Years ago, this game reached cult status with its frantic combat, great multiplayer, beautiful sprite animation, memorable soundtrack, and delisting from online stores. Now that it's back and I can actually play it, I get to become aware of the flaws nobody felt like telling me about apparently.

To start with something that's less of a problem and more a personal gripe, I didn't like the blocking in this game. It encouraged turtling too much while waiting for an opening, and I especially don't like enemies doing it either. It feels like enemies dictate the pacing of the combat too much. Things got better once I acquired the dodge move. Being able to reposition myself made defensive play more engaging. Parrying also feels great when I can pull it off.

It's a shame then that dodging and a lot of other moves are locked behind level progression. While this helps players learn and appreciate the moves as they get them, it means I have to work to get characters who are really fun to use. It's not bad to the extent of, say, Sonic and the Secret Rings, but a lower level-cap and more moves available at the start would have made them feel more fun more quickly. I will say, I completely understand locking grapples behind level progression, along with other guard-breaking moves.

Stat upgrades have a similar issue to level progression. Improving the characters' stats with food or items from shops is a good way to encourage players to revisit earlier stages to strengthen their character (especially if they're struggling with the current stage). It didn't stop the process from feeling like grinding though.

Every person I talk to about this game gets why the lives system sucks. I get that lives encourage consistency. The game's not going to let me struggle and flounder my way through to the credits; I have to show some level of competence. It also makes sense in the context of multiplayer, where players can revive each other and share lives. I'd be 100% fine with it if you started every level with 3 lives (or more/less depending on difficulty); however, lives carry over between levels and can only be farmed from a boss, buying overpriced items in the first level, or game overing. Needless to say this is a serious pacing killer if you enter a level with no extra lives and die midway through.

These issues are understandable, since it is a budget game made to tie in with a movie that released around the same time. Ubisoft probably rushed this game. It doesn't feel rushed in a way that it's super buggy (it's only kinda buggy), but in that issues caught in playtesting couldn't be fully addressed.

It says something then that, despite these issues, the game is still so beloved and well-remembered. And there's a reason people latched onto this game. The combat can get enjoyably hectic. Crowds of characters and enemies flood the screen. Bosses have large, flashy attacks. Up to four players, each using characters with unique special moves, can send enemies flying across the stage, coins spilling out of them as they fade away. The fact that the action still manages to be (mostly) readable is impressive.

Its readability is due to its simple, yet wonderfully animated, sprite-work. Despite the stylized proportions of the characters, their poses are clear enough to sell their attacks and reactions. And their larger heads give the characters more opportunities to show their personalities through their expressive faces.

And the game's sound. The sound effects have a satisfying, old-school level of crunch to them. The loud "KO!" shout at the end of a boss is like something out of the best fighting games. The music is brilliant blend of chip-tune and rock that suits the rest of the game so well that it feels like Anamanaguchi and Scott Pilgrim were made for each other.

This game suffered a bit from being over-hyped, as many hard-to-get games do (e.g., Sonic CD, PT, Saturn games, etc.). I'd hear clusters of fans discuss their love of the game, but the conversation never got big enough for me to hear the problems with it. I'm glad the game is widely available again, and I'm glad I got to play it myself.

This is just free-to-play, grindy Journey. Still absolutely beautiful, but playing both reveals just how derivative Sky is of its older sibling.

I played Sky first, and it's like Thatgamecompany knew I hadn't played Journey yet, so they just made a version of Journey that suited my tastes more. Flying through an ocean of clouds; varied, colorful environments; available on a device I own; character customization; free.

Those last two parts contribute to my one problem with Sky though. Getting parts to customize my character with requires getting flames from candle sticks. They respawn every day, so this encourages playing the game every single day or paying money to get them right away. I prefer staying a free player, and I don't think this game benefits from frequent revisits. Thankfully, the game has received updates over time that add new content. Those at least warrant revisits.

It's a shame then that I ended up replaying Sky's main story by way of Journey's PC release. Maybe that's unfair. They aren't exactly the same, but the way both games present their stories are so similar, it's impossible not to draw comparisons. Start from the bottom and work your way upward; encounter other travelers and potentially make friends; hide from scary, flying monsters; ascend. Sky has its own things it's doing differently, but it still feels like a retread.

Sky is still a game that everyone should try (it is free), but I don't respect it like I do Journey.

Not so much an "emotion experience" as it is a game that effectively facilitates players creating their own through their interactions with the environment and other players.

For example, I came across another player pretty early on, and we decided to stick together. We helped each other find our way through each set of obstacles until we reached the snowy mountain. We stayed close to each other, pushing through the wind and climbing up the cliffs. At one point, they fell from one of the cliffs, far enough that the trip back would take a considerable amount of time. I stood there for a solid minute, debating with myself on whether I should go on without them. I eventually climbed back down to accompany them. Later, they fell from a different cliff, completely out of sight this time. I stood there for about five minutes calling out to them. The snow storm was so dense and loud that I'm not sure I would have been able to tell if they were coming back. Eventually, I had to move on without them. Reaching the top of the mountain was bittersweet.

A shockingly good story for a Pokemon game thanks to its lovable cast, imaginative setting, and literally wonderful tone.

The dungeons start off simple, but they later get more complex with tougher combinations of enemy Pokemon that keep them engaging. Grinding can help, but intelligent resource management and planning can overcome the challenges just as well (my sister told me I was really under-leveled by endgame, and I still got through just fine).

This does cause the pre-mission management to be somewhat tedious though, like a checklist that needs to be done before the fun can begin proper. As charming as all the characters are, watching Spinda shake up my juice can get pretty old, just as an example.

Overall, a charming game that Pokemon and dungeon-crawler fans should try.

A beautiful remake of a great original. Having dedicated buttons for the sword, shield, and boots, and a context sensitive power glove make it really hard to every play the original again. Having a map that displays acquired heart pieces and shells, as well as memories to remind me of where to go are very helpful too.

The one big detractor was the dungeon builder, which is just kind of a drag. The maker works fine, and it can be fun putting dungeons together, but having to then go through the dungeons myself feels like putting together a puzzle I figured out 30 minutes ago. Wouldn't be so bad if it was just a side thing for sharing dungeons with friends with the amiibo (or, ideally, online), but heart pieces, a shell, and a bottle were tied to it. This mode is not suited for loners.

Also, I wish I could move with the d-pad. I'm already sad that the movement is locked to eight directions instead of being full analog like in A Link Between Worlds, but maybe analog control would have broken the level design. The real problem is that I can only move with the analog stick, which is prone to drifting. Either letting me move with the d-pad or letting me use a singular joycon on its own (the one I have that doesn't drift) would have solved the issue. On a totally unrelated note, the GameCube controller works really well with this game.

Other than those couple problems, I loved this game. Maybe someday I'll revisit it to try hard mode.

Boy, this demo is rough. The opening levels have some promise, and I actually enjoyed learning to S-Rank Area 99, but things immediately nose-dive with Wild Ridge and never really improve after that. Wild Ridge fails because of awkward plane controls and overly-punishing obstacles, and White Jungle is a round hole that the developer is trying to shove the square peg that is the Infinity Engine into. The levels after that moreso suffer from poor conveyance of direction and pacing. Exploring can get me lost, and trying to go fast can get me killed.

The game is still in development though, so could it improve? I don't know. It looks like they're only making the later levels now, and seeing their ideas for how to make Sonic levels more difficult doesn't fill me with hope.

Edit: The final game is out. It did not improve.

I haven't played the multiplayer, but man, that was one video games as hell campaign! That was up there with VALVe games in terms of quality campaign, even disregarding them using the Source engine (which they made look great btw).

The relationship between BT and Cooper was fun (I remember their names! That just shows how much I like them). I like how the game let me choose what to say during each conversation, giving me some creative control on what kind of player character Cooper is. I also appreciate Cooper keeping quiet during pretty much all other times, so I never got tired of him (his silence could seem weird to someone picking the snarky options everytime he talks. Oh well).

I knew I would enjoy playing as the Pilot, with the wallrunning and sliding being fun to string together (and allowing for interesting platforming for a shooter), but add the temporary cloak ability I didn't even know about, and suddently stealth fits right in with this action game. And the environments you platform in are all distinct, with unique mechanics and visuals. I might forget a place or two, but I'm not going to confuse them for each other. I thought being the Titan would be less fun, but the shear power you have when in the Titan makes it feel like a fair trade-off. Even then, it has a slide-boost move that makes it feel like... idk, gotta ask mecha-game fans if they like Titanfall 2.

My only gripe is that the ending doesn't feel very conclusive. The final platform sequence is cool, but the final boss wasn't the guy we were made to hate through the whole game. It's not exactly a cliffhanger, but it does feel like there's still unfinished business. For now, I just have to hope that, someday, Titanfall 3 drops.

I’m not sure how to write this without it taking a million paragraphs. I guess to sum it up, it’s a bloated mess of a game with too many ideas and obligations to fulfill that it becomes a burden on itself, yet it leaves me with a good feeling about the future of the series.

The game has to fit in so much. It has to show the Disney worlds (ranking from best to worst: Tangled, Monsters Inc., Toy Story, Hercules, Big Hero 6, Pirates, Frozen). It has to wrap up the plot of the last 17 years of Kingdom Hearts games. It has to hint at where the story is going next. I’d say it does all these individual things well, but the fact that it’s doing all these things makes the game feel way too full. If you're just playing for one of these parts, you're gonna loathe the rest of them.

The cutscenes take forever, and aside from the occasional funny line or dramatic character beat, they’re presented in the most boring way imaginable. I think I’d prefer a lot of them be presented how games like Genshin Impact or NieR Automata present their less dynamic scenes, as just voice-acted text boxes (preferably with the player able to move the camera around). Some of the audio also sounds really low-quality, particularly voices during the Re:Mind segments. This was pre-pandemic, so I’m not sure what the excuse is.

Maybe the cutscenes feel like a drag because the gameplay is so fun. The combos feel like they’re worth a damn without the magic having to get nerfed (especially post-update). The flowmotion got nerfed, but now Sora can run up some walls, which feels like a fair compromise. Team attacks make Donald and Goofy feel like actual partners. Shotlocks and air-step allow big areas to handle one-on-one fights. There are some things I prefer about KH2’s combat (Sora’s weight and getting to decide for myself when to use forms, for example). Also, while I enjoy the large mob fights, I do wish there were more one-on-one fights like Dark Inferno. Even most of the climax is big team brawls. Limit Cut adds a lot more one-on-one stuff, and they’re incredible (albeit maybe too hard). The improved combat (compared to previous Osaka team games) and the setups for future storylines that make me excited for KH4 or whatever happens next.

Oh yeah, and the PC port is really good. Good framerate, easy to access save files, and a smart keyboard layout (KH always felt like the controller couldn’t handle everything it wanted to do). I’m excited to see the mods for this, and I hope future KH and Square Enix games get PC releases too.

Also apparently this was the 13th game I beat in 2021? Huh. Neat!

Kingdom Hearts Re:coded is a cluttered desktop.

Whenever people would say "nothing happens in Re:coded, but the game's still fun," I thought they were being dismissive. It turns out that's actually the best description of the game.

My favorite part is the stat matrix, which is basically the sphere grid, but it also handles gameplay changes. Wanna change the difficulty? Wanna gain CP instead of EXP? All handled right there. It offers a lot of customization while reinforcing the computer theme. The game also offers choice in the System Sectors. Each floor has a challenge, and you place a bet on if you can beat that challenge. If you want all the prizes at the end, you gotta go all in, so you can either play it safe and attempt the Sector multiple times or git gud. The Sectors do kinda feel like being sent to the budget dimension, but I appreciate having a dedicated space for more dynamic challenges. I will say though, the platforming and camera work for what the DS can do, but it was never really that fun. Auto-jumping was weird, but it never screwed me over or anything.

The combat was also enjoyable. Commands can be used to cancel regular attacks, and it's never not satisfying to go from a full combo to a thundaga into another combo. The fact that a couple of the keyblades have unique combos is icing on the cake.

It's a shame then that the combat doesn't get the attention it deserves. So much of this game is full of random mini-games. 2D sidescrolling, stealth (thankfully not all of Wonderland was this), Space Harrier, turn-based combat, chasing Iago (under a time limit!), not having a keyblade at all (tho relying on Donald and Goofy was neat). The developers made a great combat system, and then don't let me use it! Thankfully I can just replay the few boss fights that were actually great, like Dark Riku, Heartless Sora, and Roxas.

As for the story, I think it can be summed up by the moment where Data Sora defeats Sora's Heartless, everyone says their goodbyes, resolution is achieved, and then Goofy says "hey wait, that didn't have anything to do with the inciting incident," and the game goes for another two hours. Amazing.