Kirby, you will eat that car: the great Baron`o Beef Dip commands it.

I was getting dinner with a friend of mine yesterday, and he commented that my life was too short to be playing this DLC: he's a smart guy.

I loved the main game, but it definitely had its issues. Thankfully, INTERmission is here to give me every single problem I had with the campaign and less then half the good stuff yay. The story is uncompelling filler, almost every character added is either painfully forgettable or stolen from the main game, the story adds nothing to FF7R's plot or character development, party management is practically non-existent in combat, and I don't even have time to go over how eye-rolling the ending was. I seriously have no idea what the developers were going for with INTERmission. Honestly, if you heard about the Final Fantasy 7 Remake and thought it was going to be confused trash, this DLC is probably exactly what you would expect.

INTERmission isn't without merit: It still looks great, Yuffie is a fairly enjoyable character, the environmental puzzles with the shuriken are good, and Fort Condor is a legitimate blast; seriously, that minigame is the only thing from this entire campaign I want to see turn up in FF7R part 2, you can leave the rest.

INTERmission's nonsensical story, reliance on fan service, and preference for style in place of substance still concerns me, and I hope it isn't a harbinger of things to come in FF7R part 2.

These are some of the most forgettable bosses, bland weapons, and flat characters; with one of the weakest stories; some of the most tedious exploration; and some of the least satisfying progression I've ever experienced in a Zelda game.

The Legend of Zelda had produced some of my all-time favorite games, so to have Oracle of Seasons do so little for me is a shame. I'll admit I'm generally not as big a fan of handheld entries in this series, but this game runs on the same engine as Link's Awakening: a certified banger, so I know greatness was possible.

Yes, but also no, but also hell no.

It's such a shame because I know talented people worked on this, but there is absolutely no reason to play it. If they were going to make a vehicle game, make a new IP: if they were going to make a Banjo game, then make a platformer! WE'VE BEEN WAINTING TWENTY YEARS!

I'll enjoy this gameplay when pigs fly

The blueprint for the best cart racer ever made: show respect

DLC stands for Delicious Last Course. I didn't notice that until I finished the campaign, and I felt incredibly stupid.

If someone says video games can't be art, show them this.

I won't shake any conventions by saying this, but Cuphead is gorgeous. So many animations, so much creativity, and countless references to classic cartoons; I love how this game pays homage to so much classic animation without ever feeling derivative, each beast the game creates still feels like its own thing. The game boasts excellent weapon variety and a near-perfect upward turn in both difficulty and quality as the adventure goes on. Sadly, I found Cuphead's core gameplay just basic and repetitive enough to hold the game back from a perfect score, but I'm still giving it five stars in the artwork department: All these same feelings apply to the DLC.

At one point, King Dice addresses you and says, "You mugs." I can't not love this game.

Style over substance.

One of my only real problems with God of War 2 is that it didn't leave the sequel much to work with: Kratos already defeated Zeus, you can't really go up from there. Still, given how perfectly paced and compelling 2's narrative was; the awful pacing, tonal inconsistency, and lack of dramatic weight and character motivation in 3 is rather disappointing.

The game starts on an amazing note, but grinds to a halt just after and never reaches that same height again in my opinion. The gameplay is certainly fun, and the graphics are phenomenal, but even the quality of the game's set pieces I found to be rather inconsistent: Some of the boss fights were magnificent, but others were pitiful; Some enemy encounters are creative and engaging, others are tedious and frustrating; some character interactions and story beats are very compelling while others have my jaw hitting the floor at how unjustified and nonsensical they are. This is about as uneven a game as I've ever played.

I don't hate God of War 3, I still enjoyed my time with it, but it definitely left me wanting more. I find it ironic that the PS4 game felt so much more epic despite being more grounded with fewer characters, but that's a good example of why restraint is often necessary in the face of reckless ambition. In fact, I think 'reckless ambition' is the perfect way to describe this game. I am relieved that the series, much like Kratos himself, has calmed and matured.

Please don't take me ranking the second game over God of War PS4 as a knock against that game, instead take it as an indication of what an accomplishment this game is.

GoW 2 blew the first game out of the water in every possible way, and the first game was good! Still, I found 2's epic story, powerful music, sense of scale, and investment with the mythology to be magnificent enough to cement it as the ultimate God of War game fifteen years later!

Gone are the droves of repetitive enemies and static levels which help the previous game back. God of War two is constantly peppering in new enemies, levels hazards, unique set pieces, new weapons/spells, and mythological references which ensure there is something new around every corner. The fact that this game manages to have so much variety and progression without feeling rushed is amazing.

I could nitpick some dated graphics, a few characters who could have used more development, and an ending which I have mixed feelings about, but whatever problems this game has are washed away by a tidal wave of gaming excellence. The only real problem is that Kratos' character in this game feels like a regression from his counterpart in the first game. If he was more compelling and his personal journey more meaningful, we'd be looking at a ten out of ten game here.

Given what a huge improvement this game was over its original, I am all the more excited for Ragnarök.

The one that started it all.

This game brought Greek Mythology to life in gruesome fashion which was both fitting, and refreshing. The tragic story of a disgraced warrior with nothing to lose fighting to be free from his sins as he takes on horrific, mythological beasts still manages to captivate despite some aged technology and a few story problems. I, for one, am deeply impressed that the game managed to be so enjoyable despite having one of the worst levels in video game history:

Seriously, I was ready to give this game an eight out of ten, but the boring landscapes, jarring flashbacks, repetitive encounters, and endless tedium which make up Pandora's Temple cost this game a full number score. You know the level is bad if going to hell straight after is a relief.

I didn't remember Ascension being this bad.

The story of this game is awful: I have no idea what Kratos is doing half the time or why he's doing it. There's no tension, no sense of urgency, no levity, and no dramatic weight. Every character introduced in this game is completely forgettable and adds nothing to Kratos' character arc or the lore of the series, there are also questionable liberties taken with the mythology.

I would say the game looks and controls well- if it didn't come off the heels of GoW 3. The biggest spectacles and best encounters of Ascension would be the weakest parts of GoW 3, and I mostly just find it frustrating that skilled programmers were wasted on such a lackluster project as Ascension. Most of the game's ideas are lifted from other GoW games, and I don't buy for a second that all of this happened prior to Chains of Olympus. Seriously, how is Kratos killing a god at the end of GoW 1 such a big deal if he already killed all three furies? Better question: why were Chains of Olympus and Ghost of Sparta delegated to handhelds while this game got a console release?

Ascension has some value: it still looks good, the combat is occasionally fun, and the time-altering mechanic can lead to some cool puzzles; but those things weren't enough to stop me from being bored most of the time.

Ascension definitely has its fans and good from them. As for me, it feels good to have Ascended past this game.

Like a fine wine.

Returning to the planet Zebes allowed me to re-experience the harbinger of both the modern Metroid game and the Metroid-vania sub-genre. So many of the tropes and overall structure of modern Metroid was introduced here: from the environmental storytelling, to the nonlinear and exploration-based progression, to a number of specific plot points that I can't mention because I didn't hit the Spoiler Warning button. For as much as I loved Metroid Dread, the game relied a bit too heavily on flashy cutscenes for its combat and dialoged-riddled cutscenes for its storytelling. By comparison, Super Metroid's biggest accomplishment is how it can do so much with so little.

This is one of the finest examples of how video games can be timeless. It paved the way for so many games to come, and it's a great game it its own right.

If Chains of Olympus had a meatier campaign and more enemy variety.

Good for what it is.

The game lifts far too many ideas and story elements from the original God of War, all supported by a weaker story and weaker hardware, but I found myself surprised by how much harder a few story beats hit in this game than that one. The core gameplay was still very enjoyable, and the conclusion of the game was excellent, even if there was a fair amount of mediocrity preceding it.

I consider Chains of Olympus a worthy addition to the GoW lore and worth a single playthrough for those whom are able.