Inverse
The worst thing about this game is that it's very rigid in what you need to do if you want to get the best score for the game. You basically have to do a very specific set of things rather than demonstrating any ability to improvise or hit a certain skill ceiling. Not the worst problem to have, but it is slightly disappointing because it makes the game feel less engrossing.
Croc is SO fucking cute. I know this was originally pitched as a Yoshi IP but this design stands out in multiple ways. He feels like such a kid with the voice lines he has, and the model has such character and personality to it. I can still clearly imagine the run cycle for this guy; how many 3D platformers can I say that for?
2010
It blows that they try to build up House as this secretly evil guy but like the worst thing that he does is say "I wouldn't let super mutants into Disneyland", which is fairly understandable considering that 3 showed us that they pretty regularly tortured and disemboweled people. I don't agree with it, but like. Is that really the worst thing about the dude who singlehandedly saved a large portion of people from the bombs? Is that really supposed to be a dealbreaker for me?
1999
A lot of the pokemon in this do cute stuff and it's hard to not be entranced by it. I used to let myself get halted by the egg in the volcano level and just take picture after picture of the Charmander. They were adorable to me, especially with how sometimes they would get mad at you; it was like a small cat trying to claw at you.
This game has some of the most arbitrary collectible placement in any 3D platformer ever. You're telling me I get like 4 clocks for beating the shit out of Elmer Fudd (who is a caveman btw)? Or I get golden carrots by trading in 99 carrots on the overworld? What is the point of inflating the collectible numbers like this? It wasn't even like advertised that the game had a shitload of collectibles, so, really, why do it?
1988
The Plantman and Flamman scenarios for this game are fucking horrible. "Let's make the player have to permanently spend a chip just to do some arbitrary action in the overworld, and to do it they have to add a navi customizer program that takes up an unnecessary amount of space, duh uhuhuhuh that sounds like a good idea". You could say the same about having press lines in general, too. Why is making Mega Man tiny necessary for the gameplay? The navi customizer is like a big, new, shiny toy that the developers couldn't help but overuse, and it makes going through the main game of this unnecessarily shitty at times.
1999
2005
1995
One of the most difficult 2D platformers from this era that I've actually managed to finish. Levels feel like marathons and god help you if you miss a cage. It's incredibly tedious to play this without using a guide if you plan on beating the final boss, who requires you to basically 100% the game. Some of the cage locations are extremely out there or well hidden to a fault; I can only imagine how much more frustrating this would've been had I not used a guide.
1986
Why are some of the gems horrible to get? How on earth were you supposed to get the blue gem from Turtle Woods without using a guide or having someone just outright tell you "You can't destroy any boxes"? Or the one about being able to fall into the pit in Crash Dash, was I just supposed to guess? It's been several years, but I pretty distinctly there being no conveyance for either of those. Also, the boss fights not being replayable is an unnecessary downgrade from the first game. I just want to play hop skotch 'til you drop with Tiny.