111 Reviews liked by Pink


One of my childhood favorites. I never owned it, but I borrowed it from my friend pretty often. Thankfully for it's short length, abundance of lives, and general easiness I was able to beat it no problem during the brief windows I could play it. I think this is one of the first games I ever beat; the idea that there was an endpoint to games was totally alien to me before SML2.

Replaying it on the NSO was a treat, especially now that Nintendo finally acknowledged that the GBC color pallets are a thing, so I could play it how I remembered it as a kid. I recommend anyone with NSO gives the game a try, wonderful little game.

Also the Star Maze music is so good I can't believe it's only been used in this game and Paper Mario Sticker Star, it needs to be used more.

Modern Nintendo: "Nooooooooo!!!! You can't make unique characters in Paper Mario anymore!!!!!! We must protect the brand!!!!"

Mario Land 2: "We put Dracula at the end of this level. For fun"

I was really upset about something in my life when I started playing it. When I finished, I totally forgot what I was upset about, and I had a big smile on my face.

A Short Hike is Summer and Childhood. It is beach trips with your aunt and beautiful pixel graphics that give it a true charm. The calming music swirls around you and you forget you're playing a game, and you're just - you're just there, salty wind on your face, talking to your friends, playing silly beachstickball games, learning to climb, growing as a person.

and

It helped me mourn my childhood by celebrating adventures i never got to have

All the best games are about climbing mountains. It's the easiest metaphor to make for improving yourself with the "falling down and getting back up" kinda thing, but this game doesn't really do that. You're just on a pleasant hike and you get to fly around talk to people and do things. It's very nice. Only issues were that swapping items could've been more convenient, and the camera could be annoying when flying long distances. Otherwise, this game is a Certified Chef's Kiss.

This is such a great example of a game that's totally confident in its own strengths and doesn't seek to compensate for them with any unnecessary "gameyness". At the same time, the way it uses exploration of the island to interleave lots of different stories and engage the player at their own pace is something that wouldn't be possible in any other medium.

I don't think I've ever understood the point of hooters so I was kinda hoping this game would enlighten me on why only men in their late 30s and early 40s seem to flock there in droves while objectifying the waitresses in the process.
I learned nothing and I'm still perplexed.

Great music, wonderful atmosphere, some actual golf-platforming challenge(?) that left me very satisfied. Not super long, but if it was much longer I think it would overstay it's welcome. Great concept, great execution. Excited to see what comes next!

Honestly, my biggest complaint is the slow transition to the pause menu. If I mess up my first shot I'd just want to start the level over but I have to watch the 3-4 second transition every single time first.

One of the worst platformers I’ve ever played. What started as a colorful collectathon ends up being a total edgy/tonal mess between GTA and Ratchet&Clank. The writing is an absolut cringefest, the driving & weapon controls are wonky as heck and the insane difficulty spikes you encounter through this game will make you rage like no other. If you want to see bad game design, just play Jak 2. It’s also full of gimmick nonsense, driving missions and basically everything else you don’t want to encounter in a platforming title. Absolutely awful.

As a general rule, if I get to a point in a video game where I'm literally only putting up with the frustrating, mind-numbing gameplay and its constant difficulty spikes because I will be rewarded with a funny cutscene like a lab rat pushing buttons until a treat pops out, then I consider it a bad game.
Those cutscenes are really nice though, and still look good for something released in 2003. Just watch the cutscenes back-to-back on Youtube instead.

DIAPER ADVENTURE

Honestly, though, easily my favorite Nintendo game in a very long while, and just an absolute joy to play in co-op. Loved it, and will eternally be hoping for more.

In the current day and age, it really feels like the AAA gaming industry is hyperfocused on crafting open worlds that take up hours of your time, or never-ending GAAS titles that get constant content updates for years on end. With that in mind, the indie scene providing me with a 3D platformer you can beat the main campaign on in less than an hour, and for an asking price of under £1, that I can still come out of saying I had a great time, is something to be massively commended.

Second verse, same as the first! Another super short, dirt cheap and very replayable 3D platformer, an easy recommendation due to its low price point. Here's hoping Toree 3 continues this trend of quality.

The original Postal is ummmmmm not very good, to say the least. It's not that it's edgy for the sake of edgy (which it is but that's beside the point.) it's that the game itself felt like ass to play, and I'm 100% sure someone on the development team also knew this because for no reason Running With Scissors went out of their way to fully remake the game in Unreal. The fact that the team behind the Postal series cares about its fans and the actual quality of the games they make is mindboggling.

After not being certain which of the first 2 games I liked more, Luigi's Mansion 3 ended up going with the mixed approach. A lot of people saw it as a return to form by going with one main building. I was initially really stoked that the location of the game was in a haunted hotel. I thought that idea sounded incredible.

What we actually got felt quite a lot like Dark Moon - though the game was not quite episodic, the floors of the hotel act as a way of splitting the game up and creating levels. I was not someone who disliked Dark Moon for the level based layout, and felt that at times, it allowed for sharper moment to moment gameplay than the first game. However, I felt disappointed with how levels were implemented in Luigi's Mansion 3 after hoping it could work out better, as a result of not being booted out of levels when finishing tasks.

When I think of the potential the hotel had, I was thinking that you could add a lot of verticality to the level design, somewhat like the first game. I thought that the story (a hotel vacation) could give the gameplay something unique to brag about. But in the end, the progression is incredibly linear for an exploration focused game. When you finish a "level" you go up one floor. Floors are completely separated from the rest of the hotel, unlike in the original game. The game felt predictable as a result.

Each floor did have themes, and some of them were fun. But overall it didn't make up for what I felt was a missed opportunity in game design. The feel of the mansion in the original far exceeds the environments this game provides.

Not only did it not match up with the original, I believe Dark Moon had better moment to moment gameplay. This game felt weirdly sluggish to me, and at times I felt like my time was being wasted. Many boss fights have unskippable cutscenes, even if you've seen them before. The run meter feels annoying - and worst of all, the combat feels dumbed down.

The new big feature in this game was being able to slam ghosts for massive damage. The game has been built around this feature, making it not really optional. All ghosts have more HP as a result, and the objective really always turns into slamming ghosts. I much preferred the chase in the other games, and struggling to hold on to them as they tried to escape. In Dark Moon especially, the added jump you could do while vacuuming a ghost allowed you to skillfully escape situations where you would lose hold of the ghost. In this game, capturing ghosts feels almost telegraphed. After X amount of damage, you always lost certain ghosts, and as a player, it feels like you have less control. Overall, the "combat" just felt dumbed down, and not matching Dark Moon, or the original for that matter. Battles are easy, and the last boss was not particularly great or memorable in my opinion either.

Overall, I find this to be the weak point of the series. Dark Moon felt more engaging to me, and the first one had an "it" factor that is hard to describe, but anyone who has played it understands what I mean. As a standalone game however, Luigi's Mansion 3 is a fine game, with a lot of love put into it. It has the classic Nintendo charm.

Visually, it is one of the best looking games on the Switch. The presentation is awesome. There's just enough quirk that the game feels alive. I love how the ghosts interact with Luigi. Whether that's just typical trolling or throwing water polo balls at him. The moment in the game I remember looking back on laughing was on one of the later floors, climbing to the top of the staircase. Everything appears to be operating normal, until Luigi approaches. His reaction to the scenario was just so Luigi that it's not even funny.

In summary, the game is alright. It's not particularly memorable to me. Years later, I can't even remember anything from the OST. It was kind of disappointing to me because while there's nothing truly wrong with it, it felt like a game that just exists. I had enough fun in one playthrough and have no desire to replay it, but that's okay. It was cool that they even put a new Luigi's Mansion on Switch, and while I'm left thinking the game had much higher potential, it was pretty much what I was expecting all along.

Enjoying this well enough to play with my kids - I think some aspects of the game aren't well telegraphed enough for a kids game though. Definitely some frustrating elements, but it's a well made and sharp Nintendo game, so w/e, it's Halloween time