The campaign is, sadly, utterly forgettable. But it offers some stunning Rebel v Empire shootouts in glossy and reflective Star Wars corridors which is almost worth the price of admission alone for that brief, sweet moment where you realise this is the best that Star Wars games have ever looked and sounded.

Almost 10 years later, this still looks and sounds really impressive. Gordy Haab makes imitating John Williams’ style seem effortless.

Short and pretty sweet! Rights some of the wrongs of the first game but introduces its own issues. The controls sometimes trip up on themselves in the heat of battle (grabbing a weak enemy - an essential tactic to healing and getting ammo from enemies - is bound to the same button as grabbing a weapon off the floor) but the gameplay is generally fast and fluid. The art style is fun and the game has a ton of personality, even if our protagonist, Jackie, is largely unlikeable; Who knows what Jenny sees in him.

The bonus co-op Vendetta mode was good fun for an afternoon with a buddy!

The first 10 hours or so of this feel almost perfectly pitched; A constant barrage of new ideas and things to consider as the leader of your newly found cult. It doesn’t quite sustain that momentum but it’s never less than engaging and will even have you struggling to put down the controller fairly often.

I’m reviewing the base game here, where the length feels just about right as repetition starts to set in during the 4th combat area. The environments, enemy types and combat aren’t varied enough for the roguelite half of this game to stay fresh at the finish line, but it’s close.

The less said about both major DLCs (Relics & Sins at the time of writing) the better. Both have you praying to the RNG gods whilst you venture back through all 4 combat areas in order to progress what little extra ‘story’ and lore there is to see. They are free at least and aren’t totally without charm (in the form of follower mating).

Music, sound design and presentation are all major plus points here, full of confident personality.

Even given that there isn't really much game to play here, I found this to be a fun and even addictive experience. I didn't realise this was more on the tactical side of shooters with a healthy dose of stealth and difficulty before I went in so I was pleasantly surprised to get my arse kicked on a few of the missions. You will see the same environments at least twice over, and then again in reverse another two times, and that's a genuine shame; Just a few more environments could've helped this feel fresh throughout.

The game handles nicely and the 'auto' aiming works just enough that you feel slick while you pull off fast headshots but not godlike as you likely won't survive a face off with 2 or more terrorists looking directly at you while you aren't in cover. Co-op is (was, given nobody is playing anymore) a welcome addition and the randomised dynamic missions are interesting enough to keep you playing just a little bit longer.

I guess the biggest plus for a title like this on handheld is that I would finish a mission and immediately want to jump into the next one and see if I could get 5 stars on it first try. I had just as good a time with a Vita exclusive like this as I did with Uncharted: Golden Abyss, which I hope is a testament to the gameplay.

I should note, I don't find it comfortable playing the Vita in any capacity without a third party case grip that emulates the feel of a traditional controller. I tried briefly to play without one and it just feels fiddly, particularly on a shooter like this.

Sackboy brings with him all of the important charm and style of LittleBigPlanet, alongside a ‘new’ 3D platforming flavour which allows for a bunch of fresh mechanics in the form of swinging, hovering, boomerangs, guns(!). The whole thing is really good, simple family fun that looks great and plays intuitively.

So, a great shame then that a game that so clearly should be played cooperatively has so many annoying little issues on that front; the ability to hit your partner is funny for about the first 5 times it happens, but as the levels amp up and the difficulty increases, hitting your fellow Sackboy is a pain for both of you, and happens often. Although not nearly as often as starting a roll and your buddy being dragged along on top of you without a choice, essentially ruining any of the platforming sequences they were currently trying to conquer. The cherry on top is the ability to bounce on top of another players head, except this happens in all the wrong scenarios like the middle of a treacherous jump together, inevitably sending one of you to death. Maybe these criticisms are bearable played locally, but online play can be jittery and janky for everyone but the host, with plenty of ‘I made that jump on my screen?!’ and ‘the enemy never even touched me?!’ shouted during every other stage. These issues are exacerbated in the otherwise deeply enjoyable musical numbers where the levels and their traps are synced to a number of high profile licensed tracks (and covers of) that will have you questioning the likely astronomical music budget of the game - these are highlights of the experience!

This is a critical 4/5, but given that my partner who I played online with experienced a bunch of the annoying connection issues from start to finish, I know his score would be lower and I should at least reflect that in this critique. But don’t get me wrong, this is a super fun platformer that looks, sounds and plays fantastic - just play it locally.

The setting, music and playability are still really nice but I found a bunch of the levels to be really tedious in this one - so many duels, so much catching and spinning an object back at the boss. Still, nice to play with a partner and there were definitely a few quality of life changes from the first game to this one.

I think this is one of those games where you probably already know if it's for you or not.

I really enjoyed Steep, really enjoyed this, will probably really enjoy the next one if it ever gets made.
I found the downhill biking and wingsuit events genuinely quite exciting (especially in first-person) and the various collectibles that are dotted around the giant and varied map were actually pretty fun to collect thanks to all forms of sports being constantly available to you.
The UI is definitely over-complicated and the matchmaking falls apart given everyone is riding with different level transportation (and those levels massively affect the speed at which you travel), but as a single player experience (which, granted, you stupidly cannot access whilst playing offline) I thought this was a blast in which I was more than happy to see to the end of each sports career.

I remember the licensed Steep soundtrack being way better than this though and ended up resorting to playing Spotify from my PS5 whilst playing which works a treat!

2021

A generally relaxing and comfortable afternoon experience with occasionally gorgeous presentation; that’s the real driving force behind enjoying Hoa, a game which is otherwise over very quickly and never wishes to adventure far beyond press X to jump. That saving grace in the form of visual and audio splendour is apparent most in the opening couple of stages where the the music is clearly performed by a live orchestra and lush greenery is everywhere your eyes can scan across the screen. Both of these welcome attributes slowly but surely disappear until you’re left with a black and white canvas accompanied by virtual instruments. Admittedly these final 30 minutes do push the gameplay boat out a little further in the guise of reversed controls and wonky perspective but it almost comes across as an afterthought, as though you can hear the developers suggest that games tend to need a little more than pretty music and vibrant images, the answer to which is yes, and no.

The classic Borderlands gameplay loop is at its best here thanks to great performance on PS5 and a few new welcome gameplay features, but the story content is just not good; It boils down to a ton of waiting around for characters to finish their excessively long stretches of dialogue so you can either go fetch them something, kill someone, or place/remove an item in their hands. The DLC only rubs salt in the narrative wound with another 15-20 hours of largely boring and repetitive characters written by the teenage sons of all the developers (Bounty of Blood is the best of the bunch thanks to its setting and array of new enemies which felt Oddworld-ish).

This is also the easiest entry in the series by quite a stretch, and as soon as you hit max level (which I did long before my time was over with the game) everything begins to feel moot as you race from objective to objective killing enemies with a single bullet. You can crank things up with a later added Mayhem mode but why bother? Sure, I can get marginally better loot, XP and rewards, but for what? To kill enemies that I made tougher by my own design? It just doesn't make sense to impose more suffering on yourself in the form of extended health bars and shields.

This review contains spoilers

very happy to see the little kid eventually grew out of being a complete twat

Pretty good! And while Bend Studio are clearly no Naughty Dog, the writing, performances, visuals and soundtrack are all more than competent enought to make this feel on par with Nate's first outing on the PS3. That's admittedly light praise given Drake's Fortune is easily the weakest entry in an otherwise stellar series; Similar to that title, there are no major breathtaking set pieces to marvel at here but the moment to moment gameplay is fun enough to propel you onwards. A new feature, courtesy of the Vita's touchscreen, in which you can 'paint' the ledges you wish to climb with your finger is very welcome, but quicktime events that have you swiping the screen in a certain direction or rubbing to reveal a drawing grow tiresome fast.

Vita review:
Another LEGO handheld game that I think benefits from being completely different to its non-portable-console alternatives; the levels are super short with many challenges asking you to finish them in under 90 seconds. The presentation is decent and Howard Shore’s typical bangers from Middle-Earth are present, but as per with these handheld ports, the audio is compressed to hell (a necessary evil to get the game under a certain size, I guess).
There seems to be no way to track what quests you’ve completed/handed in, and the addition of crafting and resources adds very little.
This is definitely one of the more kid-friendly LEGO tie-in experiences with limited gameplay that usually descends to mashing square, but you can do far worse thanks to the IP at use here and the innate joys that come with that world.

Way better than I expected, and just like almost every other LEGO title under the sun, this can (and should) be completed entirely with a partner - everything from races, quests, events and a mass amount of collectibles are so much better with someone by your side to tackle it all. This may be aimed at children overall, but some of the times and requirements needed for the events are super challenging (which was actually a nice surprise in this instance). Two trophies for driving a set amount of kilometres (neither of which I was anywhere near after spending 30 hours collecting and doing everything the game has to offer) are extremely unwelcome

as charming and irreverent as any Katamari title with the added bonus (or detraction depending on who you ask) of including a more modern control scheme. It’s pretty short and the road to 100% is artificially extended by including an item that is so expensive to purchase it would take you almost a year of daily logins to afford, but the gameplay loop is as fun and addictive as ever, given you enjoy rolling up anything and everything in sight to the sound of Japanese pop ear-worms