After thoroughly enjoying both Monument Valley games on Android, I was ready and excited to try other offerings from development studio ustwo games and thus, I arrived at Assemble With Care, a relaxing brief narrative game that focuses on helping people by assembling different types of items they own but need help repairing.

The game tries to mix a charming story with its core gameplay of assembling equipment but quite frankly, the story and characters are simply not engaging at all and very plain. The best part of the game is the assembling gameplay where you rotate objects while using other tools such as screwdrivers, glue, etc. to bring them to a working state. Items include music players, music boxes, coffee machines, etc. The problem is that the gameplay starts becoming dull quickly which is not ideal in a fairly short game like this one.

Due to the low price of admission when the game is on sale, it may be worth trying if you are looking for a very relaxed experience (with a chill soundtrack and fully voiced scenes) and gameplay devout of any challenge (since you can't really fail any levels), otherwise, this was a below average experience for me with the dull and plain characters and story progression.

I'm a big fan of the Mario Tennis series and this particular entry is my least favorite one. Not sure if releasing this game late into the Wii U lifecycle had anything to do with the lack of content and the overall low-effort feel on behalf of Nintendo.

Graphics are colorful and appropriate for a Mario Tennis game but the overall gameplay and feel for the game feel off, rushed, and low-effort.

As other gamers and reviewers have pointed out, this game follows the Fall Guys concept of different competitive multiplayer stages that pit players against each other.

In this particular game, the stages are mostly races that allow the player to collect fruit as the level advances and one gets closer to the finish line. The first player to reach the finish line gets the advantage of obtaining the first fruit prize (50) which helps boost the final fruit count. With that being said, the key is to find a good balance of collecting food/fruits as the level progresses as well as using items to knock enemies out of the way and preventing them from gathering food as much as possible.

Graphics are good and the "buffet" themes for the different levels is fun to witness with different types of foods, sweets, fruits, etc. that are part of the stages themselves.

With all that being said, the gameplay feels like it gets stale fairly quickly despite the different levels offered and other modes such as minigames and all the collectibles that the player can gather as they level up. It's a decent and mildly fun game, but if you are looking for more within this concept, Fall Guys will better suit and fit your needs.

I won't lie, being a huge Zelda fan I was excited to try this game out and went in very confidently based on previous experience with the series where pretty much every game has been excellent. But Phantom Hourglass ended up disappointing me and discouraging me from completing the game and trying/firing up its sequel, Spirit Tracks.

There are some very innovative things in this game that make use of the DS dual screens and other features but on the flip side, there are many head scratchers in terms of game design and overall structure. Replaying the main temple/dungeon after you finish a main area is extremely annoying and punishing...not sure how that got approved or past Nintendo's QC process.

Maybe one day I will come back to this game, but overall I felt like the experience was not up to par for being a Zelda game.

This is typically regarded as one of the best Pokemon games out there by fans but I personally didn't feel much on my 15+ hour exploration of this game.

Besides the obvious graphics improvements and some quality-of-life features over older titles, this felt like a fairly regular Pokemon game to me (which is not necessarily a bad thing).

Despite playing this game for a considerable amount of time, I never managed to fully finish/complete the game. With that being said, I was very excited to play this as I grew up a fan of Captain Tsubasa (different anime series that is also based on soccer) and this looked similar in its concept.

It's basically an RPG that features soccer gameplay, special moves, and strategy for every move you make. The first half of the game is very fun: you basically learn new moves, recruit friends and new players to your team and advance the story. The game falls a bit apart in the later stages as I felt the gameplay become a bit stagnant as well as the overall pacing and design of the game.

The Smash series is an interesting one for me. I love playing its games since I'm a big Nintendo fan and this is pretty much the ultimate fan service fest featuring characters, soundtrack, stages, and themes from anything Nintendo released over time including obscure franchises. But as much as I love playing these games and as much time as I put them, I never managed to become good at any of the games. Honestly, I treat these games as more of a party game with friends (which is kind of the original intent from Sakurai from what I understand).

Smash Bros. Melee featured a monumental jump in just about every category compared to its predecessor, the original Smash Bros for the Nintendo 64. For being only the second game in the series, Melee was loaded to the brim with characters, stages, trophies, collectibles, etc. making it a true dream for Nintendo fans. This is definitely up there for best game in the series and still to this date features the fast-paced gameplay that hardcore fans still praise and love.

THPS4 brought expected improvements to the series such better graphics and performance, more detailed environments, larger stages, etc. However, as other fans and reviewers have said, it felt like this was the start of the downfall of the series. It's hard to pinpoint exactly why, but that's just got this game felt.

Gameplay was updated to have crazier combos that simply felt like 'too much' while playing. Levels were bigger but their themes got wackier and overall design was simply not as good as previous games.

This is the NCAA Football game entry that made me gain interest in college football. The game did a really good job of conveying the difference between college and pro football by providing faster paced and higher scoring gameplay. Said high-scoring and fast paced gameplay encouraged the use of audibles and calling hot routes before snaps, adding a new layer of strategy and fun that I had not encounter or needed in previous football games.

Presentation was great featuring mascots and fight songs for just about every university in the game. The coach 'career' mode was very fun and I enjoyed the recruiting aspect of the game taking universities that were ranked low and slowly building a powerhouse through progressively improved recruiting over the seasons.

If I'm being honest, my first reaction upon getting this game on day one was a bit disappointing. Super Mario 64 set the bar very high for any 3D Mario games that followed and Sunshine didn't quite feel like one at first, perhaps due to its tropical location and the newly introduced Fludd gadget gameplay mechanic that is essential in this game. With that being said, the more time I put in this game, the better it felt in terms of platforming and overall design. I personally enjoyed the side platforming levels that featured blocks and other types of platforms versus the traditional platforming found within each level which is an indication that the overall design of this game is not as good as I was hoping.

Graphics were top-notch for the time, with a very colorful tropical setting and very impressive effects such as water and 'heat' effects. Overall, Sunshine is a solid platforming Mario game that most definitely doesn't impress me as much as other entries but gets the job done.

RE0 is the last classic fixed-camera and tank controls RE mainline game to be released. I was very excited to get my hands on this game, especially after it moved development from the N64 to the GameCube. RE0 follows the graphics of the GameCube REmake so once again we were treated with fantastic detailed backgrounds that still hold up to this date.

I enjoyed the newly introduced character Billy Coen (even though he was dry as heck I thought there was a good contrast between him and the happy nature of Rebeca Chambers).

New to this game was the new tag/partner system that allowed the player to switch between characters. This allowed for interesting puzzle solving and areas were they had to be separated in order to progress further. Inventory system was interesting but badly executed. The removal of chests allows the player to place items anywhere but creates a new issue with tons of backtracking in order to get key items if you are not careful and don't plan accordingly.

The design in this game does not reach the levels of other classic RE games: you basically defeat enemies and go from room to room where you either solve puzzles or gather files for collection. The story is interesting and not without a dose of RE cheesiness here and there, but overall it does a good job in setting up the event of the first RE game.

THPS3 sits in the perfect spot as far as the franchise and other skateboarding games. It improved several aspects over the first two games by naturally being released in the next generation of systems versus its predecessors (such as graphics, sound, and presentation) and by introducing key gameplay components such as adding the revert move to chain vertical tricks and combos into manuals and horizontal/street tricks. While it's true that TH games that followed introduced new gameplay components, ideas, and improved graphically and presentation-wise, THPS3 found the perfect balance between gameplay, presentation, and level design making this my favorite game of the series by far.

Great looking side-scrolling beat-em-up from Hideki Kamiya based on a new superhero that pulls fighting moves with a cinematic tone.

Graphics are colorful and fluid, combined with nice lighting and combat effects that give the game a comic-book look. Gameplay is very challenging but become fun once you start learning the combat and fighting mechanics and start pulling special moves upon building your VFX meter.

Overall design is good, there are parts of the game that are very fun but some aren't as memorable.

With one of the most impressive launch titles of its time coupled with one of the most impressive first levels in gaming, Star Wars: RS2 remains as one of the must-haves games in the GameCube library and a must-play for Star Wars fans.

Graphically, this game set the bar for a new generation of consoles and still managed to look great years upon years after its release. This game it's an overall improvement over the N64 Rogue Squadron game. Level and mission design is not super consistent, there are some frustrating missions and design decisions that sour the experience in a couple of areas but the overall package of this game makes it one of the most fun pilot-fighter games out there.

Sonic Adventure 2 reflects for the most part what the Sonic franchise has shown over the years: incosistency in terms of having good content but also bad content. Thankfully, SA2 has more good content, mixed with some average and a few poor levels. For the most part, the Sonic and Shadow levels are the best (unsurprisingly) with the other character levels ranging from good to average to some bad.

Graphics are colorful, performance is good portraying a sense of fast speed in the levels that matter the most, and controls are for the most part fairly good. The added Chaos garden section helps extend replay value.