In some ways, The Origami King was the most compelling and beautiful adventure I've had on the Switch. Only Breath of the Wild rivals the adventure story, but that game is much more impressionistic than the well-crafted, but on-rails plot of TOK. RPG diehards will roll their eyes at my praise for the plot, given that it's made to still be processed by younger players, without layered, episodic moments of characterization. The characters are written to be understood immediately from their dialogue, with subplots that suddenly come and go for the sake of an emotional beat. But, honestly, for someone who only has so many hours to sink into a game, it was fun and freeing to not have to worry about whether or not I'd fought enough mooks in a certain part of the map in order to level up my relationships or trigger a sidequest cutscene.

At least one thing the reviews tend to harp on is true. The beginning of the game is comparatively slow and hand-holdy. It isn't until we get to Overlook Tower where we see hints that each level is going to be more complex than we're initially set up to think. The slider puzzle gameplay is essentially a way to set things up so you can one-shot your enemies. It's fun to master, but ultimately it's fine if you don't get great lineups or if you use Toads to cheer. Enemies are to be treated like Mario enemies. If you can stomp on 'em for the coins, great. If you miss hitting them, it's rarely worth going back to destroy them. (Unless you want the Battle King trophy).

Intelligent Systems is obviously very aware of the criticisms against Sticker Star and Color Splash, some of which are outside their control. They have responded with Origami King, which leans into latter-Paper Mario tropes. Franchise fans needs to understand that this isn't a traditional RPG series anymore, and to have gotten two solid, base-RPGs featuring these versions of the characters is enough of a gift already. PM is an adventure series with RPG elements and in that regard, TOK is an absolute towering example.

This game kicked my ass, but my ass was grateful for the bops.

Dark Moon came out during my Nintendo drought years. The first Luigi's Mansion was a treasured playthrough on the Gamecube, the console before the Switch that really had my attention. So the memories of the franchise when I picked up the sequel as an adult were far enough away for me to approach Dark Moon with an open mind regarding the mission structure.

I both appreciate the level-by-level gameplay and acknowledge that it breaks the immersion of the world's design. But kudos where kudos are due, part of the frustration of being yanked out of the world is due to genius level design. Combine this with a soundtrack that is both amusing and creepy and you've got a great Luigi adventure that encourages you to take breaks as needed.

Here's a debate that really ultimately doesn't matter to your health, well-being, and stability: Do you rate a piece of art/entertainment based on the context of its time or based on how it stacks up against the more evolved artifacts that have come since? I'm going to say - mix both these criteria and maybe Super Mario Bros. comes in at 4 stars. But then add a dash of "screw it," and you get my five star rating.

Nintendo has come to dominate the narrative of the 80's, painting itself as the savior of the video game industry after Atari nearly buried it in a landfill. So it'd be fascinating to see what would have happened to a franchise like, say, Pitfall, if Atari had remained in the game. Maybe then you'd get a rival to Mario. But as things stand, the sheer audacity of Miyamoto and Nintendo in taking a character from their blockbuster Donkey Kong franchise, warping him out of his vertical arcade roots, and transporting him into a world where the background wasn't stark black space created something that can still be picked up, played, and enjoyed until the heat death of the universe. Screw it, five stars.

Swung by my family's house to borrow my brother's switch and today I played a level where you get into a Clown Car that can spit fire and - get this - if you ingest a Fire Flower, it gets TRIPLE FIREBALLS. That's cool shit and stuff I want to see in the Ultimate Mario 3D Platformer RPG Adventure that I am speaking into existence.

Then Bowser Jr. shows up in his own fireball Clown Car with Koopa Shells and your task is to murder him. But, it really seems like canonically the Bowser breed of Koopa can survive falling into lava, because surely I will see Bowser Jr. again. It's just still somewhat discomforting to witness him being dipped in lava so casually.

I've just gotten to Molly's room and this already the scariest game I've played in my life.

Following Completion Three Weeks Later

I didn't expect this to end up remaining with me so much. The Barbara section really piqued my interest, but the combination of Walter's story, the mechanics of Sam's flashback, and everything about Gregory building up to Lewis and the denouement. Wow.

Not a final review - Ongoing impressions

Controls for Mario in SM64 are pretty smooth. You find yourself wishing you had a full-360 control of the camera, but the right stick is an improvement over the C buttons.

Currently at 96 stars, trying to go for 120 before Ultimate Bowser. It's been a huge pleasure to revisit this game.

On Sunshine, the emulation is making everything look really good except for the cutscenes - certain voice lines, particularly from the Piantas, sound extremely muffled. And then the cropping and brightness settings they're using really make the cutscenes incongruous with the gameplay.

I'm one of those who ranks Sunshine third among these three games and I'm still struggling. Mario is so damn slippery when landing on platforms, that it irrationally angers me. The music and gameplay animation makes me happy, though.

I'm so mad. This is one of two N64 cartridges I have with me in this apartment, but I haven't had that damn save pack for YEARS. It's the only thing keeping me from re-completing this absolutely bonkers game with its wonderful characters and beautiful aesthetic.

There were times during my 3D All-Stars playthrough when I was tempted to bump this down to 4/5. Particularly whenever I tried to use a wing cap to land on a Shifting Sand Land pillar or when I was simply trying to stay on the elevators in Hazy Maze Cave. But the simple fact was that I woke up every day excited to get more stars and I felt a full sense of accomplishment when I surprised Bowser with the 120 star total. There will always be something special about the juxtaposition of the freedom the game grants you along with its restrictions. There's only so many shapes they could render and only so many sounds they could produce, but each playthrough can be your own and each ending feels earned. Thank you for more than 20 years of joy, SM64.

I beat a guy called "HentaiSama," so I can retire from this now.

Very happy I got to play this again on a modern system, as it's a game oozing with charm (and pollution). But Mario is so dang slippery and several of the shines seem designed to cause rage quits. The late-stage for story completion is particularly aggravating, forcing you to complete a certain number of episodes per stage and repeat tasks, culminating in chasing down Shadow Mario seven times. I'm happy to see this game get more attention as an interesting anachronism, but am even happier than the 3D games went in the direction of Galaxy and Odyssey.

I, a first-timer, would be walking around fruitlessly looking for tasks to do and then I'd see my friend, J, and yell, lovingly, "J!" right before she'd kill me. This happened twice. The chat only caught on the second time that this was a giveaway as to who the impostor was. I didn't find out until later that the protocol is to mute mics during tasks.

Hats off to InnerSloth. I hope AmongUs 2 allows for upwards of 20 players.

15 hours in and giving this one a tentative five stars as I struggle now to find the three Dream Entities.

By far, it's been the best atmospheric experience in a video game since Metroid Prime. The sense of accomplishment in learning how to beat the bosses and tough enemies has been immensely rewarding. Unless the game somehow completely falls apart in its last acts, it stands to be one of the best of the past decade.

I'm really not sure how this works. You start off with some basic character creation and then you enter a public lobby. Walking through the lobby, you can find existing games that you can play. I tried a platformer that seemed very reminiscent of Fall Guys, but it's single-player and foggy. But you can also explore the lobby and I found...a fun house? Presumably all of this can be made with the game creator, which I tried for 10 minutes. I've never played Minecraft, but it strikes me as a streamlined way of doing Minecraft.

What a joy to revisit this world. It made me happy.