna go grind them now.

Also I want them to fix the fucking freezing that can happen during songs and for them to add the WeekEnd 1 tracks to freeplay and also to FIX THE FUCKING FREEPLAY MENU ON THE DOWNLOAD VERSION IT JUST CRASHES MY PC EVERYTIME LIKE WHAT THE ACTUAL FUCK.

This game just makes me happy. I like when I see Newgrounds stuff. Go play plz.

This game is like a 2D Mario game, the story is mid and practically non existent but the movement and gimmicks it keeps throwing at you are really cool so you keep playing. Also the relationship between BT and the main character is adorable.

This review contains spoilers

System Shock 2 is bullshit. It has bad design, too little resources for the player to survive and a story that the player is discouraged to learn about. System Shock 2 is a masterpiece. It has some of the most revolutionary in a game I've ever seen, terrifying moments that feel like you're bearly getting by with what you have an atmosphere and monster design that's genuinely terrifying and makes the player want to learn more about the story and world. This game is so weird, so counterintuitive that I think it's THE BEST horror game ever made.

I didn't know this game was a horror game going in. I thought it would be more like the first Bioshock where there are horror elements and does have a lot of dark subject matter but doesn't try to scare the player with it. I was wrong. I was so fucking wrong. When you're in that one section on the cargo bay and those robot things start running up to you and chasing you I was genuinely scared shitless, it then hit me that this game was a straight up horror game. This moment was topped by others like when I was being chased down by a few creatures and I turned to my left and there was a rumbler colliding right into me that came out of nowhere. That genuinely made me pause the game and go "yeah I think I had enough for tonight". Or the second last chapter of the game, that part is disgusting and gross and I fucking adore it. The horror in this game is so good, which is helped by the monster design. To the lifeless pounds of flesh of the rumbler to the soulless eyes of the midwife's nearly all the designs are unsettling and scared me shitless while playing. This is helped by the absolutely phenomenal environment design. Literally since the second I started my playthrough all the way to the end it felt like I was in the abandoned and eire halls of the Von Braun. It's genuinely the most immersed I've felt in a game, which is crazy because this game looks like an N64 game. I'm not one that thinks graphics can determine a games quality or are that important, but I did think before playing this game that realistic graphics are required to make a game immersive. I was wrong, and I'm so happy I was. I love that this game looks like an N64 game, it give is so much charm and actually helps with the horror. I personally don't like this wave of horror games with N64/PS1 graphics that's been going on as I think that just mixing nostalgia with horror isn't scary, but this game proved that you can just make a game that will scare you shitless via good enemy design and other clever game design elements that also looks like (well in this case more or less is) a N64/PS1 game 21 years before that whole craze went off, I just wish more game developers went back and played this game to understand that.

This immersion and horror is helped in part by the game design. There is no pausing in System Shock 2, everything your character does is in-game, and that's terrifying. You ALWAYS have your guard up whether that's to heal, research something or to listen to audio logs. Enemy spawning is often unpredictable. I remember I was in the engineering deck and out of nowhere a cyborg midwife spawned it and it genuinely made me jump, but on the other hand the enemy spawning can be unfair, sometimes the game just goes "you know what fuck you were spawning in 10 rumblers and if you don't like that you can suck my dick". Having the game spawn in hoards of enemies like this is scary but ultimately unfair and sometimes left me more disheartened than scared. Another thing that left me this way is with resources. Resources are scarce in System Shock 2, but too scarce. It's hard to find stuff to heal with and ammo and nanites is limited. I remember once I got bit by a spider and I had to run back two decks just so I could kill some hybrid so I could die to get revived without a toxin level because I had no detox patch. This lack of resources led to me cheating during the final 3 ish parts of the game by using the console, by the time I was done the phrase "summon_obj medical kit" was practically muscle memory lol.

Remember earlier I said that you had to listen to the audio logs in game and you could pause the game to listen to them? Well I think that's a MASSIVE flaw. Since this game is a survival horror game you have to keep alert at all times, so by having the audio logs only being listenable in game it does keep the immersion but at the cost of actually listening to them. Usually when I try to I get caught up either fighting off an enemy of there's some really loud thing going on that makes me have to read the thing instead of listen to it. Don't get me wrong, I love the story of this game, it's disturbing and disgusting and all that jazz, but I think the game trades off having a story that's easy to get into for immersive design, which is a shame because whenever I could actually listen to what's happening I felt more immersed in the story.

The music of this game is weird. It starts with this breakcore cyberpunk esque sound before halfway through the game they must've ran out of money or something and decided to stop making music. I guess it could be to help with the immersion but honestly why have music in the first place? The music that's in the game goes hard though.

The ending is a masterpiece. 'Nah" has to be the funniest line I've seen in a game, and the goofy ahh Photoshop edits they had on shodan made me loose my shit. Aged like a fine wine. Also the credits are adorable and should've played after the final cutscene instead of just booting you back to the main menu.

Overall, System Shock 2 is a masterpiece held back by some questionable design decisions. If this game got a remake like the first one that tweaked or changed some design elements I think people would rediscover it and say "Damn, this game is a masterpiece."

This review contains spoilers

Final Fantasy 7 Remake is a fine game. It looks good, plays well and has no glitches but it's overrated as hell.

[Also note I haven't played the original game so this review is from the perspective of someone who had only played remake and knows nothing else about the ff7 lore or whatever.]

Combat is fine, it's very simplistic and
you can usually get by by spamming square and ATB moves. There were a few instances where I had to strategize what to do and character placement to win but that was few a far between.

Midgar is probably one of the most distinct cities I've ever seen in a game though. I love the blue and cyan/green look of the city and how the city is designed. The city and its world building are pretty well done and concepts like mako and the running of Shinra are done really well. The only game I've seen out do it is probably the Bioshocks and System Shock 2, but i am irrational games biggest meat rider so that's to be expected lol. They should just make a game where you can drive around midgar and interact with things.

The characters are fine. None of them are written as real people and instead feel like tropes. Cloud is written to act like an emo teenage boy, Barret is written as a hothead turned dumbass, Wedge is written as the obligatory fat guy that loves food. This way of writing characters technically works (although some of the dialogue made me cringe for lack of a better word), but I much prefer when characters are written as real people that act realistically.

The character design is weird. The main and secondary characters have distinct outfits and are highly detailed, but the NPC's just wear normal clothes which creates a weird whiplash between the culture of midgar. Don't get me wrong some of them work and feel natural, but others (COUGH COUGH TIFA COUGH COUGH) just look like eye sores.

The story is also fine. It has its moments and I'd say 95% of the things that happen aren't filler but there's little to no impact on the characters which is weird. Sure, a few of them die but that doesn't move any of them or make them grieve. The closest there is is when sector 7 gets RKO'd but after that's all said and done the destruction of Seventh Heaven is mostly forgotten. I think the story's at it's best when it embraces the absurdity of its writing (that one part where you're on a motorbike with Jessie and that guy on the motorbike comes in was fucking stupid and probably the best thing in the whole game) or slows down to reveal things about it's characters and so you can take in the environment of midgar. I also think certain elements of it are clever like having Areith being able to communicate with the spirits in mako.

Overall Final Fantasy 7 remake is a fine game, I like it's worldbuilding and it was entertaining, but it's not anything that special outside of that.


I don't care what anyone says, this game is THE BEST Mario and Sonic game. Anyone that says otherwise is just wrong.

This review contains spoilers

Back in the year 2018 this game was in PS Plus. Being one of the only games that wasn't rated above 16 young me decided to redeem it and add it to my library. I got up to the desert level where then I stopped playing it, I forget why, probably was grinding fortnite lol.

But this year I decided that I was going to clear 50% of my backlog, so I decided to give this game another playthrough and by god this game is a hidden gem.

The characters of this game are engaging. I cared for everyone in the cast and was invested in all of the plot twists and story beats that happened with them. I loved the dynamic between Mina and Elro. Agent Black was a good antagonist to the story and the twist that happens on the rocket is honestly heartbreaking and adds a lot of depth to her character. I loved Elro as well, the part where you have to fight the ivory infused bosses and having Elros being more or less a representation him killing what his old life philosophy was sent shivers down my spine.

The story is great as well. It's very character driven which is a personal preference and everything feels like it serves a purpose. I adore the lore of this world. How the One Concern run the place, how they take people and put them in ivory chambers to create superhumans built to serve them, how they raid the pirates for their natural resources, it's incredibly interesting and downright disturbing at times keeps me engaged with the plot.

The gameplay is great. Robin controls really well which is more than I can say about some other games (COUGH COUGH HOLLOW KNIGHT COUGH COUGH). It's satisfying to ground pow on enemies and to use the guns the game gives you. I adore that one gun that lets you switch places with objects or enemies. It feels like a mechanic that would be perfect for a portal type puzzle game and everytime you use it in Iconoclasts you feel like Albert Einstein, it's great stuff. The world design is great as well, I think I only got once once or twice which is amazing as I usually get lost quite a bit in Metroidvanias. The puzzles are great as well, they're all fairly clever and I don't think I had to search up any answers which is kek. I adore the bossfights, especially the ones against agent Black, the ones against him feel so impactful and emotional they're genuinely fantastic. Overall the gameplay is really solid and fun to play (except for that one stealth section, fuck that one stealth section)

The music is also great. I find the quiet tracks to be the best ones (tbh I think it might just be the nostalgia talking lol) but it sounds great.

Overall Iconoclasts is an absolute hidden gem of a Metroidvania. If you are even a remote fan of the genre I would 100% recommend it. It's emotional, horrific and has A LOT of subtext. Great game, please play.

This review contains spoilers

You know those Scratch games people make where they convert other games into 2D platformers? Well this game feels like a really good one of them.

The gameplay is basically a regular 2D Mario game with a paper Mario flair to it. You use partners for different abilities, items can heal you and damage enemies if you do the minigames attached to them and you can rack up combos by jumping on enemies heads. It's fun to play but it's not as interesting as other platformers like Celeste or Donkey Kong Country Tropical Freeze. The only thing that carries the average and at times annoying level design is the locations and characters. Every world is a unique place with different memorable characters. It's the writing of these worlds and overall and how the characters act and behave that save this game from being mediocre.

The story is good as well. It's not like god tier storytelling or anything but the writing is fun and makes you care for the characters. I love the ending and how it all culminates together in this big finale where everyone is involved. It's not as funny as the other Paper Mario games but it is charming.

Flipside goes so hard. I am an absolute sucker for games with a expansive hubworld set in a small town (very specific, I know) and flipside doesn't disappoint. It feels like everywhere you go there's people to talk to or secrets to find and it's all do fun to explore and see what's there. Also finding flopside was probably one of the coolest moments I've had exploring a hubworld, period. Definitely a highlight from the game, I wish the newer Paper Mario games brought back the style of hubworld from Super Paper Mario and TTYD.

I fucking hate the sound that plays when you're near death though. The ERER ERER sound. Whenever I hear it I want to pick up my Wiimote and aggressively slam it against the TV. I can't fucking stand it it's so annoying AHHHHHHNHHHHHHH.

Music is good as well, it's not as good as Origami King's soundtrack but I like it a lot. Especially the final boss theme.

Overall, Super Paper Mario is an average platformer carried by the elements it takes from the Paper Mario series. Imagine if this game was made after Miyamoto went all "PAPER MARIO NEEDS TO BE GENERIC". People would despise it so much.

One of the only games I've played that has perfect design

There are very few single player games that I can drop and instantly get back into when I begin to play it again, but every time I picked back up Red Dead Redemption 2 I was instantly hooked back in.

The gameplay is your average rockstar experience. Go to this place to meet this character, go with them to a specific place, shoot some guys, go back. While that's not every mission most missions go like that. While it is fun to do the missions that follow that formula it does get tiring after a while, which is a bit disappointing because I believe that GTA V somewhat fixed the formula with the variety of things you're doing mission by mission (however it's probably would be harder to design missions in a setting like Red Dead's than GTA Vs so I get it). Most of the memorable missions are genuinely the best rockstar has ever done, especially the end of chapter missions. Those are quite frankly some of the best missions I've ever played. This is because of the story.

The story carries the game as hard as atlus carrying the earth.

Red Dead Redemptions 2 story is one of the best I've ever played in a video game. While it doesn't have subtext through the mechanics (which is something I devour in games) the writing of it is SO. FUCKING. GOOD. I genuinely was so invested in the story that EVERY. SINGLE. PLOT. TWIST. LANDED. If this is the last game written by Dan Houser and Michael Unsworth then god damn, what a way to go out.

The writing of the games characters is amazing (In line with every rockstar game). Most of them are memorable and there hasn't been any other game that makes my jaw drop every time a side character dies.

The Visuals are nice, they still look good and realistic 5 years later. I don't know what else to say about it.

Also you can pet the dog, which is nice.

TLDR: Read Dead Redemption 2 feels like the last hoorah for Rockstar Games. With two of the three writers leaving the studio and the core gameplay design likely being overhauled for GTA VI it really feels like the end of the line for the current era of rockstar games, but damn it goes out with a bang.

Bastion is a weird game because it's story is incredibly interesting and its world is detailed, however it all flew over my head like it was the international space station. This was due to mainly three things:

1) The world being created as you walk around makes the world feel more like a level than an actual place in the world.

2) For some reason I couldn't access the bonus areas the game has that explore particular characters backstories, which lessened my understanding of the overall story.

3) Your only source of information about this world is from Rucks (which might I add has some of the most badass lines I've ever heard in any piece of media ever) so if you were to miss a few lines of dialogue that lessens your understanding of the world.

These reasons are probably why the lore of the game didn't stick with me at first until I watched the obligatory lore video on youtube where it began to all make sense.

The gameplay of it is fun. The weapons the game gives you are fun to play around however as soon as I got the Scrap Musket I stuck with it as it could do far enough ranged attacks and near range attacks at once. The weapon upgrade system is fun and definitely adds to the replay value though so I guess sticking with the Scrap Musket was just a me problem.

So overall Bastion is a short (like seriously it was short, I beated in in around 3 hours how is the HLTB 6?) but sweet indie game that I'll likely like more with each replay.

I get it.

Inside is an artistic masterpiece of a game that is perfectly in line with playdead's vision of games as art. It's one of the best platformers I've ever played and the best puzzle game I've played since Portal 2. The world is interesting and while it's not as deep as other gaming worlds like Rapture or Yarnham (I think that's how it's spelt) it's still incredibly interesting to explore and theorise.

The puzzles are all top notch as well and every single solution to the feels smart and clever unlike most puzzle games, there was some moments where I gave up and looked up the answer and never once I thought "How was I supposed to know that" or "Wait you can do that" it was more like "Why didn't I think of that" or "Oh, well obviously that's what I'm meant to do" which is a sign of great puzzle design.

So in conclusion Inside is probably one of the best puzzle platformers I've ever played (tied up there with the original Little Nightmares). The game is a masterclass in design and atmosphere, creating a memorable experience like no other.

2010

I don't get it. I don't get the critical acclaim this game has. While the story is cool and the symbolism is really cool. The gameplay is the equivalent of smashing your head against the wall until it breaks and you can go to the next wall to slam your head against. It feels like half of the puzzles do the thing people make fun of immersive sims for doing where you have to use boxes or stack boxes on other boxes to solve puzzles. Some of the puzzles are cool, don't get me wrong, but overall the game feels like an average puzzle platformer with a really cool art style.

This is the best PS5 exclusive (so far). I don't care what anyone else says

While I would prefer if Bioshock and Bioshock Infinite weren't connected, the way this DLC ties together both of the games is satisfying and unintrusive (mostly).

The first part of the DLC is more or less trying to tie together Rapture and Columbia by going back and adding things from Infinite into the original, and while this creates some plot holes it mostly works. Rapture looks visually beautiful and it's satisfying to see what Rapture looked like before its downfall.
The gameplay is basically the same as Infinite which is fine because that game has a great combat system. The new plasmid and weapon is nothing that outstanding but they're interest. Overall the first part is just more Bioshock Infinite.

The second part however is very different. The gameplay switches from the action shooter combat of Infinite to be more stealth focused, which works (kinda). You can mostly get around everything by just crouching down the path the designers clearly laid out and when you see an enemy you can just use your crossbow to kill them, get their ammo and move on which creates no tension. It's never shown that you can switch weapons what so ever so what ended up happening to me was I got to the part where you come back from Columbia and have to fight off Ryan's goons and that's when I discovered you could do it, near the end of the game. To be fair I did have that smart assist thing off but I don't remember it showing up anywhere in those pop up texts. The story is way better than part one and ties together both games in probably the best way they could've without completely rewriting the original. Overall the second part is better than the first part but isn't as good as the base game.

Overall both DLC's are just an excuse to tie together both games together, and as that it works. However I just wish the games weren't connected in the first place, because the original and Infinite would be so much better for it.