302 Reviews liked by MangoBat


It's an absolutely broken mess of a game but Flame Hyenard boss fight is something that needs to be experienced first-hand, youtube videos don't do this fight justice

When they announced this in a Direct, I got really excited for what it could be, seeing the theater aesthetic combined with a little bit of mahou shoujo energy, and also being a brand-new Peach game, so it felt like it was made for me. Then it came out, and after playing all the 1F levels, I honestly already gave up.

Lots of people point out that this game is "too easy" or "just made for kids" (I could go on a rant about this one part for hours, but I just want to keep things short), but I think that none of these have to do with the main problem. The thing is, this game is just built in a way that you are never really engaging with it. Everything is already solved, and the game is just waiting for you to press a button to conclude the "puzzle." All the cool ideas it has last so shortly or are affected by the previously mentioned principle that plagues it. All the stages are decorated in a way that tries to please you from a visual point, but they are no different from an empty one when you walk around them. It just kinda makes all of it worse with the fact that I played Ape Escape 3 this year, and it's kinda just the exact opposite of all of this? They share some motifs when building levels (a ninja-themed one, a cowboy one, etc.), but everything there is more tactile and feels alive. The monkeys around the stage are all doing their own thing relevant to the theme chosen for the level, while also changing how they respond to the player, be it with their attacks or positioning. So, while there it feels like you're actually playing a role and being a part of the show, in Peach Showtime, it just all feels like I'm watching things unfold and that's it.

This is a Nintendo game where the final boss has giant hands but you DON'T attack them?! What is the world coming to?!

Cute! Wallace & Gromit is one of those things where I don't think about it a whole lot, but when I do, I remember just how much I like it. A video game hits a real sweet spot for me, then, particularly a tried-but-true 3D platformer.

The game definitely gets what it means to do Wallace & Gromit in the context of a video game. You play as Gromit and not Wallace; Wallace's contributions are in the inventions and weapons (all food-based, naturally) and in trying but largely failing to be part of the action pieces. There's very little dialogue, with most vocal lines delivered by an unsupportive narrator and Wallace monologuing to Gromit. Feathers McGraw - the penguin from "The Wrong Trousers" - is back, with the game's story acting as a sequel to his debut short. There are throwaway nods to the shorts scattered throughout, like the box of "Meatabix" (completely missed that pun as a kid). And as a cute legacy nod, animal designs are reused from "Creature Comforts" where applicable.

There's also a motif throughout of the game sneaking in nods to other video games. It's all on the sly, so don't expect any big parodic send-ups like you'd see out of Conker or Asterix. But if you're paying attention, you'll catch that the first room of the Panda enclosure is specifically homaging Metal Gear Solid, down to the sight gag involving Mei Ling's Codec number, and the Penguin enclosure boss fight being an Asteroids nod, down to the ice floes having the distinct wedge missing like the original Asteroids. It's my favorite type of reference humor, where they're made unobtrusively, and the game maintains its integrity even if you don't get it.

Like, they have a gorilla throwing barrels - the single most stock "I'm referencing a video game" joke you see in media. But it doesn't feel trite because the gorilla throwing the barrel isn't underlined by the text of the work; it's just part of the tapestry of the game world. It makes sense for the gorilla to throw barrels in the context of the narrative: Feathers has enslaved the other zoo animals to do his bidding and perform menial tasks; mindlessly chucking barrels as an ambiguous part of some machine is right in line with that. Does it matter if it's a reference? Nah, but that just makes it a cute shout-out.

I'll say the game's rarely interesting as a platformer. Platformers tend to be the safest genre you can develop in, and I don't think Project Zoo offers anything unique to the formula outside its theming. The weapons are cute but invite unfavorable comparisons with Ratchet & Clank. Gromit has a decently robust moveset, including an analogue to Mario's side somersault, but most of his moves feel stiff; Gromit definitely jumps more like an Ice Climber than a Plumber. That extended sequence in the Zebra Enclosure(?) is fun, though; running on an endless track through the belly of a great machine makes for a very Aardman set piece. But notice how it leans more on weapon-puzzles than platforming challenges?

Okay, but, like, speaking of that machine, you're spending the whole run trying to keep a cute baby polar bear with glasses from getting hurt. And if you fail, you have to watch the poor little guy get hurt and keel over! It's so heartbreaking!

Alright, alright. If you're looking for more Wallace & Gromit, this game will fit the bill nicely. If you're just looking for a 3D platformer, you could do better. But it ain't bad, and between its short length and solid variety of mechanics and set pieces, it shouldn't have trouble holding your interest.

This review contains spoilers

I love the concept of this game and im impressed it runs on an honest to god GameBoy, however i'm not the type of person that has the patience of going through the 20+ endings it has to offer.

I tried my hardest to stick with it and managed to discover a lot of areas, but it does get a bit repetitive after a few hours. Part of me wishes there would be a faster way to swap between the possible routes, because even with the secret dev room where you can pick the chapter, elections result and job it was still tedious to redo the entire beginning section and warp to a later chapter just for a chance to see what picking a different choice would do.

I got 7 of the endings and of course I didnt manage to stop the machine, which leaves me bummed out cause I really wanted to figure it out, but the repetitions exhausted me before I could.

Still, big recommendation to at least try it out. I enjoyed my time with it

Very interesting experience, but I would consider this more of an Early Access game. It’s fairly short right now, having completed it in 3 hours, however the developer has promised future content later in 2024. A LOT of bugs, though for the most part I was able to get through the game on Steam Deck. But as a concept, I think it’s terrific. The 2D Zelda dungeon style adventure is very well thought out and feels really good to play. The style then switches to an Undertale-inspired turn-based combat during the big boss battles. The little mini-games during the bosses are neat, but I think they need some fine-tuning. Definitely something great there, I’d love to see an established dev (like Yacht Club) offer to help and really polish this up and provide funding to expand on what’s there so far.

When you see an art style like this, it immediately feels like there's so much potential to the game. This game clearly seems inspired by Mother/Undertale/Zelda with a dash of Celeste. It looks great and has a cool vibe… but gosh, these games need to cool it on not giving you a real enemy encounter for an hour+ into playing it. The game promises turn-based rpg battles but it appears to only be for boss battles and the two that you experience in the first hour are both scripted for you to lose/not do anything effective. It gave a very bad first impression. Once I got to a real boss battle, lo and behold they aren't turn based battles at all, they're Undertaleish battles where the screen gets very small and you have to dodge enemies like you do in the overworld for 5 seconds. It's not really turn based, though it has you 'miss' attacks a lot making these battles last a long time. It also has you repeating the same overworld puzzles the only difference is that it shrinks everything down to a postage-stamp sized square. If you're steam linking onto your phone like I was, it's not really playable at that screen size. I had to switch devices to finish the game which is not the best user experience.

There are zeldish battles and puzzles in the overworld which are not bad but you are funneled into them quite linearly and you have to finish their very specific tasks to progress, which kinda that messes a bit with the game’s pacing if you miss something minor. The puzzles aren't bad, but it doesn't really go beyond anything too basic. Still not the worst part of the game.

I’ve been in the mood for what this game promises, but it’s running into the same the pitfalls that something like Eastward or Sea of Stars ran into. It’s not bad, but it feels very incomplete and more like an imitation than a game trying to do its own thing. Learning that it’s basically early access without saying it’s early access and it’s “part 1 of an episodic series” has me a little extra cynical about it. This game feels like it needs to find its own voice and focus more on making a system that works internally rather than just being a pastiche of things it likes from other games.

Ah

I really needed that.

Hard to be cynical, hard to analyze what I needed emotionally in the moment. Something to plug a hole I didn't realize was bothering me. Sometimes the verisimilitude of a hike that I can't currently get right now is the best medicine for my mental state. The lighthearted soul of something really warm, uplifting that makes my heart soar. I cried to very small, very clearly crafted, earnest messages. I wandered, I explored, I went to the ends of the island and back, and I got something to remember this day forever.

Thank you for the gentle reminder to look forward head high.

Suggested by Phantom. Thank you

The concept of “wholesome” media is a complicated one and it’s an idea that I feel like people are turning against. Sometimes I think I might be one of them. It makes sense how the trend would emerge. After a lengthy decade of edgy sad dads in Prestige Games, it was inevitable that trends would flip to something more chill and friendly. And so you get things like Wholesome Directs, which seem to be filled with announcements for twenty identical farming games starring animals. These games are so focused on being sweet and cozy that it’s hard not feel like there’s no meat on the bone. That in its pursuit of being “wholesome”, the text ultimately ends up feeling hollow.

So what’s needed for the “wholesome” media to work? It’s possible that this is a primarily American problem. I don’t think that there’s a lot of mainstream American media that focuses on providing a restorative vibe. The ones that are intended to be affirming tend to feel very… white. I understand why people assume Ted Lasso is just about white people hugging, but I think it’s a disservice to how that show understands the idea of narrative catharsis. You build flawed characters which realistic problems and you make your end goal the catharsis of them choosing self-improvement. It’s a fulfilling show because it makes the journey feel earned. Video games are highly centered around catharsis. Taunting players or dangling new things just out of reach.

A Short Hike is about a young girl climbing a mountain. There’s no real larger plot or narrative. There’s no dramatic secret waiting around the corner, it’s not as emotionally weighty as Celeste, it’s just about a climb up the mountain.

The catharsis in A Short Hike emerges from the small ways the player improves. The mountain contains numerous hidden sidequests. A man’s lost watch. A painter working on his masterpiece. A woman searching for her lucky headband. Cute little conversations and simple little anxieties. No one’s in any particular rush, they’re just sitting with this minor problems that give them emotional discomfort. You fix these problems, and you get a little better at climbing the mountain. You’re rewarded with stamina upgrades, which let you explore more things around the island. You took chosen to help someone and your life got easier. You earned more exploration, more gorgeous visuals, more chill music. You’ve earned the Catharsis. The spectacle of the game is in the quiet intimacy. Drifting in the wind for longer and longer stretches of time. The catharsis is more opportunities to relax. To play. To climb.

Sometimes it’s hard for me not to go into a game like this with expectations about its intentions. Something that’s marketing itself aggressively as “sweet,” to its detriment. I think why a Short Hike works is that it never feels like it’s trying to evoke a single feeling. It’s not aggressively courting this idea of being “wholesome” or “pure.” And that’s because there’s a sincerity here. Just a genuine love for video games and a genuine love of the craft. And that passion and care speaks through every single aspect of the game’s production.

It’s the kind of game I just really needed at 4 am after failing to get to sleep.

Joe and Mac is an overall fun arcadey action platformer, but the final bosses really left a bad taste in my mouth.

Silly little game. The fandom consists of children so it's hard for people to treat it like an actual game. It's not an amazing game but the characterizations and unique play style is entertaining. Baldi is a testament to the idea that a game doesn't have to take itself seriously to be good. It can be a bit repetitive, but regardless I enjoy it for what it is. Reminds me of elementary school in the 2000's playing Coolmathgames and Starfall.

This game is terrifying. You have a nightmare about the apocalypse. There are ants

As someone with a mathematics related learning disability, this game perfectly encapsulates the anxiety I feel any time I have to take math courses in any educational environment, and I don't know how to feel about that. The fucking scrambled up math problems live in my nightmares.

interesting fact about wetrix gb, it was created by an entirely different team from the original, without the original team's knowledge. and... man does it show. wetrix gb is a perfect example of a port you CAN do, but you really shouldnt. its like metroid prime hunters, sure, it works, but that's about all you can say about it. its cute that they put wetrix on the gameboy, but it barely works at all. still, its a cute novelty, and could be fun to check out for a minute or two.

I still don't understand how this game works, but I've had a hell of a time with it!