Maquette is a game I want to love. This genre of artsy, story driven puzzles games are some of my favorites, and this certainty checks those genre defining boxes. However, this game simply walks through everything, never really running to greatness. The puzzles become too annoying and unclear, and while some can also be simplistic I did not see any issues in such; my complaints are based entirely on the annoyance and difficulty curve factors. The as well is story is not amazing, but quint and sweet for what it is, and the graphics are quite pretty. Leaving really, nothing but the puzzles to bring the game down in my opinion.
My apologies for half of month of delay from my last few... well lets just say, mediocre reviews. The Fallout show has simply taken all my time and redistributed it into Fallout 4.

Honestly, an amazing little game. The online works well, and the great selection of maps, and cheep DLC leaves lots to play.

I mean its okay, some fun little puzzles, being pretty well put together. Its just was not something I completely enjoyed playing.

As a bundle compilation of how the Wii remote could be used, this does a great job. Everyone knows how these sports work in real life, and translating that into a game like remote really helped introduce people to the gaming like control scape, and really allowed for lots of people to experience games; even if alot of said games where not particularly "main stream." Beyond such however, Wii Sports is just really well put together, climbing the ranks to fight harder opponents, endlessly playing against freinds, and the many practice games make the game feel very complete, especially considering its bundle status. If anything, I would have liked more golf maps, but given how distributed all quality of all the games turned out to be, I can overlook it.

Personally I believe that the original Counter Strike games where best in the series. I mean, this game is good, but its just really generic feeling to me, walk around, and shoot, on like maybe the four same maps that always get voted for. Combined with the absolute dumpster fire of a community this game has, I really do not like CSGO or CS2, or whatever the hell they did with the name; I also feel inclined to say that I do enjoy competitive shooters like this as well, so it certainly is the type of game I would want to play, I just simply can not.

I have played rec room almost since the game first came out: starting on PC of course, and moving to Quest, and finally moving to full on PC VR, and after all those experiences I have to say that this is a great little game. The art style is cute and works on alot of different devices at different graphical setting without looking like shit, and the selection of dev made games, and quality user created world is truly fantastic for what it is. I have had so many hours put in with freinds while playing the "adventure like shooting maps" alone, let alone the actual sports. The only knock I have is the moderating, and not what I belive most people suspect. Lots of people find the kids annoying, and say THAT needs to be "fixed." However I find the bigger issues being derived from adults and younger trouble makers not be properly put in cheak. Like yes, kids scream, get them out of their, but its not all them. A game of thos type I suppose is prone to moderation problems, and with Rec Room getting older and people moving to other things, it will always at the very least be a great memory of early vr times gone by.

This is, for a game from 1999, simply amazing. I grew up playing tycoon games mostly on Roblox (I know, kill me), and always had a fascination towards those that let me actually customize, or create my own world; and my god if only I had known about this game. It takes the idea of being a park manager, and perfectly encapsulates it within a pill of gaming greatness. Designing parks, dealing with complaints, expanding, trying new ideas, having a good selection of maps to play with; the customization of rides alone seems insanely cool to me for such an old game. All of this coming together to make a timeless feeling experience for me, and one that I can not wait to see expanded on in the next entries I explore.

I do not like this. The idea had a lot of potential, but was absolutely butchered by modern mobile practices. Also, and I have no idea why, but I could not get this game to run well at all; I am not sure if this was me thing, or a collective issue?

A well made, and polished little game. I do not have anymore to say.

Not a lot to say here. Just a short and cute little escape room game. The levels are interesting, and multiplayer seems fun, although I played it by myself. If anything, I wish it could have been more difficult near the end, but I still enjoyed all the levels.

I do not have anything bad to say here. The graphics are stunning, the puzzles do not get repetitive, and its all around a cool concept. A cute, relaxed, and small journey through an amazing little world; Definitely worth a play.

R.I.P too all the people who bought this when the 3DS first came out. Because to be honest, based on the concept, this seems like a super cool game, and a first party launch title for the follow up to the fricken DS!? A game where you have full control over a submarine, and have to battle your way through a literal war zone! But, as it turns out, there is a way to fail that concept. First off all, lack of compelling game modes. All of which feel as if they where built to be tech demos and bundled into the game with no thought. Then comes the campaign, a slow, boring, sometimes frustrating, and short journey; one that really highlights the controls of the game, and their own personal failing. It seems as if the developers could not decide if they wanted to make it complicated to control the sub, or easy to control, and settled for a "SUB"-par mix for both; Which is what ultimately makes the game a shit show to control. Idk at the end of day though, because yes, the game sucks in soo many was. But the concept it pretty cool, and there is a SLIGHT amount of fun to be had. But this was definitely a big contributor to the early failings of the 3DS.

Dead Space 3 is a 50/50 game for me. Because on one side, I see a game with tight combat controls, and I pretty interesting conclusion to the overall world building of the markers, their "home world", and the story behind the signals. But on the other side I see a game is filled with padding, especially in the lazy optional missions, of which use the same five room designs copy and pasted; the transition to more open level designs which makes the game feel more like a basic sanitized shooter; and the overall tonal shift in scares, environment, and Isaac Clarke's personal story. I loved his character in the first couple games, and thought his arcs where enjoyable. Here though, omg, he fucking sucks, can barley stand him and most of the other characters writing. So maybe less 50/50, more 20/80. Which is sad, because I love this series of games, and too see it whole identity massacred in one title is embarrassing. The bloody mobile game, extraction, and ignition side games are better then this MAIN LINE title. Play it for the conclusion to the marker story and world building / lore, but its no anything particularly special.

Plus, fuck the dlc man. Way too many weapons/suit packs. The robot packs make me very angry considering how useless they are. God, fuck EA, I hatted them already, but some prick of a higher up just had to fuck with this amazing series, my god. I can see how much the people here tried, but just could not fight the hand that feeds them. Sigh...

Okay, the finally (For now) of Luigi's hell. This game is very good, having took everything from the past two games, cutting the fat, and cooking the meat to perfection. The graphical style being one of the first and most notable examples of this; by working with the funky style of Dark Moon, and using the power of anything but a 3DS or GameCube to make a gorgeous exemplar of how good games can look on the switch. Using such to allow for creative levels, and fun areas to explore all around. As well, another notable feature come in that of the poltergeist and the slamming mechanic, that while not really adding much in the way of complexity to the game, does feel really satisfying, especially compared to what was in place for Dark Moon. I do have to mention that the SUPER SUCK upgrade could have been used in more places, and would have been a fun edition to taring apart the levels in search of secrets. Overall a great game, and one that is definitely worth playing!

Is what I would say if I really wanted to end the review their, but I think its time to talk about a lot of the issues people had with this game. Because of lot of people seem to hate this game for three main reasons as far as I can tell; One money, and two level design. First, yes, some of the level design could be better, the cat sections being an example of this, yet I think the issue is blown way too far out of proportion compared to how good many of almost all of the other sections of the game are, the boss fights are creative and the environmental design supplements the floors and gameplay very well in my opinion.
Now onto the money. "It'S UsElESs," cries some people, but that is okay I say. Lets see why its "useless," One, cant buy anything with it, okay but what would you buy? upgrades? I mean sure, but why, the vacuum sucks, you slam the ghost around. A lot of the usability of the poltergust does not come from how powerful it is, but YOUR ability to control it while ghost fling you around the room. Its not like a gun, where a different bullet, or a bigger clip actually helps in shooting games. So what else could you use coins for? Lives? Well, lives do not really exist in modern day gaming, but the next closest thing is revives, and you can buy those. As well as items that show you the location of collectables, which is the next step, but other then those couple thing, there really is not anything more I would ask of the coins; besides being super duper fun to collect. I saw someone here compare them to Lego studs because of that fact, and I love that. So what's left for coins to do now, contribute to rank? Guess what... they do that, JUST LIKE IN THE FIRST GAME, and nobody said anything about them their???? In fact that is all they did in the first game... just being a lot of fun collectables! They even tried making coins more intrigue to the game in Dark Moon, where you had coin targets to unlock upgrades, and that truly felt pointless, because regardless of if you collected the target amounts or not, nothing would really changes through just playing the game normally, BECAUSE UPGRADES WOULD MEAN ZIT TO THIS GAME as I said above. Anyways, its a great game, Nintendo did their best with everything they had from this game series and truly made something amazing. A must play on the switch.

Average Mario adventure: Yippie got to defeat the big bad in this cute world! Average Luigi adventure: OMG THE DEAD HAS RISEN AND MY FREINDS ARE BOND TO PAINTING, THIS IS MY LITERAL NIGHTMARE. Other then being shocked over the Luigi's cardiovascular health, to not have died of a heart attack during these games, I actually did quite enjoy Dark Moon. The art style holds up well compared to the first, and feels more fun and Nintendo like, gameplay additions and tweaks make controlling the Poltergust much more enjoyable and functional, and the overall feeling and tone of the game are well polished. If anything I have to knock Dark Moon for having a very iffy difficulty curve; as in while it was overall on the easier side, it never felt consistent. This combined with the occasional performance issues work to lessen what could have easily been a 4.5 or closer to 5 rated game. Still great though, definitely worth a play some goofy Luigi fun!