This is how you do a sequel.

Much better boss fights. More varied weapons. Levels that are less idle and better designed. Each and every aspect of the first game was improved for part two. The occasional unfair level hazard and terrible boss fight stops the game from being amazing by today's standards, but it was still a huge step in the right direction for the franchise.

And this is how you don't do a sequel.

Basically 2 again just with much more spamming and unfair level hazards and bosses. I would have at least said I liked it more than the first game, but the thing that made me decide against that was the part of the game prior to going to Wily's Castle where you fought recycled bosses from 2 in the same levels you just went through. Shameless padding, thy name is Mega Man 3.

Toad > Bright > Pharaoh > Ring > Dust > Dive > Drill > Toad

ok, sure

Best one yet.

Snappy controls, fair bosses, varied levels, and good boss weapons make good video games.

Yamato > Knight > Centaur > Wind?
Plant > Tomahawk > Yamato?
What the heck is a Yamato?

I'd like this game a lot more if you could skip the rush joining animation.

I've always had mixed feelings about this one.

The game has some great artwork and satisfying hidden collectables, but it also has some iffy controls and inconsistent difficulty. It was worth seeing the game to its conclusion, but that final boss can suck my mega buster. I don't think my feelings about the game will ever be black and white, but I'm glad I played it.

Worth the wait.

9 is a hard game that still feels very fair. The boss fights and level designs are wonderfully distinct and creative, but what really boosts this game for me is the boss weapons. This is probably the only mega man game where I regularly make use of all the boss weapons; They are so damn fun to use I didn't even miss the charge shot and slide.

A few nonsensical side-objectives and some frustrating endgame levels don't come close to ruining the blue bomber's ninth outing, this is an easy one to recommend.

Mega Man X? Yeah, I wish.

Basically the same as 9, just with worse levels, bosses, and weapons. There is distinct lack of polish with this one that is particularly noticeable coming straight from 9. I liked a few changes the game made: the difficult options and side-challenges were a nice touch. I still think diehard Mega Man fans will like this one fine, but it is very hard to get excited about.

Four solid games with plenty of addictive side content? Sign me up!

I just played this game twice, and I'm tempted to go back for a third.

11 manages to add so much variety to the Mega Man experience without overwhelming the player. From classic moves like the charge shot and slide, to awesome new boss weapons(Tundra Man and Block Man's weapons were my favorite), to the addition of the double-gear system, which I hope is in every mega man game from now on. The bosses all look great, complimented well by strong voice work and thematically appropriate levels. The fact that they can also use double-gear adds so much to each boss encounter, making these the most memorable bosses of any classic Mega Man game.

However, even with all these new tools to play with, the game can still provide challenge to those who seek it. Several levels in this game can feel overwhelming on a first playthrough, but I found most of the level design fair and rewarding after sticking with it for a while. There is a frustrating or unfair level hazard every so often, but it was rare.

Not much more to say, except that I'm excited for Mega Man 12.

This game was really, really fun up to a point.

Charming and compact levels are what I love to see in a platformer. The boundless creativity of the Mario games is on full display here, and it makes for some short but captivating levels.

However, that same boundless creativity does not extent to the gameplay. Captain Toad's adventures worked very well as a side-mode in a bigger, more varied experience, but on it's own, it's too minimal and repetitive to span an entire game. Still, if you enjoyed the Captain Toad sections in 3D world, you'll have some fun here.

Buy this game on sale and play it in short bursts, you'll have a good time.

Flawed Masterpiece.

If you want to experience the best graphics, aesthetics, level design, gameplay, gameplay variety, and overall best platforming of any classic Crash Bandicoot game then you will... for about four hours. Crash four is so wildly insecure about its lack of content that it feels the need to bloat every singe aspect of the game: six gems per level, time trials, alternate versions of levels, new gems in alternate versions of levels, relics for collecting five gems at once, flashback tapes, and relics within said flashback tapes. It is safe to say that only the obsessed hold that platinum trophy. The obsessed like me, as I got to 106% on this game twice! No: I don't know what I'm doing with my life.

The amount of obvious padding in this game is shocking, and it is very hard to judge the game without the optional content, as the game is far too short without it. Honestly, if the N. verted stages were merely optional filters without collectables hidden behind them, and the N. Sanely perfect relics were removed(or at least not necessary for 106%), then I wouldn't complain. The main game needed to be really good for this tedious collection to be tolerable. Fortunately, it was.

Crash 4 did such a good job reviving the dated gameplay from the PS1 classics and making it acceptable for the current generation that it is inspiring. The beautiful levels of Crash 4 are given so much variety by the quantum masks and new playable characters. The levels of this game are much more lengthy and substantial than those found in the N. Sane Trilogy, and the levels manage to be very distinct from other crash games by making use of some much more inventive themes: Off Beat may just be my new favorite level in any Crash game. The moment-to-moment gameplay of Crash 4 is so strong that it really makes me wish I could regard the game higher.

Lastly, I want to talk about the two aspects of the game which I consider weaker than in N. Sane. Firstly, the music. Crash 4's music is fine, there are definitely a few stand-out tracks, but this game's music just lacks the punch and variety from the original trilogy. Second, the boss fights. Crash 4 blows its load far too early by opening with the best boss fight in Crash history, the rest of the roster simply cannot keep up: boss 2 is good, boss 3 is bad, and bosses 4 and 5 are fine except that they don't really feel like boss fights at all. N. Sane was much better for this.

So, in conclusion: This game is definitely worth at least one playthrough, 100% is worth it, 106% isn't, and the N. Sane Trilogy is better don't @ me.

The hub world is AWESOME! The rest of the game is ok.

I just got done playing Gex 3, and decided to play another game starting a smart-mouthed green lizard which is mostly average despite one major redeeming quality which relates to the game's levels. Impossible Lair's hub world is one of the best I've ever seen. The plethora of hidden collectables is endlessly satisfying, the environmental effects are really neat and make the whole space feel alive, and the visual signs of your progression are really captivating. The hub is so great that it is almost a disappointment when you need to play the actual levels.

The core gameplay of Impossible Lair is fine but a touch too simplistic and unvaried to span the game's lengthy campaign without feeling tedious by the end. The level design is serviceable and the exterior conditions on the book(magic books are portals to levels in this game) which effect the levels are really creative, but the levels aren't distinct or memorable enough for these changes to have the impact they could. The Impossible Lair itself it a really strong core challenge to base the game around, but most of the other levels are pretty forgettable.

I think anyone whom is curious should at least give this game a fair shake; I imagine plenty will like it even more than I did. This game was a huge improvement over the original Yooka-Laylee in my opinion, and if the next game sees the same jump in quality, we could have a new platforming masterpiece on our hands.

1994

Why are most of this game's most inventive and distinct levels crammed in the optional world most people wouldn't bother to find? Gex, I don't get you.

Seriously, Planet X is a pain in the ass to reach, but it houses the best levels in the game. The rest of the game is a functional, competent 2D platformer, but is very dull and predictable in terms of gameplay mechanics; Gex's quips can be annoying, the game has a really frustrating save system, the level themes are pretty generic, there is a harsh difficulty spike halfway through, and the game is over far too soon. Still, my biggest problem with the game is the repetitive and uninspired gameplay. I respect the game for making its best content optional, which is a trait I honestly associate with the amazing games. But still, this game is nothing special.

If you are curious or a diehard Gex fan then there is no harm in playing this game, but I wouldn't recommend it otherwise.