This game is so cool when you don't have Sonic fans breathing down your ear telling you the level design sucks.

Replaying this years later...it's actually pretty fun. The levels are basically on-rails but the setpieces are really cool, the Soul Surge mechanic is sick, and it's got a surprisingly strong story (that has completely ruined Sonic IDW Twitter, big oof).

Pretty whatever collection, but it's at least the best official way to play Sonic 1, 2, CD, and 3K. Has some weird kinks though.

I'll say it, best hat-based 3D platformer. It's pretty fun until you get to Alpine Skyline where the game goes from "yeah this is pretty fun" to 5/5 best game ever.

The game the entire Paper Mario community dies by, god forbid another game comes out that isn't exactly like this one. That being said...it's a great game, easy to see why it's beloved by many (myself included). Great writing/story, fun turn-based gameplay, but atrocious world design.

This is one of those games that has you like "yeah this is a good game" at the credits. Tears were shed, batons were passed, and masks were thrown away.

I wanna rate this higher so bad but some sick degenerate on the dev team thought that they should make a Metroidvania and NOT include a map. Colossal nightmare to navigate this game despite everything else being top notch.

Any game where the simple act of moving around is one of the best parts of the game is doing something very right. Swinging around as Spider-Man is such a blast that you can spend hours just trying to fully master the controls. While there isn't thaaaat much depth to it, getting the hang of it is crazy satisfying. This also applies to the equally enjoyable combat system, where Spider-Man is so acrobatic and versatile that you can approach each encounter in so many different ways...almost makes up for most of the encounters being almost the same thing.
My biggest surprise playing this was the quality of the story. This is genuinely one of the best Spider-Man stories in any media he's been in in my opinion. The character writing that's brought to life by the fantastic voice acting is second to none, and even if you know all the twists, the story will grip you and won't let go until the end.
My one complaint is the gameplay where you're not in control of Spider-Man. Not that I think it's bad (it does a pretty good job portraying the duality of Peter Parker's life), but it just feels like a hurdle to get to the real fun stuff.
I'd easily recommend this to anyone looking for a fluid action game accompanied with a great story.

There's a lot to love about Skyward Sword, and there was a lot I enjoyed during my playthrough. The game has some really interesting and unique ideas expressed in a wonderful story, and there's some great characterization for some of the Skyloft residents. Before Breath of the Wild's release, I would've said this incarnation of Zelda is easily the most fleshed-out and lovable, and her dynamic with Link is so much fun to watch. The dungeons are really well done in my opinion, partially because the worlds feel like an extension of the dungeon themselves, and partially because most of them are based on unique ideas like a sliding puzzle with rooms, time travel, "heaven" and "hell", etc. There are also plenty of memorable moments and bosses as well, especially Ghirahim, who turns every moment on screen to the best moment in the game...but good god is this game a chore to play.
The motion controls are easily the most contentious part of the game, and from the varying opinions I've seen online...it's a pretty mixed bag. I was personally playing on a new Wii Motion Plus controller maybe a few feet away from my Wii, and the controls worked the majority of the time. I think the issue here is that if your controls only work a "majority" of the time, then they're probably not fully-baked. There were too many enemies where the difficulty did not come from the enemy itself, but rather my motion screwing up and me trying to re-calibrate while trying not to lose too much damage...and I don't think that should be the main reason why enemies are difficult. Enemies in general are just a pain, I don't know why they felt the need to make every enemy some motion control puzzle of hitting in the way they're not holding their weapon. It just means that the player is probably gonna resort to "waggling" the controller, which works pretty much all the time.
But unfortunately, the motion controls are only one of many issues. My personal biggest issue with this game was the abhorrent pacing and retreading of old worlds. The game is apparently around 40 hours, but I felt like I played this game for like 100 hours. There are 3 worlds in this game that you revisit 3 different times, and you can bet that this gets very old very quickly. While you do explore new areas in each of the worlds (at least, you do the second time around, the third is usually the main area with a twist), it feels so bloated having to visit each area over and over again just to get the magic whatever that you need that time around.
The main hub area, Skyloft and the Sky, fair no better. The Sky is so empty it almost feels like a test area from an alpha build. There's the Pumpkin Inn, the thunderhead...and that's really it, other than small islands that maybe have a heart piece in a chest, just lying there. Skyloft, the main island where Link and the rest of the humans in the sky live, is also somewhat barren. The sidequests aren't very memorable, and besides that there's just not much to do other than refill on items.
Most people seem to live by the idea that whether or not Skyward Sword's motion controls were good made or broke the game for you, but motion controls were only one of many issues in my experience. I think the game is worth giving a shot if you haven't played it, but I don't plan on buying this game again for $60.

I'm definitely in the minority for giving Sonic Lost World a 4/5 but I don't know...I just really enjoyed this one.
I went into the game with the lowest of low expectations, and honestly, I was presently surprised with how well done so many of the levels and ideas are. It feels like a Mario game (something I've seen used as a point against this game for some reason) with how each level introduces a single idea and greatly expands on it, or the many branching paths that encourage mastering the "parkour" system. While it was a bit finicky, that added movement and maneuverability to levels with the added "parkour" system is something I really want to return.
Yeah, the story isn't amazing (though seeing a more toned down and thoughtful Eggman was a welcome surprise), the Deadly Six were super bland, and a lot of the Wisp powers felt unnecessary, but I think it's overall a good time that I'd recommend to anyone looking for a solid 3D platformer. Just don't expect high-speed boost gameplay, because this is far from that.

Ever since the whole Joseph Anderson review of this game, I've been getting a lot more mixed signals regarding its quality. Funny considering the overwhelmingly positive reception it had, but as a Persona fan this isn't all too unfamiliar.
To be honest, I'm also somewhat mixed on the game too. To start off, the game easily has some of the best controls in the Mario series. I previously gave that title to Sunshine because of how creative you could get with FLUDD, but Cappy just outdoes that in almost every way. The simple act of getting from point A to point B can be so much fun with how creative you can get, and at least a good bit of the Kingdoms let you go wild with this. The main issue I have with the game is just how pointless it feels to master it. For as great and creative you can get with this game, it doesn't ever really put this added versatility to the test. The only real reward in this game is Moons, of which there are 880. Yet it doesn't feel like too many ever actually take advantage of the robust movement; most feel like they're just out in the world or under some small 5 second challenge just to populate the world. The best Moons were by far the ones that had their own room, but even a lot of these were kinda lackluster with more basic challenges or stuff that felt like it could've used a bit more. The Capture ability is pretty cool but most of the captures are just yet another way to get a Moon. I think the game would've benefited greatly from either some lower tier reward that build to a Moon (purple coins were kinda interesting but a lot of their placements were just cheap "look over the edge of the Kingdom" type spots), or less Moons with more focused challenges...like the two games of the same style that preceded it.
I do realize that most of this is just an issue with the direction the game decided to take, but I just felt really disillusioned with the whole thing after a while. Great movement that I want to see in future 3D Mario games of this style, but a direction with rewards I'd rather not see again.

From the perspective of someone with no experience with this series who bought the All-in-One collection recently, I'd be lying if there weren't quite a few things in this game that haven't really aged the best. The combat system is fun but pretty archaic when compared to what comes after (at least, in the mainline titles), and it feels like abilities are given much slower. It takes much longer for you to start stringing together some fancy combos, and by the time you do the game's coming to an end. The world design isn't amazing and the amount of super vague objectives and overall backtracking through worlds is annoying. I ended up playing a lot of it with a guide because of how strange some of the requests were, or to know how screwed I was on the upcoming boss. I'm also not a huge fan of grinding in any game (personal preference obviously), which is something you have to do a bit of if you don't wanna get one shot by a lot of endgame/postgame bosses.
But I still had a wonderful time with the game, and it's easy to see why so many people hold the game in high regard. Playing through this game kinda reminds me of a Ghibli movie, not necessarily that they're similar but in how they both sort of tap into this child-like imagination with strange yet fantastical concepts. The story, albeit really cheesy, is a simple and heartwarming story of a boy searching for his friends, and his new friends on a mission to find their king. It's hard not to appreciate that sort of child-like wonder, and I found myself smiling so many times throughout the game. While it does feel like a chore to play sometimes, I enjoyed that sort of innocence that radiated from this game (the combat and bosses are also still fun for the most part), and would recommend it to anyone looking for a unique action RPG experience.