Like many of the games in the Wario Ware series Game & Wario is second to none in the utilization of the hardware it is made for and emphasizes the unique capabilities the WiiU gamepad has to offer from the very first mini game to the last. Unfortunately Game & Wario's mini games are much longer affairs, but offering far less of them. This means that if a few don't click for you a fair portion of the game is going to be unenjoyable. Overall, the WiiU edition of everyone's favorite villainous doppleganger's party game is a wacky fun time.

One of the most dissapointing sequels to a game I can think of. Literally killing off the heart and soul of the first title that was Joel and Ellie's relationship was a huge mistake. The new characters are atrocious and boring. Gameplay is superb but always plays second fiddle to the cinematics. This is a total movie game telling a very boring story.

Also.....where's the multi-player? TLOU 1's multi-player component was an underrated gem and Naughty Dog stated that TLOU 2's was so great and massive it had to be released separately. Well where is it?



It's hard not to be immediately impressed with Dragon Quest 11 merely for its presentation alone. Akira Toriyama's character designs have never been so beautifully realized, placed within a backdrop of vibrant colors and a timeless artstlye. DQ 11 is truly one of the most beautiful games I have ever seen. Reminiscent of Ni-No Kuni and Blue Dragon, far exceeding its graphical limits through sheer artistry.

Dragon Quest 11 is a traditional JRPG through and through, with a bevy of contemporary tweaks and quality of life improvements to temper the tedium of an older gametype. The auto run, sprint, spells for fast travel, etc. go a long way to alleviate annoyances older titles are plagued with, allowing the player to immerse themselves in the adventure and not be bogged down with backtracking or menu managment. This coupled with the charm and wonderful voice acting makes the story a joy to unravel. There's nothing revolutionary about it but it's extremely fitting, exhuding a sense of coziness contrasted with its epic scale of adventure the franchise is known for.

Combat is the tried and true turn based formula of age-old series, nestled in a depth between novice and hardcore difficulty; making it accessible for newcomers yet engaging enough for longtime fans. Towns and cities are standard fare for the genre, but are filled to the gills with NPCs to talk to and in the later half of the game activities in the major areas to occupy your time between dungeons.

While the Illusive Age takes several strides in tackling the grievances often plaguing JRPGs, not every contention has been addressed. Many of the plot lines are predictable and the characters, although likeable, are shallow with the villains hardly being even servicable. The from town to town loop so typical of these ventures can start to get stale, despite the vibrancy and life the areas of respite have to offer.

Dragon Quest 11 is a reminder that traditional turn based combat is traditional for a reason, and is a modern treat to old school fans. With it being such a streamlined, beautiful, and polished experience theres no suprise it'll gain a new fanbase as well.

The best Mario and Luigi game and one of the best Mario RPGs period. An ultra charming story coupled with tight and unique gameplay that utilizes the DS in creative ways. Although it is the titles motiff and very fun to play as Bowser, hes too prominent in the first half relegating the Mario Bros. to second fiddle. The balance gets much better in the second half. With only a few slight complaints in level design Inside Bowser Story is a near perfect game. The best DS title I have played.

A wholly unique gameplay design with dazzingly creative level design and art style. The touchscreen controls are flawless. I didnt have a single control issue throughout my entire time with Kirby and the Rainbow Curse. Its a short little adventure but seems to hit the sweetspot in length given its linearity.

Yes, Death Stranding's photo realistic visuals are breathtaking, boasting an artstyle and character designs just as stunning. Yes, Kojima has crafted another brilliantly bizzare story. One that is far more personal and emotionally evocative than anything hes produced before. Yes it's gameplay is wholly unique, with an ever increasingly addictive loop that compels you to grab yet another delivery...and then another. Death Stranding knocks it out of the park with everything we typically look for in a great video game. But Death Stranding is much, much more than that.

At the risk of sounding pretentious all I can say is that Kojima's latest, (and greatest), vision is indescribable. A beautiful and resoundingly profound message on the importance of connection. This translates not only through its awe inspiring story with meticulously curated cuts scenes but through the gameplay as well. The "strand" form of multiplayer literally transforms the mental workings you generally have in a single player experience. Wanting to help others with their journey starts to take priority over your own progress as you slowly form connections with other players you'll never actually meet, yet feel grateful for their contribution in helping you climb over the next hill or remind you to take in the view with a well placed sign.

Its a game like no other. Its a masterpiece. Its a work of art. It quickly became my favorite game of all time.

A well done battle system that in many ways paved a path for the genre. The job system, story, and traversal can be a drag however but remains a nice change of pace from the mainline series.

Chrono Cross is on paper a sequel to Chrono Trigger. With an entirely different cast of protagonists, set in a seemingly different world at first, and with a story only ambiguously connected to the original, one can understand the contempt some fans of Trigger have expressed throughout the years.

Divorcing Chrono Cross from Trigger and judging the game on its own merits is the best way to experience the title. Luckily it provides some truly unique, yet at times, overly ambitious features to the turn based format, with a story conceptually just as ambitious.

Like many Squaresoft entries at this period of time, the pre-rendered backgrounds are downright gorgeous. Nobuteru Yuuki's lush and vivid color pallette are striking in virtually every camera fixed screen. The game from a visual standpoint is uniquely recognizable and is a huge strength, standing out from many of its drab and dreary looking contemporaries, boasting just as lively a score as well. Another feature unique to Chrono Cross is its party recruitment system. While it's certainly neat to have roughly 40 playable characters to choose from within your party, (some available/un-available depending on your choices), this forces a vast amount of party members to be skin deep in their development, albeit there's a hearty chunk of backstory and progression for more prominent characters nestled within the sidequests.

The story to Chrono Cross is a convoluted, yet ultimately, existential triumph. Sadly its poorly delivered for the most part. A large amount of its overarching themes and plot is dumped on you near endgame and the dialougue for the most part is poor. I'm assuming this is specifically due to crude localization, a problem many JRPGs suffered from in this era.

Overall Chrono Cross doesn't share the same emotional impact its predecessor conjures. Having said that, dismissing its beautiful locales, wholly diverse set of characters, one of a kind battle mechanics, and grandiose storytelling would be a shame for any Turn- Based fantatic.

The story is nothing more than serviceable and the dialoge is cheesy but the gameplay can be extremely engaging and somewhat addictive.

A nice little collection of the finest Wario Ware has to offer delivered in a neat little package and wonderfully utilizing the 3DS' control capabilities to the fullest.

Final Fantasy 15's core mechanics are flawed and uneven, but every misstep is gracefully padded with unbridled charm. Although the creators missed the mark in several facets of the series' mechanics redesigns there is no doubt an exhuberent amount of love and care for the franchise. The main party is exceptionally small but there hasnt been this good of a cast since FFX. The combat works but is extremely clunky, same can be said about the story. Unfortunately those two aspects are the main ingredients for a Final Fantasy game.

Final Fantasy 16 in many aspects is a huge departure from the mainline series, mainly being its complete abandonment of its turn-based RPG roots in becoming a full fledged action/adventure title. Luckily SquareEnix's decision was well planned and bringing in Ryota Suzuki, (of Devil May Cry), to steer the combat's new direction was a great choice. The stop-and-go pacing of the story and unengaging sidequests severly hamper the overall experience of FF16, but overall its a cinematic marvel with a visual spectacle and flair unrivaled in all of gaming. There's a rich tapestry of interesting themes and concepts at its peak moments, complemented tremendously by the superb voice acting. Though inconsistent, FF16 remains a must play for PS5 owners.

Whats Immediately apparent once beginning the Expanse are the bizarrely poor character designs and animations. The face shapes of everyone very to the verge of not resembling the same species. And for a game with such an emphasis on traversal comparatively to other Telltale titles the awkward animations, (particularly how Summers walks), needed to be refined. Dialogue is horrendous, resorting to the use of the word "fuck" repeatedly to infer any resemblence of emotional resonance. Whats even worse is the delivery. Aside from Cox every voice actor gives an egregiously poor performance. Summers' bland and monotone voice serves as a barrier, making her already stale and one dimensional character impenetrable to relate with. Sadly these rather damning flaws pale in comparision to the Expanse's most cardinal sin...the removal of choice.

The slight emphasis on exploration and the freedom of movement is a refreshing change. This is the strongest influence Deck Nine brings to the title, and can be both rewarding and fun. But in no way, shape, or form should this have relegated the player's choice in shaping the narrative to the sideline like it does. The choice prompts have been reduced to merely 2 options, are extremely seldom, and the majority of said choices are the same option with different wording. A choose your path adventure without paths to choose....the few times you are allowed to make a difference have little to no consequence on shaping the story.

For develops of such high pedigree and with such a solid core in the source material, fans of the show and game studios should expect and deserve better.

An exquisite looking world and a very deep combat system makes for an excellent foundation. Unfortunately the gameplay loop is more akin to an MMO than a single player experience and the placement of so many absurdly overleveled enemies in early chapter missions is an atrocious design choice. Tatsu single handedly ruins all aspects of the story once he joins the party early on with his obnoxious antics and overwhelming presence in each and every cutscene.

Final Fantasy 13 is probably considered the most controversial addition of the mainline entries, marking a turning point for the series for many fans. Whilst being lauded for its beautiful graphics and artstyle basically everything else has been lambasted by the majority of the fanbase. Criticisms of the linearity and auto battle system are the typical culprits for the complete dismissal of the game entirely. While the majority of complaints have a modicum of truth to them the hate is mostly undeserving and there is so much FF13 does right. Over time and upon re-examination many fans,(including me), are coming to a different conclusion to this flawed but brilliant game.

For starters, the combat is amazing and is easily one of the best battle systems in the entire series. The variety that the paradign system provides coupled with the frantic pacing to fights feels fantastic and only gets better as it opens up throughout. The story and setting is just as good, boasting an extremely detailed world and concepts. Sadly despite having excellent combat mechanics the gameplay is one dimensional, being that combat is the only thing on offer. Coupling the simplistic gameplay loop and linearity stalls the experience late game despite its exceptional pacing. Overall, FF13 is an extremely polished and concise adventure that has become a sadly overlooked and overly criticized gem.