A game with high highs and low lows. Saria's inclusion was a bit weird. The world and NPC dialogue are both great. Intended dungeon progression was a bit confusing. Hated the boss fights. Overall had a really good time with it.

Really awesome little puzzle game that doesn't overstay its welcome. Beat it in about twenty minutes and had a great time discovering all the little window-related mechanics.

Fun little game to play through and 100% in one sitting. Worlds were creative, but I wish Kiwi's movement were a bit more complicated. Traveling long distances became a bit of a chore when cleaning up levels 5 and 8.

I was eager to give Super Mario 3D World another shot after trying it out at a friend's house and enjoying the characters' increased speed. While this is no doubt superior to the Wii U version, it still falls desperately short in a few ways.
First, and probably least important, is that even though the game boasts technically impressive graphics, the game's art direction and tendency to lean on large rectangular platforms and extremely contained playspaces makes me feel as though I am playing a Mario knockoff.
Second, and also in the sphere of graphics, is the fact that the glare from reflections of the sun on certain materials obfuscate the action and can lead to unavoidable hits. The end of the water section in Champion's Road is a particularly cruel example of this- especially because the clear pipe that you're supposed to exit that section through cannot be seen through the water you ride over to it.
Finally, and the most generalized and damning of my criticisms, is that the game just seems to have problems with handling the player's depth perception. I probably took upwards of 30 hits through the regular game that simply didn't look like they were going to end poorly for me. Certain enemies' hitboxes, such as the sleeping piranha plants, seem to give the game a lot of difficulty in determining which actor is supposed to take damage unless approached from directly above.

Overall, this was a good experience, but it's probably still my least favorite of the 3D Mario games.

Awkward controls, regular tonal whiplash, a sometimes-frustrating world map, and yet Anodyne made itself something that I wanted to come back to to finish.

A bit heavy on backtracking and a bit light on difficulty, but the world is full of fun locales, cute side stories, and excellent music.

It's amazing how far this one game came between Shovel of Hope and Specter of Torment, let alone the final crowning jewel that is King of Cards. What a fantastic package.

Cool mirror game. I just wish that there had been a bit more meat to it.

Slick menus, great soundtrack, stylish vibes... lackluster gameplay.

Absolutely adored this game as a kid. Even back then, its cracks were apparent (backtracking to/through the dinosaur island just isn't possible), but there was a tremendous amount of charm to Lego Island itself. A real "make your own fun" type of game exists in parallel to the actual game. Want to change all the cars on the island to be orange? Go ahead. Want to make everyone wear the same pizza-delivery hat as you and live in a pizza corpo nightmare? Go ahead. Want to deforest lego island and replace all of the trees with flowers? Go ahead! Also I love the little weird duplo creature and the lore implications of them as weird primordial cryptids.

Love this. Always felt like I had a way to get through a level, be it through domination or by eking out the barest of victories.

Felt really sad playing this. It's obvious a lot of effort and work went into Hokko Life, but nothing in it came together, and the villagers (especially the shopkeeper) felt like FNAF animatronics. An update that really focuses on small details might make this into something decent, but as it stands, it just feels hollow, lonely, and uncomfortable.

Would be amazing with custom classes.