Upon revisiting JC3 years later, my perspective has shifted significantly. I no longer view it as a disappointing follow-up to JC2. I have come around to loving it due to stuff like the wingsuit, which makes traversal very fun, as well as the endless arsenal of weapons that are both enjoyable & satisfying to use when conquering bases or villages.

I have also found the side challenges to be engaging now, which is a stark contrast to years ago. This newfound appreciation is likely due to my increased enjoyment of the gameplay loop & unlocking meaningful upgrades. All of this is complemented by the presentation, which still holds up nearly 9 years later with the soundtrack being surprisingly good & crunchy sound design.

Even though I have developed a greater appreciation for this game, it unfortunately also highlights why it falls short in comparison to JC2 in my eyes. The main issues lie in the map design and story missions, which are such downgrades. The story missions lack the consistent bombastic moments that JC2 threw at you and the map seems to not have been designed with them in mind.

Medici looks beautiful but lacks any personality that Panau oozes with & having such diverse environments prevents it from feeling repetitive, which Medici does unfortunately suffer from. There are so many locations in JC2 that I can still recall years later, but after only recently replaying JC3 again, I can barely remember any locations because they all just blend.

However, these flaws didn't completely derail my revisit journey, which has made me realize that the game is truly great, contrary to my initial mixed feelings when it was first released. I can see why it's considered the best one in the series for many people, although for me, JC2 still holds the top spot in the series. Nonetheless, that shouldn't discredit the stuff that JC3 has done right, and I still give it a strong recommendation if you are looking for a simple but fun open-world game.

Happy to own this game in my possession now on PS5, and I am once again reminded why this game is considered a masterpiece as I replay it. I found myself unable to stop playing, despite having already beaten it last year.

The satisfying rhythm combat, endearing writing, and great music are seamlessly combined with stunning visuals that will stand the test of time. It's a special video game where everything comes together to make one of the best games of 2023 that Tango Gameworks should be proud of making it.

I'm so happy to see this game on other platforms for more people to play it. I can't recommend this enough!

I’m happy to say that my experience with Yakuza Kiwami 2 has deepened my appreciation for this series even further as I continue on with my journey to play each main entry. Kiwami 2 presents a remarkable story with strong themes, lovable characters, numerous memorable moments, and the best antagonist in the series so far. This game's bombastic nature kept me hooked from start to finish, leaving me thoroughly engaged and completely satisfied.

Exploring around Kamurocho & Sotendori is really enhanced by the Dragon Engine, which has made it visually stunning and made most interiors seamless to enter through, really adding to the immersion. The overall presentation is simply wonderful, and the music is absolutely excellent.

However, what really got me hooked on exploration was the fact that it's the first game where I actually took the time to do a good chunk of the sub-stories. They give each established character a spotlight or make the overall themes of the game more impactful. They also did a great job of balancing the tone, so that these sub-stories don't feel disconnected from the main story by managing the goofiness, sincerity, and serious moments, which previous games didn't quite achieve.

Unfortunately, the biggest problem with this game is the combat. It’s far from being awful, there have been some improvements, such as much smoother control on the battlefield when it gets hectic and the option to swiftly switch melee weapons using the D-pad. However, the combat system feels like it took 2 steps forwards, 1 step back because the satisfaction of punching up foes doesn't quite measure up to Yakuza 0 or Kiwami 1. Additionally, the stats system for improving Kiryu's stats or acquiring new moves feels overly complicated and uneven.

Despite that setback, Yakuza Kiwami 2 remains another excellent addition to the series that I thoroughly enjoyed. Now to Yakuza 3….

My first experience with Rhythm Heaven, and what an introduction. If the goal of this collection of top hits was to show me why Rhythm Heaven is so special, it definitely achieved that with Megamix.

Although the gameplay is very simple, with just a few button presses in sync with the rhythm, it is incredibly fulfilling to find yourself in the flow. This is largely due to the exceptional audio design, captivating music, and charming visuals that come together to give this package a distinct personality and offer some of the most gratifying experiences in the rhythm genre.

This is also a meaty package with over 100 consistently excellent mini-games that offer replay value with perfect scores that you can achieve, which are super stressful but very satisfying to do. Moreover, there are numerous remixes of these mini-games that will truly challenge your skills.

My only few complaints with this game are that the structure in story mode sometimes pads itself out, and the coins feel like a band-aid solution to the inconsistent difficulty curve that creeps in out of nowhere every once in a while, especially when you get to the gates as you progress through the story mode.

In conclusion, I now understand why Rhythm Heaven is so beloved. Megamix has provided me with an exceptional rhythm experience that I will always remember, and it has sparked my interest in exploring this genre further. I highly recommend it if you have the opportunity to play it.

I feel bad for not discovering this sleeper hit sooner until I became addicted to Helldivers 2. Despite many aspects being carried over to the sequel, the top-down perspective adds its own unique moment-to-moment gameplay scenarios while still maintaining the signature Helldivers experience of simplicity, chaos, and fun. My only issues with this perspective are that the shared camera can sometimes feel like a hindrance when players get momentarily side-tracked, taking cover can be frustrating as it immobilizes you, and not being able to move while viewing the map feels cumbersome.

If there is one aspect I prefer in Helldivers 1 over 2, it’s the progression system because it is more streamlined. You unlock new weapons, stratagems, or perks simply by leveling up or completing a planet, which adds to the sense of progression as you rank up. Additionally, collecting 10 samples gets you research points, allowing you to upgrade your arsenal and improve the usefulness of your tools, which Helldivers 2 lacks. It makes the weapon balance in Helldivers 1 more refined and encourages me to use multiple different primary weapons.

In terms of the presentation, Helldivers 2 outshines Helldivers 1. However, I won't be too harsh in this aspect, considering that Arrowhead was a smaller studio back then. More importantly, this game was released on the PS3 and PSVita, enabling crossplay with the PS4. So my expectations for the graphics weren't going very high. Nonetheless, I still want to give credit to the crunchy sound design and well-made music. The presentation is overall very good, but not that remarkable.

In summary, what I am trying to convey is that even though they transitioned the essential elements of Helldivers into a third-person perspective very well with Helldivers 2, Helldivers 1 remains distinct and not obsolete. It is evident that Arrowhead Studio already achieved its main goal remarkably well even with a few rough edges.

I still prefer Helldivers 2 overall, but I can absolutely see why others prefer the first game, which still holds up as somebody who just played it for the first time recently and came from Helldivers 2. Strong recommendation if you are looking for more fun co-op shooters and especially dig a top down perspective with twin-stick shooting.

I was highly impressed by Joakim Sandberg's work on Iconoclasts, which led me to become curious about his previous project, Noitu Love 2: Devolution and I’m happy to say that his previous work is also excellent. This game offers an incredibly satisfying combat system with impactful sound design, adrenaline boss battles at every turn, and visually stunning sprite-work and character designs that are a treat to look at.

While the story didn't captivate me much, the game itself didn't seem to prioritize it either. Therefore, I won't dwell on that aspect too much. Overall, I wholeheartedly recommend Noitu Love 2: Devolution if you're looking for a short yet fulfilling experience.

Penny’s Big Breakaway delivers exactly what I wanted from the developers of Sonic Mania. It is a well-designed 3D platformer that retains their vibrant visuals, smooth gameplay mechanics, and exceptional soundtrack that made Sonic Mania so beloved. However, it surpasses that game by consistently offering originality that was lacking in Sonic Mania, which unfortunately caused that game to fail in capturing my interest for multiple playthroughs or being deemed exceptional in my eyes.

It doesn’t dispute the fact that it was made by a very talented team, but shifting to a new IP has given them the freedom to break away from that restriction. It oozes with originality from start to finish, which finally makes me appreciate their meticulous craftsmanship without feeling like I'm just going through the motions.

I do have a couple of minor criticisms regarding this game. The structure of each world and the presence of a boss are really uneven. The toggleable simple control scheme is not very intuitive compared to the default pro control scheme; it feels like it wasn't specifically designed for this game. Lastly, there are instances where the collision doesn't feel polished, as I occasionally get stuck in certain areas or end up in places that seem unintended.

Aside from that, this is one of the most gratifying 3D platformers that I have ever played, with a ton of levels to beat and complete. Additionally, there are bonus levels to unlock, and all that for the reasonable price of 30 dollars?! This is Christian Whitehead’s magnum opus, alongside everyone at Evening Star who contributed their efforts to this game.

This game is the embodiment of dopamine. It starts slow, but the rate at which you acquire new forms with unique abilities and passives during moment-to-moment gameplay is insane. The final key ingredient is that you unlock the mechanic to combine any non-signature abilities and passives to any form early on, and that's when the game truly became amazing for me.

As you might assume, the difficult balance must be broken as hell, and that is where I'm gonna surprise you by saying no. The dungeons in this game present modifiers that push you to craft optimal builds for your forms, despite the numerous options available. This becomes especially important in the new game plus mode, where unique dungeon modifiers present additional challenges. This game's difficulty is impressively well-tuned for how easily it could've broken in half.

The charming visuals and writing that Drinkbox Studios is known for are once again delivered in this game, which I fell in love with when playing Guacamelee for the first time last year. However, I do have one complaint about this game, apart from the slow start. I find it puzzling that your form quests are locked from completing them in the main big dungeons. This decision is something I don't quite understand.

My overall conclusion is that I strongly recommend this game if you are in the mood for a mix of 2D Zelda & Diablo that has carved its own identity that Drinkbox Studios has excellently crafted.

The most fun I had with a 4-player co-op game since Deep Rock Galactic. Helldivers 2 is addictive, chaotic, and fun without feeling so compromised in terms of the fundamental elements that are well put together, which is impressive for Arrowhead's first attempt at a third-person perspective. The presentation is top-notch in terms of the visuals that make each planet where you exterminate bugs or robots so distinctive, and the sound design is excellent too. My only complaint on the presentation side is that the music is pretty generic and repetitive after a while.

I do want to talk about monetization, which has been contentious with folks. As I have mentioned in the past, I don't have a problem with monetization as long as it values my time and doesn't penalize me for not spending real money. Helldivers 2 is a good example of my point. You can get premium currency right away with real money, but if you choose to play the game, it doesn't take that long to get enough premium currency to unlock stuff, which I can't say the same for most other recent live service games. It's leaning way more towards Deep Rock Galactic's approach than say any modern Blizzard game in terms of the spectrum.

Finally, I do want to mention that the game runs smoothly on PS5 during gameplay with no hiccups at all, despite how impressive it looks and how much is going on the screen. It did unfortunately crash a few times at random for me and the servers need some serious improvements like making the quickplay work properly. I'm not gonna harp on it too much because the devs are extremely aware of it and they didn't expect this game to explode in popularity. I'm just kind of annoyed that I can’t feast further into this incredible package due to the server problems

In conclusion, it's wonderful to see time a complete PVE co-op experience made by people who are big fans of it, but also understand how to make it fun without alienating their consumers and all that for just 40 dollars/euros?! if this is the direction that they will spearhead with post-launch support. I will 100% see myself coming back to it constantly in the future once these devs have finally fixed the servers.

I have played more than 2 hours of this game with my mates thanks to PS Plus. Despite getting it for free basically, I still felt robbed wasting my time with this utter mess that left me & my friends to eagerly uninstall it when we were finally getting tired of it. Calling this Splatoon at home would be an insult to decent Splatoon clones.

Lego 2K Drive is frustratingly good because beneath the horrendous micro-transactions & battle passes is a really fun simple racing game with a campaign that shoots you through races that offer up charming characters, powerups, etc. Top that with very tight controls & seamless transitions between different types of vehicles depending on the terrain that you are on making moving around surprisingly fun.

However. As I said at the beginning, it’s unfortunate that the terrible monetization has soured this overall game’s reputation by a lot & making customization in a Lego game almost non-existent due to that result. It’s so frustrating to see a game that is fundamentally great due to its core gameplay loop getting kneecapped by greed. Nonetheless, I can recommend it if you see it on sales and if you can stomach the unacceptable monetization.

Mad Max is the best comfort food open-world game in the sense that the template is nothing special, but uses that familiarity to make the moment-to-moment gameplay so addictive due to satisfying combat on foot or using your vehicle that makes taking down camps or convoys so gratifying and chipping these down gets you scraps or tokens to upgrade either Max, tools, or vehicle.

The core gameplay loop of Mad Max from start to finish always motivates me to clean up stuff not only because of the rewards but also fun to do so. I haven’t had that dopamine feeling since Far Cry 4 or Assassin’s Creed 4: Black Flag

Unfortunately, it is bogged down by some side missions not being all that fun. Initially, taking down scarecrows or snipers is fun, but it quickly becomes monotonous. It doesn't help that the game loves plastering these more than the camps or convoys. However, these pale in comparison to the mind-numbingly minefield missions. They epitomize the concept of "Stop having fun" and bring down the game more than the forgettable story that I honestly forgot about (although Chumbucket & Griffa are cool).

Nonetheless, the core gameplay loop still holds well together enough that these few stumbles don’t sour the entire package for me. I still mostly had a great time playing this game and can confidently recommend if you aren’t sick of open worlds at this point.

This game is incredibly simple, but very fun and has a ton of charm to it. However, it falls short in terms of length & not having enough bones to carry me on doing the completion stuff.

Moreover, the absence of online play with friends is a drawback. It's hard to recommend at its current price, but if you come across it on sale, it's definitely worth giving a shot.

Nonetheless, I'm very happy to see this hidden gem out of the Japan-only cage.

Playtonic has excelled with The Impossible Lair, surpassing their 3D platformer installment. I've always been a fan of the original game, even though it's not the popular opinion. However, I'm thrilled with the improvements made in every aspect with this shift. It's great to see that they hit their strides with this game.

The buddy duo Yooka & Laylee are an absolute blast to navigate through the tightly designed levels. They perfectly blend the challenging elements of Donkey Kong Country games with a satisfying flow that kicks in once you get the hang of controlling the characters.

The setup of this game is a nice twist & double that with the hub world which is a top-down structure like 2D Zelda. At first, I had concerns about its shallow nature, but I was pleasantly surprised by how much it has to offer. The puzzles are captivating, there are plenty of collectibles to explore, and mini-challenges are quick & fun to do. It offers a cozy experience, especially after enduring some intense levels. It serves as a refreshing break without feeling half-fasted.

The presentation has certainly seen an improvement in visuals and soundtrack compared to the first game. I'm glad they maintain their excellent writing style, adding charm & entertainment to the characters. It's impressive how they've carved unique personalities & not much being under the Banjo-Kazooie’s shadows as time goes on.

I have two main issues with this game. Firstly, a significant portion of the Tonics you collect are simply different visual filters, which I find unrewarding. Secondly, the few altered levels that exist are not particularly unique compared to their original forms.

Besides these complaints, this game goes for a significantly reduced price, often seen at bargain prices during discounted sales. It is such a steal considering that it is one of the finest modern 2D platformers that I have played. Playtonic has crafted a game that retains familiarity without being trapped in the past while introducing unique elements that set it apart without losing focus, a criticism often directed at their 3D platformer installment.

Since its initial reveal, this game has faced heavy backlash, but now it is widely regarded as the most creative & enjoyable title from Ubisoft in a while. Having played the game myself, I can confidently say that I share this sentiment.

Even though it has shifted in the genre, this new direction of PoP still manages to keep the three key PoP elements that I find to be very important: platforming, combat, and challenge. Despite being a 2D game, The Lost Crown takes these aspects to arguably a higher level, making it the most challenging game in the series since the classic 2D games. However, the controls are so smooth & precise that makes traversal as Sargon fun through platforming sections, and the clever level design ensures that it never gets stale.

I'm genuinely surprised by the combat; it's incredibly deep right from the get-go, even before unlocking new powers or finding items. I highly recommend taking on the training challenges to learn the mechanics and earn rewards. It's really useful to have a good grasp of the combos and the satisfying parry because enemies or bosses won't go easy on you if you mindlessly just mash buttons, even on normal difficulty. The platforming and puzzles, especially with the optional sections make this game much more challenging than any of the 3D PoP games. I'd say it's more in line with the difficulty of the 2D PoP games but without any unfairness or rough edges.

I wanted to emphasize how this game gets the essential elements of the PoP series so right & elevates it to another level. While it doesn't bring much new to the table within the Metroidvania it shifts into, that doesn't bother me because it is incredibly well-crafted and seamlessly incorporates the key PoP elements. The rewards such as amulets and powers that augment your abilities or arsenal, it ain’t just meaningless stat boosts like in many Ubisoft games. Additionally, discovering optional platforming sections, puzzles, and boss fights is highly rewarding, and the map is easy to navigate.

The memory shard feature in this game is a great addition though, allowing for screenshots taken during gameplay to be displayed on your map. However, the game doesn't offer much innovation to the Metroidvania genre outside of that. What stands out is how Ubisoft Montpellier incorporated PoP elements so well into that shift in genre on their first attempt similar to how Nintendo transitioned The Legend of Zelda franchise with Breath of the Wild. I would argue they did an even better job.

Let's talk about the presentation for a moment instead of focusing on the gameplay. I don’t care much for the character designs, but apart from that, the environments and animation are incredibly stylish and visually stunning. Combine that with the amazing atmosphere and energetic soundtrack created by the talented Ori composer Gareth Coker and newcomer Mentrix, and you've got a winning combination.

Now, I do wanna express a few complaints that I have about this game that I want to address to acknowledge its imperfections. The skins that you come across are quite disappointing, one minor character has a text-to-speech voice while others with less dialogue are voiced by actual people, and the pacing of the story in the middle is practically non-existent (although it does pick up again towards the climax). The last thing is that despite being well polished for the most part, the few bugs that I have encountered are noticeable.

To sum it up, I was expecting Ubisoft Montpellier to create a decent game at the very least when I found out about them making this new PoP game. However, it's not just good, it's exceptional. This talented studio known for bringing us Rayman 1-3, Origins, Legends, Beyond Good & Evil, Valiant Heart, and even the underrated gem Rabbids Go Home has once again delivered with The Lost Crown. It's great to see that this studio still possesses its magic touch and has brought Prince of Persia back to the forefront of high quality. I'll be genuinely surprised if this doesn't end up being my game of the year, and it's only the first month of 2024….