Some of the wild Pokémon in this game are so small you actually can't see them. I keep tripping over tiny Pokémon and getting dragged into battles I don't want to fight. It sucks. The game's ugly and the battles are slow and it's honestly a downgrade from Legends: Arceus in every way. And yet, it must be doing something right, because I've played for 150+ hours and I paid for the DLC. Is this what Stockholm syndrome feels like?

The difficulty is a lot better balanced than the original Bleed - or maybe that's just me getting better. Either way, the addition of a parry system is the missing ingredient the original game needed. Breezy pacing, action-packed bosses, stellar music. Plus, unlockable weapons and characters that actually make the game worth replaying. Thoroughly enjoyed Bleed 2.

2012

This has the same plot as No More Heroes

I used to think this game was overrated. When I first played it maybe six months or so after it came out, I thought it paled in comparison to the DS version I had already played prior. It felt like a pretty standard 2D platformer with controls designed for a 3D speed-heavy Sonic game. So many level design decisions baffled me, and I could never get the hang of Sonic's weird, inconsistent jump. I beat the game at least twice, but I never went out of my way to get S ranks or collect the red rings because I didn't enjoy the game that much. It wasn't bad, it just wasn't my cup of tea.

I went back to it after many years to see if my opinions had changed at all. And at first, that didn't seem to be the case. Tropical Resort is an uninspired level when you go through it for the first time. But one thing I did differently in this playthrough, wondering if it would change my mind at all, was revisiting every level to find all the red rings. And honestly? I think it made a pretty big difference.

I had plenty of time this time round to get used to Sonic's weird jump. Sonic's jump increases the longer you hold the button down, which is pretty standard in most platformers, but it feels weird in combination with a double jump that won't kick in at all if it's not timed at the apex of Sonic's jump. With some practice though, it came a lot more naturally. It was still kinda tough to land on small moving platforms, though. I'm looking at you, Planet Wisp conveyor belts.

The levels felt a lot better thought out, now that I was actively exploring them for collectables. Levels can change drastically when you take a different route or use a specific Wisp. I was even finding cool hidden routes all over the place, some which didn't even contain red rings, they were just neat little secrets.

The cutscene dialogue is incredibly cheesy, almost like this is a children's video game or something. It's got a real cartoony vibe that kinda fits the mostly low-stakes plot, and it actually knows how to play its occasional serious moments. I did skip a couple of the cutscenes, I can't lie, but most of it was palatable. Not nearly as disastrous as later games' plots where these writers attempt to write something with greater emotional weight.

So I guess I like Sonic Colours now? Don't get me wrong, I had my far share of bullshit deaths. But I don't know if it's my higher tolerance for frustration in video games, a case of stockholm syndrome, or if I finally got gud, but I still really enjoyed myself despite the many frustrations of 100%. I knocked the whole thing out in four consecutive days, and found myself looking forward to playing each day. I'm really glad I found a new appreciation for Sonic Colours Wii. DS is still better tho.

Truman Glass comes off a little too smart and dignified to be an accurate stand-in for Trump

The level design in this game is uninspired and amateurish. I understand the focus is more on combat than platforming, but like... you know when you're playing a game and you see that one enemy that makes you go, "oh no, not THIS guy again"? That was my reaction to nearly every enemy in A Hole New World. The game's main gimmick, the upside-down parallel world you flip between, adds virtually nothing to the game and is never explored to its fullest potential. The bosses (with the exception of the final two) feel more like tests of luck than skill, with bullshit projectiles and attacks that feel impossible to predict, let alone dodge.

Look, it's not horrible. There's a decent sense of progression from the new abilities you collect after every level, and the spritework is surprisingly pretty. If I knew the person who made this game, like, if they were my cousin or something, I'd tell them they did a pretty decent job. Unfortunately, A Hole New World was not made by my cousin.

The control scheme and narrative framing were more interesting than the actual mystery. Oh, and the lights in MAL's chamber were rad.

2018

This review contains spoilers

AIdol is about an avid idol fan named Hana, who gets contacted by her favourite idol, Aiko. Aiko is an AI, and she needs Hana's help to find her programmer to fix some critical errors in her code. But Hana's just a random fan, and doesn't have those sort of connections. So the A-plot of the story goes nowhere for most of the game while Hana attends an idol convention and makes new friends. And all the while there's a subplot about Aiko's company's PR team that has NOTHING to do with Hana whatsoever. I don't know why it's even in the game.

AIdol takes 3-4 hours to beat. In that time, it tries to explore, by my count, EIGHTEEN different characters. The existence of virtual idols presents some interesting ideas, but the game doesn't have time to explore them because it's juggling so many characters and subplots. Two of the characters with unlockable platonic epilogues get introduced halfway through the game and get next to no screentime. I can't keep track of everyone's names. Hana doesn't work towards her goal of helping Aiko until near the end of the game, when the A-plot is finally delivered with a bunch of exposition.

It's decently written and has its moments, but I think AIdol suffers greatly from being too ambitious for its four-hour-long playtime. I wish the A-plot was more prevalent throughout and the PR team subplot was cut altogether. As it is, I had to play AIdol in short bursts, because it didn't hold my attention. I was actually nodding off at one point and had to take a nap. Not sure if that was entirely the game's fault or due to my shaky sleep schedule, but I found it pretty indicative of my experience. Not a terrible game, just a dull one.

An interactive narrative game where your only dialogue options are saying 'no' or saying nothing at all. It's quirky and fun for a couple of hours, but after beating it I really struggled to find some of the remaining routes in each episode. It doesn't help that you only get 3 save states, across all the episodes. I couldn't even find the presidential storyline in episode 3, which I think was meant to be the main branch of the story. It's impressive how many branching paths they hid in such a simple dialogue system, but some of them are a little TOO well hidden.

It's aight. Your moveset is incredibly limited but the dungeons are designed to play off of your two (2) abilities in interesting ways. The bosses are underwhelming, save for the final one. There's definitely a story here but I don't know what it is.

Incredibly charming 3D platformer that's a joy to control. Kinda wish the camera was more reliable and the hat powers were a little less situational (save for the dash). But you can ride on a roomba so who even cares

The cool story makes it worth the frustrating repetition of entering like 3 multi-digit codes to bring up a web forum, just to be told that the last number you entered has been rescinded and you need to try again

Brilliantly designed. I hate it

This review contains spoilers

Forgot to water my plant. My bad. The girl who lives down the hall from me died so I was a bit distracted

Not what I envisioned from what I assumed was a narrative racing game. Didn't enjoy the driving, couldn't really get into the plot. Gave up after getting my first ending.