I played this when it first came out on PS4 and have been returning to it with the EGS version. People might scoff and say "it's tetris lol" but this game means business. Taking a rather unknown music producer by the name of Hydelic, asking him to make like 40+ songs of varying genres and styles, and managing to have an art team keep up with the pace is like the planets aligning. As far as single-player Tetris experiences go, it really doesn't get much better than this (Besides maybe DS or Axis). The journey mode is dope, the effect mode has all the side modes that die-hards love, and even just the general feel of the controls is at a peak of the franchise. The worries I had that this game might be plagued by the visual/latency problems that other UE4 games have seen were in the past once I got my pace really going. The only real thing this game makes me yearn for is some sort of multiplayer experience (especially considering the marketing reliance on the word "connected"), but the new edition coming next year seems to be taking my desires blowing them out of the water. The developers seemed to set out on a specific vision and completely nailed what they were going for. To me, that's the mark of a perfect game.

I exclusively borrowed a friend's VR headset on my minimum-VR spec computer to play this. I had to deal with terrible load times, often frame-rate stutters and de-syncing a bunch. Upon closing all other programs and getting my base stations right, it hit me. This game DOES leave a lot to be desired (melee combat, two handed weapons, more enemies) but it's so insane that it just works with what it provides. I've never done VR before so I can't attest for it compared to Boneworks or Pavlov, but interacting with the world in Alyx was such a treat. Almost every object oozes with a high level of techincal prowess, and every encounter feels notably distinct, making replays very fun for memorizing enemy locations and experiementing. Linear games rarely have me desiring to play a specific level just because I like how it flowed, but HL:A just made it easy and fun. Plus, the feeling the ending (and the post-credits ending sting) leaves in your body is something I think no game will ever re-create. I wasn't too sure Valve needed to make this game in VR, but they made me into a believer

Getting tripped up by other people diving too much, losing because your team is just not putting any effort in a team game or just being bored playing a mode that's just too easy are the biggest plagues of this game. It's a really fun experience for the most part, but the challenge it poses is less on the levels themselves, but more on the sheer randomness that other players and object physics may provide. Cheap losses are endless. The game is based on individual success yet it commonly places you in a mode where you have to rely on a team to make it to the final round. Two of the final round levels are absolutely non-dynamic and just feel like blind luck with no strategy. The idea of future content and rotating out levels makes me hopeful for the game's future, and I do like it a lot. I just think it's a little too frustrating and unreliable for skilled players to win.
Also Slime Climb is the best level

Probably the worst game I can remember paying money for. Everything done in this game is done better than the originals that people actually like. It's so lame that with Mario Kart 8 Deluxe and Mario Odyssey being so cool and expressive that Nintendo deems it necessary to neuter basically every other Mario game for reasons of brand consistency or some stupid shit that only execs care about. Mario Party games used to have SOUL

This game is too good for a $15 indie platformer. Gameplay is basic yet perfected and the amount of content is staggering. The OG soundtrack is also a real heavy-hitter, providing basically no skips on a listen-through. Other indie games wish they were this cool

Been a while since I played it but I remember this game being really sick

Super Mario 64 definitely holds up in 2020 as being a fun and semi-mesmerizing 3D platformer. The movement offered in games since might be a little tighter, but the expansive moveset is impressive, especially considering this is essentially the first of it's kind. Levels can vary in quality with the more enclosed stages taking the lead, and larger stages surrounded by an endless void tending to feel more bland in comparison. Tiny Huge Island is a special case of a stage I'll dread on a replay.
While the game is definitely good, I think it's obvious that some games have done 3D platforming better in the time since. Context is important, though, and trying to imagine just how daring and risky the game's programmers and designers were for making such a landmark of game design is important. Super Mario 64 barely even feels like it belongs in the same franchise as those that came before it, with it's objective design being wildly different than most anything previously seen, and a large focus on exploration and experimentation, as opposed to just progressing towards a linear goal.
The game has a surprising amount of love and care put into it for what could cynically be viewed as simply a way to push more console sales for the big N. The primitive geometry of the levels and the inconsistent elements paint a picture of a confused and learning-as-they-went development team trying to adopt a whole new dimension of design. Nowadays, some may consider it as ugly, or lacking in good camera controls, or just a little too easy. Those claims make for good arguments, but all of them become mute noise when first hearing the music of Jolly Roger Bay as you drop into the stage, and the credits sequence paired with it's song never fail to put a smile on my face.
Not perfect, but a masterpiece nonetheless, and a monument to risk-taking

Perfect story mode, perfect multiplayer, perfect side-content. This game has LITERALLY got it all and it does so effortlessly. All the characters ooze with personality and time-travel is handled in a fun way that ties into game-play. It just feels like a bunch of guys got paid to make a game but were having fun the entire time with it. Play this anytime you can

I love this game. It makes the first one unplayable simply because of how much better designed it is. Gameplay is snappy with a low entry of skill to get you to beat the game, but a high ceiling if you're going for all stars and achievements. The smooth visuals and chill music make it easy to keep going back for hyper-optimized runs for high-scores. I'm so sick at this game that I can pick it up after months of going without it, and put a score in the top 100 pretty reliably

Harmonix set out to make a Rock Band game featuring nothing but Beatles songs and visuals to match. It succeeds on all those fronts AND is really fun, so they basically perfected their vision in making this game. The only caveat is it could have borrowed from Guitar Hero's band-specific game formula by lifting tracks from similar artists, because although the songs in this game are good, none of them really push the boundaries of difficulty in a challenging way. But yeah, this is an all-time classic

I guess I could understand hating this game as a console player, but with mouse aiming on a PC, I feel like the movement tech flawlessly integrates itself and elevates the experience. I've spent countless hours in all three of the primary modes and can still switch on multiplayer or Zombies and have a lot of fun. This game is what stopped me from being jaded to big AAA yearly release games, and helped me realize that every once in a while, evil soulless companies can produce something amazing

The previous Guitar Hero, Rock Band, and all Harmonix games were building towards this. One of the best track-lists in western rhythm games, great offline content, and ridiculously easy to pick up and play online. This game might not be as hardcore as some Japanese rhythm games, but it's perfect blend of difficulty, accessibility and presentation made it a well-earned mainstay in people's houses and hearts

It would be a 4 but they put in Banjo. Like, this is the first game since Nuts and Bolts where you can play as Banjo-Kazooie. That's so insane

The Tetris controls are top-notch, the additional modes are substantial and fun, and the soundtrack comprised of all Nintendo 8-bit remixes hits hard and sticks in your head. This feels like some sorta weird "sequel"(?) to the NES/GB Tetris, as it pays lip service to their visuals and soundtracks throughout the game, so that's dope too. Yeah this game is perfect. Nintendo should really get another chance with this franchise, as you can tell they really care for it

Since 1.6 the amount of key changes/additions to the series's core gameplay has shaken up minimally. CS:GO took away ammo purchasing, added decoys, fire grenades, (and as it was updated) some new guns with their own quirks (R8 and such). This lack of messing with a proven formula, combined with the constant playerbase is proof to just how strong Counter Strike's game design is. Simply put, it's the best team e-sport ever designed. Imitators and other shooters try their best to swing at the king, but they miss every time. CS:GO applies modern F2P principles in a way that never infringes on the key gameplay, and that gameplay is sick. You're expected (and essentially required) to communicate with your team to succeed, which creates for some of the most memorable gaming moments I've had the pleasure to despise and enjoy. The maps are proven, so even though the key pool is around eight or so, they provide an endless amount of situations that make replaying them a different experience every time. You'll rage, you'll lose faith in humanity, or you'll grab a competent five-stack, and co-ordinate some sick plays and pull off some wild flick shots that make you feel like a legend. I could understand emotionally how some people could give this a low rating, but on the average day, CS:GO is a perfected multiplayer game.