This game is good for two things and two things only: a gorgeous visual identity and a very distinct and fun-to-use mechanic. Now, I'm no racing game person, but you can just kind of tell this one is different. I most often find racing games to be extremely flat and boring, but this one's gameplay is genuinely clever and rewarding to pull off and learn! On top of that, looking at the tracks pass you by is a joy. I would only ever buy this on sale, but it's totally worth picking up at a discounted price despite the frank lack of intrigue within story or additional modes and singleplayer content.

A remarkably charming jaunt that's just what is says on the tin. This game isn't very long, but it makes a strong impression with its gorgeous art style, cute array of animals, and very rewarding and natural progression system that encourages you to explore the reaches of the shoreline and mountains. There's almost no faults in this experience, it's everything it wants to be!

Very slow and confusing gameplay that did not have enough intrigue for it to feel worth sitting down and learning.

One of the gems of the battle royale era we had a couple years back. It was a really simple but inventive concept to allow the choice of two element types, each with unique specific interactions with one another, I loved that aspect of it. Had a phase with some friends where we ran this often, and it was super fun! It never really took off though and felt like it had a lot of potential but never truly got polished before it died off.

This review contains spoilers

What Can I even say--this is one of my favorite games of all time.

From the very beginning, you can tell this is a game unlike any Mario game you've ever played; it goes so far as to set up the very typical 'Peach is captured by Bowser' trope specifically to cram parody jokes in there and subvert the whole thing. After the intro, this game becomes essentially a completely different world, which just happens to have the Mario cast around. I can see why the higher-ups thought this went a bit too far, but wow, am I glad this game shipped before they decided to ax these creative decisions.

Visually, the game is absolutely stunning. In an era of wii shovelware, there is such a strong sense of artistic direction behind everything here. Everything is coated in this sort of abstract picasso-esque cubism, with characters being made of squares and abstract, spinning shapes. And yet, it never gets gimmicky! the worlds are so incredibly visually distinct that every chapter of the game is pure novel eye candy. And, getting to see all of the environments in both 2D and 3D was always a unique thing to me. Everything about how this game looks oozes charm and distinctness, in all its weird colorful wonderfulness!

One of the greatest casualties taken to modern Paper Mario, as any fan will tell you, is the characters. As I mentioned, this game goes completely off the rails in terms of its characters, bringing in so many unique faces that have no real precedent in the Mario world, but shine because of how distinctly weird they are. Count Bleck, the Victorian magician villain you love to hate; Dimentio, pioneering the wacky magic jester niche before Jevil ever came around; Nastasia, the dry office-secretary-type. I could go on for so many characters major and minor that appear through the runtime, and they're all as fresh as these. However, what makes the characters in this game truly shine is that they are not as two dimensional as paper, ironically enough! Everyone has their own backstory, unique motives, relationships, etc--it truly feels like you're watching an interconnected web of people and their actions going down in real time. For example, Count Bleck isn't some evil-for-the-sake-of-evil dude, he only turned to his nihilistic universe-destructing manner as a result of losing the love of his life. Nastasia doesn't really want all worlds to end; she's fallen in love with Count Bleck, but has to reconcile her feelings with the truth that he only has love for his lost lover. Dimentio is not just another Bleck underling; throughout the whole game, he has the rebellious air of someone primed to backstab his leader, as he does by the end of the game. This is hardly scratching the surface of all the well-written characters and their deep, meaningful relationships in this game.

The soundtrack is genuinely one of the best ever crafted in my opinion! It does this amazing thing where it had this perfect blend of retro-game styled tracks that also make room for expansive, orchestra-worthy moments and leitmotifs abounding. It all reminds me a bit of Undertale and Deltarune, two other games with some of the best music in games' history, but this one did it nearly a decade before Toby Fox released either of those into the world. This was the first game that ever showed me how powerful just a few notes can make you feel if they've been built up over a long, colorful, emotional journey. And, of course, I'm a real sucker for those letimotifs in general, so of course I'm going to love this stuff. The audio design in general for this game is super unique and all fits its zany visual and musical style--I love it all.

The gameplay is yet another aspect in which this game loves to differ. It's not an RPG like the other Paper Mario games, but I love it for having its own game design identity. I find the live-time battles to sometimes be even more engaging, though it's true that they don't reach the depths of complexity that can be found in the RPG setting, but this is forgivable. Because of how awesomely unique the world is, exploring it and discovering its many incredibly clever puzzles is an absolute joy, utilizing the ingenious 3D flip mechanic. The Pixls are also a wonderful addition, giving Mario lots of very unique and helpful abilities that give incredible depth to some of the puzzles! I really appreciate how there are some Pixls that are totally optional but offer ways to unlock even more secrets and helpful mobility and combat, should you seek them out. I get that the gameplay is the weakest part of this package for lots of people, and it probably is from an objective standpoint, but I still think it holds up enough that it's still a joy to play through.

And lastly, the narrative-- wow, the narrative! Setting it all up with a forced wedding gone wrong, having Bleck's chaos portal loom in the sky over Flipside the whole game as you learn from Merlon about this spooky ancient prophecy of the Prognosticus, and then interweaving the foretold elements with characters we already know whilst very fun subplots are happening in each chapter just renders the story to be consistently fun and varied as you feel along all its idiosyncrasies. I love how the game breaks its own bounds or the expected rules, too--like when Dimentio interrupts a meeting the protagonists are having to literally send Mario to hell. Chapter 6 (the Sammer's Kingdom) and beyond just really messes with the player and what they expect to happen in the plot, bringing out some wild emotions and plot twists that genuinely shocked me on my first playthrough. It's that 'oh shit' moment when you can tell you're truly in the endgame, all bets are off, and literally anything could happen anytime. It was awesome! And it all wraps up nicely with a truly emotional ending that wraps around back to the beginning and gives you the full context for a lot of the cryptic text you've been reading between chapters. This narrative won't leave you bored for a second, it's truly filled with more twists, turns, wacky jokey moments, emotional heavy moments, and everything else under the sun than you could imagine before jumping in. This game is a true masterpiece!

Every so often, a game will come along that is so undeniably first-rate, it’s nearly perfect. In my opinion, Animal Well is that game for 2024 so far.

I’m not a huge fan of the Metroidvania genre, so I was hesitant as to if I would enjoy the game, but I was convinced after seeing all the critical acclaim, and my fears were very quickly quelled as soon as I started playing.

The controls and general gamefeel of the game is very clean and simple. The simple foundations is one of this game’s strongest points, actually—everything is so intuitive and uncomplicated to start with, from your movement to puzzle mechanics to items. One of the amazing feats of game design here, though, is the incredible depth that was instilled in the implementation of each of these elements. Most puzzle elements are iterated on many times, each including a fresh challenge; items are multifaceted, containing creative uses you can discover while playing; even the secrets, mostly consisting of little hidden spaces you can walk into to reveal new locations, strike a good balance between having visual tells and truly feeling hidden. Beyond that, the map is very unique and memorable, and I never found myself frustratingly lost like I sometimes do in these games.

This game does an amazing job with its ambiance. From the start, there is nearly no teaching or correspondance the game has with you; you are simply dropped into this cryptic world, and you must figure things out naturally, which thankfully never feels frustrating. The music is ambient with just enough musicality to add a touch of intrigue to the vibe-setting of each locale. And, since there is no true combat system, encountering many of the game’s animals feels thrilling and chilling, as you never know at first what’s going to try to kill you, vs might help you out with puzzles. Without spoiling things, there are also many extremely chilling moments and encounters that can happen throughout that have struck me in an awed way that not a ton of other games have been able to. This game isn’t horror, by any means, but it is an incredible show of instilling that primal, cautious animalistic fear within you at each turn, that you’d find out in the wild. The game is beautiful, too—the scanlines really make the pixel art unique here, and add to the sort of fear-of-the-unknown angle by muddying certain aspects that are intended to be cryptic or left up to the wandering imagination.

If I am to make any criticisms of the game, it is that certain and very few puzzles did seem a bit too abstruse and unintuitive, such as the obtaining of a certain few items, but overall I only had to consult the internet once or twice through my whole playtime, and I totally could’ve done without even that if I had a little more patience in those moments.

How just one person made this masterpiece is far beyond me. I truly believe this game transcends its genre as something that anyone could enjoy and find the right amount of challenge within, and its very minor flaws don’t hold a candle to everything it does right. What an amazing experience!

This review contains spoilers

I view this as sort of a ‘demo’ of Deltarune the full game. This is the smallest and most basic of the seven chapters(at least, presumably), and even so, it is absolute joy despite being released for free.

With Undertale having a stacked cast of iconic characters, you might wonder if the spiritual sequel could ever hold up; truly, there are a number of incredibly humorous, lovable characters and moments that occur here.

The story, while a foundation for something greater, is still very good. I think the card kingdom aesthetic was the perfect choice to start out the idea of darkners vs lightners, as it ties all of the races together with a very visual unity, while the designs are allowed to be more free and different later on. It does a great job throughout at dropping the lore throughout and never truly feeling like exposition, even if that’s what a lot of it is; even Ralsei’s prophesy is interesting and has a lot of humor surrounding it depending on the dialogue you choose.

I think the ‘your choices don’t matter’ angle here is sharply fascinating. Opening the game with forcing the player to get attached to their created character before having the narrator throw their work in the trash is such a powerful gambit, and I remember feeling shocked when it happened, especially since one of the main themes of Undertale is the weight of your choices. I also love that there seems to be a counter-thread going through the story beneath the surface, first shown in this chapter by the secret boss Jevil, with his lovable insanity and frequent cries that “I CAN DO ANYTHING!”.

The gameplay is a really cool evolution of Undertale’s while still feeling very familiar. Deltarune leans heavier into the traditional RPG elements of turn-based combat, but ACTing and the battle board are still very much prevalent, too. On my first playthrough, I had a slight complain that the game was a little too easy, but after playing chapter 2 and repeating this chapter, I’ve begun to really appreciate it for its focus on the narrative and characters even more than Undertale; besides, it would be harsh to criticize a game too much on being easy when it’s the first 1/7th of the whole. And, Jevil’s fight was a very fun challenge and an exhilarating thing to experience, both the cryptic lead up and the fight itself.

The music is simply wonderful, as I’d expect from Toby Fox by this point. There are only a couple of true standout, blow-your-mind songs, but there are still a couple, and that matters a little less to me here for a few reasons: one, this is part 1 of 7. And two, Deltarune is extremely focused on leitmotifs, which is one of my favorite things that a game can do musically, and it makes the whole feel a lot more cohesive and emotional; even more than Undertale’s commendable leitmotifs, in some ways. I’d single out “Hip Shop” and “The World Revolving” (while two extremely different vibes) as the songs I go back to most outside of the game for chapter 1. But even the very contextual tracks are exquisite in setting the intended feeling for the moment (see: “Another Him”, “Beginning”, “The Holy”).

I think a case could be made for giving this game five stars, but I think I’ll just shave off a half-star due to knowing that this could be—or, rather, will be—much much more, despite how awesome it already is. This is certainly a piece of one of my to-be favorite games of all time, anyway!

Wow, the average score on this game is low. I realize that I’m going to be a bit controversial with some of the things I say here, but I do believe that this game in general takes an unfairly harsh criticism from the community for simply being the first to majorly screw up the paper Mario formula; I think it’s a genuinely better game than color splash, which tends to see at least slightly less scathing reviews.

For one, I think the sticker mechanic is far more fun and engaging than the color card mechanic from that game. Peeling unique attack stickers from the overworld is just such a satisfying thing! And I think the graphics look good on the smaller screen, whereas I find color splash to be far more bland visually. Obviously, this game is entirely lacking story. It’s simply a ‘collect all the pieces’ game without nearly anything else going in. Even so, there are some interesting set piece moments to enjoy even if they’re kind of moot without a story, such as losing Kersti (stupid name) and your hammer to the poison big forest and wiggler’s antics that ensue, or climbing an ancient desert tower, or the haunted mansion. I also think that the ‘Things’ have the best implementation in this game compared to any other paper Mario game that has used them. A lot of the game is lacking though, in intrigue and variance compared to paper Mario games past. The bosses are generally uninspired, typically being a regular Mario enemy enhanced with the power of one of the sticker crowns.

Though, I think if you can get past how much of a step back it is from the other predecessor games, you can actually find a decently fun time in this game! Don’t let all those hate reviews bring your perception down; and that’s coming from a diehard Super Paper Mario fan.

This style of game was never going to work amazing on a DS, so it’s rather clunky and limited. That said, I am impressed with how many animals they put into this game. The menus and animals all have a sort of shitty 00s vibe about them which is cute. I love the selection of animals that are available from the beginning (red fox, African wild dog, hyena). Overall, I’m sure this would be fun for back in the day, but it simply feels far too limited and clunky today.

I’m not typically a fan of board game games, but this one will always have a special place in my heart. Sort of a Monopoly derivative, this takes everything that makes that game such a slog to set up and keep track of, and makes it all automatic, adding more content and mechanics that straight digital ports of monopoly lack depth in. I’ve sunk many hours in this game over the years, and it’s one I keep coming back to; even playing by myself with CPUs is a joy. I will say, if you’ve played this game enough, the objective beats sort of start getting repetitive; owning a whole district is sort of broken, and becomes its own win condition, but sometimes fate doesn’t roll in your favor, so every game is a new day. I love how casually this is a Mario x Dragon Quest crossover, and I love all its idiosyncratic charm.

I loved this game back in the day! Really charming platformer with fun mechanics like Shantae’s famous hair whip and her half-genie transformations. It’s not the deepest story-wise, and it isn’t a masterclass on stage design, but it’s a very solid game for people who enjoy the genre.

Sure, they’ve added a lot to the predecessor of Astro Bears Party, but they removed a critical technique: dash cancelling. This little change makes the game feel far more sluggish and clunky to control, and renders me never wanting to play this with friends over the original.

In the long lineage of Tetris history, this one will always be a classic. The battle royale format works surprisingly well for Tetris, and this was always a blast back in the day. I’m sure people are still getting joy out of it even now! It’s not incredibly feature-rich, but it’s Tetris online, and that makes it endlessly replayable.

Although this is the predecessor to the ‘full’ experience of Astro Bears, me and my friends will always consider it far and away superior, for one simple mechanic, possible accidental: dash cancelling. Being able to jump out of your dash at any time and have it refresh your dash is a simple little change, but it brings with incredibly simple concept and elevates it quite a lot, turning a slow-paced survival game into a sometimes frantic, high-skill-ceiling game of chicken as everyone blasts around the planet, trying to cut off others with their trail. This one is a staple for me and my friends at gatherings.

This is the most barebones ‘game’ experience you can get on the switch, save for buying a literal calculator. You’re a pixel cat—jump on platforms in one-screen levels and collect things and get to the end. There is no interest here, just something to do with your thumbs. There’s not even stick support—you have to use the d-pad!