Played a bunch of the multiplayer. This shit slaps hard.

It's so fucking good. Actually enjoyed the Titan gameplay this time around, and the pilot stuff is as smooth and satisfying as ever. Amazing game.

Somehow managed to put off playing this when it was popular, and now I'm just kind of baffled as to how it was so popular for so long. Obviously playing without a big group of 10 people in a discord call does take the kick out of a social deduction game (especially when my fellow comrades are a guy who barely speaks English and a couple 10-year-olds) but I just don't think the actual core of the game is particularly satisfying either. It's extremely easy to cheese and the 'meta' is so set in stone that there's no wiggle room to really have fun and experiment. Every single round feels the exact same.

The PC port is also really cheap. You'd think a game that raked in god knows how much last year would at least have high-resolution menu buttons and controls that aren't just the mobile ones copy-pasted, but hey, I guess that's too hard.

Played this with my very drunk friend, which probably wasn't a great choice for a partner but we managed it (just). Very ambitious for what it's going for, and because of that it does feel stretched thin, despite the short length. A lot of creative mechanics for puzzles are thrown to the wayside in favour of yet another sliding block puzzle, while everything else is seemingly missing an entire layer of polish. It's still really fun though, a higher budget sequel with a control scheme that doesn't suck ass would be very much appreciated.

Played it with a friend for a week or so. We had more fun in the training ground running each other over with tanks than playing the actual game.

what genius at this police station was like 'hey fellas, lets boot up movie maker and chop up some interviews into little bits, just for the hell of it'?

The biggest problem with Dorfromantik is the lack of progression, after 2 or so hours you've pretty much seen everything the game has to offer, but that simplicity also works in the game's favour. It's very easy to spend an hour or so slowly building up your little piece of countryside, erecting vast forests and idyllic river-side towns, with a giant railway network that goes nowhere and serves no purpose off to the side. The game has a very natural way of encouraging you to make things look as pretty as possible, and even if it deals you a 10 card set of 3-way railway tracks in a row, the visual style still manages to make it look sufficiently pleasant regardless. If anything, the restrictive nature of the game's building system encourages you to be as creative as possible with your approach, which often leads to stuff that's even prettier than what my ape brain could have come up with.

Absolutely adored this. Rolling up small household objects before you graduate to full-time continent relocator is already inherently wonderful but then you throw in a bizarre plot and art style and one of the best soundtracks ever made oh my god it slaps so hard. This thing revels in its weirdness, it knows exactly what it wants to be and goes all in, from the control scheme to the characters. Surreal that this even got made in the first place honestly; there's nothing else like it and I love that about it.

The presentation is absolutely impeccable, the ridiculous commitment to the paper aesthetic, the writing, the music, all fantastic. I really loved Colour Splash's attention to detail, and they've managed to capture a similar level of polish here. At the same time though, they've somehow managed to make the gameplay even worse than the deflated kiddie pool of the last few games. I don't know why Nintendo are so committed to keeping Paper Mario as far away from its RPG roots as possible, but I'd be fine with it as long as the new gameplay systems they introduced were better, or at the very least on par with what came before. But they're consistently worse, the ring puzzles are a tacked-on excuse to try and make the battles palatable, but they somehow managed to make them even more boring than they were before. Instead of being able to quickly get them out of the way when I accidentally walk into a goomba, I now have to spin some rings around, solving the same 5 copy pasted 'puzzles' over and over again for no reward. How have they not just removed turn based combat at this point, it would make the games so much better.

The interconnected world is cool on paper, but it just ends up making the level design ridiculously dull. Instead of the tightly designed, distinctive areas of colour splash, you've got these large open areas with nothing in them. The glorious 'filling in pieces of the map that are missing' mechanic returns, even though it adds nothing whatsoever. The boss fights are thankfully not quite as bad as before (honestly though a dead rat would have improved the pathetic excuse for bosses in the last game), but for some reason Intelligent Systems decided to give the bosses a completely different gameplay style from the regular battles. Cool conceptually, but there's again nothing here that justifies that change, it's still boring and never feels remotely satisfying to pull off anything.

Crucially, the game is also missing a hell of a lot of the same charm that Colour Splash had. That game was deeply flawed but also had a boss fight where you grilled a giant steak to perfection. In Origami King... you fight some pencils...

Completely bored throughout the 10 hours I played. Nice looking water though... so there's that.

Somehow more generic than every Ubisoft open-world game combined. Has some cool movement options, but they never feel fun or satisfying to pull off. The plot is non-existant. Character relationships change on the fly for no reason. Combat is laughably bad. The karma system is basically pointless.

Bargain bin Sunset Overdrive.

This review contains spoilers

It was pretty spooky but I'm not a very big fan of what the game is going for. Splitting the areas up into levels takes away from the exploration and slow expansion of the map I liked so much in the two make, instead it just feels like a linear level. The initial introduction of Jack as a wandering enemy is really cool, and the few times he reappears are excellent, but he's generally more of an annoyance than an exciting feature. Again, the sheer size of the map in the two-make meant that Mr X showing up was kind of a big deal, it was an extra challenge on top of what you were already dealing with, instead of being a roadblock.

I do really love the focus on the story though, the new characters and scenes with them are consistently solid, keeping a lot of the old Resi charm while also managing to get past the inherent campiness of the source material. Visually it's really fantastic too (once you spend 20 minutes messing with the graphics settings), although I would have liked a more compelling enemy design than 'generic sludge monster'.

I think the big thing was, I didn't really enjoy playing the 3 hours I did. The story might end up drawing me back in but (from the looks of the walkthrough I had my toes firmly planted in while playing), I'm not interested in exploring another 5 haunted houses with the exact same structure and a new villain of the week.

In conclusion, too spooky 4 me.

As a Metroidvania, it's pretty garbage, but as a fun video game, it's pretty great. It's short and sweet, the video game equivalent of a Chomp bar.

Glad to see everyone and their dog realise that they actually really like 3D World but I am sad to report I am not one of those people. Was hoping that the few tweaks they'd made and the fact it wasn't on the Wii U would change my mind, but this game is so ridiculously forgettable and bland. The few original things it does it does amazingly well (music still slaps) but there's this sense of repetition that is consistent throughout the whole experience. The white bread of Mario games.

Super Mario 64 HD Remake (Unreal Engine 4) (DEMO)

This review contains spoilers

I do really respect what this game was going for with the multiple playthroughs system, but I do not care enough to sit through another 15 hours of the same thing minutes after 'finishing' it. Apparently, the 3rd playthrough is completely different, which is cool, but why are you forcing me to replay the game again as a different character first just to get to the new content.