Starts off rather strong but never goes anywhere. This run n' gun has a few interesting ideas, the primary one being the different weapons for humans and dinos. You're kinda like the dinosaur witcher here. One type of weapon deals damage to both, while the others only neutralize the beasts. If you kill too many, however, the game just ends, which I found out the hard way. And the number isn't exactly clear, but if you go below 50 the ecosystem gets borked or something.

So you have this dynamic of switching weapons, preserving ammo, all that. Works especially well in the later stages. Too bad the later stages are largely either rehashes of other levels, or are just straight up annoying. The game begins to really go hard on the death pits, on cheap damage, and convoluted missions. The volcano one, dear lord. It's just a maze really and you supposedly have a device to track it down with sound but it just makes no sense as you play it. The whole game is go right simulator, if you can't go left, so putting a poorly thought out maze that doesn't make any sense structurally, and then redoing this concept on a timer? AAAAAAAAAAA.

The final boss is nothing to speak of, but the reuse of enemies is. Nothing is safe from the power of reuse. If this game was like two missions shorter, or just abandoned the timed missions altogether, I think it would be fondly remembered for the cool mechanics I mentioned. But it's just bloated and gets progressively more and more dull.

Same issue as the Snes Jurassic Park and the Genesis Rampage Edition. So many games from this era are longer than they should be just because they can be longer. They don't do anything with that length, they just are. This does not feel good enough to play by the middle of the game, let alone during a replay on a harder difficulty. The length does not fit replayability or single completion, I don't get it. These types of games should have just returned to monkey, to the NES. That's the lesson here I guess.

It's probably better in co-op, but so is half of the SNES library.

A surprising jump in quality from the previous GBA title, Chamber of Secrets primarily improves, and drastically so, in the graphics department. The spritework is good, Aragog looking particularly great even though you don't get to have a boss fight against him, but it's the environments that really caught me by surprise. The isometric view lends itself to a slightly closer look at all the textures, and there is indeed a lot more attention to detail—puffs of smoke, water drops, bouncing coins and beans.

The game is still clearly following the design documents the teams were given for the first video game, but they fit the story of the second book within it. You use Flipendo, Incendio, Wingardium Leviosa, Avifors and one unique spell which has a dual functionality of... removing goo and also removing ghosts from statues. The spells find much better uses in here though, while the exploration in the first GBA title was an afterthough, it plays center stage here, you switch between the jinxes often—sadly it has to be done through the menu, which always takes a little while. There's a total number of beans to collect throughout all of the castle, there's also chocolate frogs which improve your health, there's painting shortcuts to unlock and the wizard cards of course, and I do think they're often hidden pretty tightly, given the fact that I sadly couldn't find the set required to unlock an additional Alohomora spell and to explore the castle in full.

Also genuinely impressed with the flying minigame in this one. It has its quirks, just like any other iteration, but it looks great and has surprisingly tight controls. Adding a boost adds just enough of that risk vs reward factor to some of the tougher challenges, and the strafe comes in clutch when you really need it.

I'd put it higher if it wasn't for a few specific missteps. As I mentioned earlier, you don't get to fight Aragog, and it's a huge shame because it's the best-looking model in the entire game, but it's only used for a short, textbox dialogue. Additionally, some of the backgrounds are just nonsensical. There are rooms with a black hole, the starry sky or even the pits of hell. Nothing, however, comes close to the final bonus bean room which has a night's sky as the background, but it ROTATES. I could feel the motion sickness and nausea creeping up as I platformed through it. The animations on Harry are also incredibly stiff, comically so, almost Lego-like in a sense. Gotta mention the slightly forced and somewhat tedious stealth sections, although them becoming a staple of the first three generations of these games leads me to believe it was a decision made in the design document rather than on any individual level.

I did manage to enjoy this game overall, however. Snappy pacing, simple and effective mechanics, a proper sense of exploration in Hogwarts and a consistent, pretty artstyle made for a nice little handheld adventure. Really wish I could have completed this one, but I know even if I went back to try, there is a certain card which can only be found by connecting with the Gamecube and, uh, yeah, that's not happening.

The Gameboy Advance had a few too many of these games where you just walk from point A to point B with some of the simplest mechanics in-between. Some of them were okay, but a lot, like this one, banked more on the IP recognition instead of adding its own flavor.

The castle looks boring, a lot of this game does. It feels like it's a reskin of something else than a legit Harry Potter game. It has some shared assets with the PC release, but they don't translate too well into this game. It just has very little personality.

And all the walking awards you with merely one awful mechanic after another. There's a spiky bush that for some reason you have to hit 4 times to remove. Each time it gets hit it launches spikes in 8 directions, so you have to dodge after every hit. The corridors are overly long. The spells take too long to cast. Objects you lift up with Wingardium Leviosa can't move diagonally even though everything else can. The enemies have terrible hitboxes.

At one point, and only that one point, the game requires you to shoot through a wall, which I thought was a bug. Elsewhere the game, which taught you you can only hit blocks from behind so that you push them forward, has you hit the same blocks from the front so they get pulled to you. With the push spell.

After, like, 10 minutes, the game feels like nobody wanted to work on it anymore. Someone just said "fuck it, don't fix it, it can be beaten so it works." The best part about it is the cool, 2-minute-long Any% speedrun and the fact that you can hit any NPC with a spell and they all have a silly dialogue reacting to it.

As I stepped outside Olivander's shop with my freshly acquired wand, I began my rat murdering spree immediately. Quickly, I became one of the richest oligarchs in the community. It was difficult to tell whether the rats or the shopkeepers feared me more. I bled them both dry. I bought not only all of the finest equipment, but also the cheapest, I had the people pay me for rotten Pumpkin Pasties I scrubbed from the remains of the dead rats. Even before reaching the school of magic itself, I was already the most powerful wizard in the world. For if anyone wanted to send their children into the most prestigious of magical schools, they'd first have to go past the stone wall. Not the fake one, leading to the train station, but instead the very real one, consisting of the heaps of sickles I used to rule Diagon Alley.

Along the way I have managed to master the first two spells I have learned: Flipendo and Vermillious. I didn't know much about their effect, other than the fact that they dealt significant damage to the tiny creatures roaming the alleys around the Gringotts Wizarding Bank. I went inside after several days, dragging all my cauldrons and clothes behind me, where Hagrid and the goblin waited for me, seemingly unphased. I knew, however, that Hagrid was already jealous of me. While I was grinding to change my life around, he couldn't handle the Hagrind. That is why he didn't turn around when I tripped over the uneven floor of the Gringotts corridors. He just kept walking. He knew what he was doing. It wouldn't be the last time he, or everyone else, left me to fend for my own.

From there on out, it was all sorts of creatures that I had to face, all on my own at that. The so-called "friends" always left me behind too. I even faced the mother of all rats, Jack! Even the riches inside my family vault seemed like a measly amount compared to all that I've collected up to that point.

Nothing was a challenge after the arduous work I put in at the very beginning. I may have had my ups and downs. I may have spent my entire family's fortune on chocolate frogs just to try and get a full card collection. I think that's what the non-wizards call "lootboxes" or "card packs" or whatever. But I got the money back by murdering more rats. That is how I chose to live my life. That is how I lived it. That is, until the next year where all my progress was "magically" taken away from me. Gringotts found out I created what they call a "monopoly" on supplies. Regardless, I will return next year. The rats shall not know peace.

What the fuck was that flying orb in Hogwarts though?

Serious stuff: Harry Potter RPG is a cool idea, some... unique spritework, but traveling is pretty tiring, you gotta grind a lot and the tasks themselves take too much running around for such a relatively small space. I kinda lost my mind after grinding so much at the beginning, as you can see.

This review contains spoilers

Play as a T-Rex chef called Trexito in a boring and buggy pizza restaurant sim, whose boss Alpadino is an ex-mafia leader who once murdered a dinosaur whose partner was pregnant. All for amber, which turned out to be some new chemical marvel material, but then quit the life and stole it all to give to the government scientists, only for it to catch up to him when Trexito gets fucking shot point blank, but survives because the hitman was an amateur. Alpadino then leaves and returns later with a plan to poison the mafia families, so Trexito fucking murders an entire mafia organisation over multiple weeks by poisoning their pizzas. Name of the pizza style used to kill them? Alpizzino.
Then the game ends and Trexito goes to listen to their favorite K-Pop band.

Bet you didn't expect that when looking at the game, huh?

A conclusion of a trilogy, the PC version of the Prisoner of Azkaban marks the end of an era in the movie tie-in Harry Potter video games. The unique style these titles have created was never truly replicated; as such they truly stand not only as wortwhile pieces of companion media, but on their own strengths as adventure games.

While this is my least favorite of the three due to it being shorter and simpler than even the Sorcerer's Stone game, the series remains consistent in terms of evolving its style. While you technically take control of all three major characters throughout it, you don't switch between them freely, meaning the same design philosophy remains: find, point, and click. There's less well-hidden secrets, but there are still some, and you're still never punished entirely for missing them. You do actually need to find a certain amount of collectibles to COMPLETE the game, but it is nothing more than a cutscene and you aren't blocked from any of the content. Again, not like the secrets are hard and the game is the shortest one, but it's worth noting; it's a practice I'm not very fond of.

This game definitely has the snappiest gameplay, everything is so instantaneous and satisfying, spells are cast in an instant, enemies defeated super fast, there's slides, there's a grapple hook spell, there's the returning Spongify and it is used for the longest jumps in the series, there's the BONUS BEAN ROOM. Combined with the game's length it creates a very tight experience that is superbly replayable should you need a dose of nostalgia.

What throws me off a bit is the tone, I think the 6th-gen console version has this more ominous atmosphere that befits this particular part of the story more, and there's a lot more attempts at comedy here, mostly consisting of what you would nowadays call "Marvel-esque" quips. Wasn't great then, is even worse now. The visuals are also very vibrant, which makes for some memorable areas and a great-looking castle interior, but, again, not particularly fitting.

The new spells, actually unique to this version, are very creative. I already mentioned the grapple hook, which is available to Ron, but the coolest ones are unlocked by Hermione, who gets to transform statues into fully controllable bunnies and dragon whelps. These abilities tend to slow the game a bit down with their animation or sheer functionality, but are visually awesome and very much welcome.

The castle and its mystery areas get a pretty big makeover, with a new traversal system, new types of secrets and new currency in place. That last one adds a lot to the game, the health items from the Playstation versions become these immensely satisfying to find objects, especially when the game just rains them on top of your head in a few select instances. You know at that moment you're going on a shopping spree whenever you can, and it feels great.

The PC trilogy of the first three games is perhaps the strongest outing the HP games have up til now. They're very consistent in terms of creativity and the smoothness of gameplay. They're still fairly simple games, ones made in very short time, don't get me wrong, but in all that they somehow manage to have all these ideas and execute them more than properly. They have little moments, big setpieces, a great soundtrack, and are all based on an already strong and likeable IP (fuck the author, the world just has very cool ideas) which bases itself on leaving a lot to the imagination. This game, like its predecessors, takes advantage of exactly that.

Though it differs so little from the original, Project Phantasma manages to showcase every weakness of the PS1 Armored Core titles while showcasing only few of the strengths.

All the new equipment is very overpowered, and you start with a budget here so every story mission becomes trivial incredibly fast. Not to mention all the weapons and money you get from the arena, they just shred everything to pieces, and the final one has a ridiculous 3000 bullets at that.

The arena, which from what I can tell became a staple and a very popular mode in these games, is very poor here in my opinion. All the competitor emblems and names (the Dill and Pickle combination for example) are fun and all, but having so many different named robots to fight removes the point of the first game, where each encounter with one was special and memorable, and entire levels were built around such encounters.

It also really showcases the shortcomings of this combat system. When the go-to tactic becomes choosing an arena with a very low roof so that the enemy doesn't fly into the stratosphere, you know it's not great. There's more ways to cheese stuff in a similarly unsatisfying way, but it's so effective and the opponents get so annoyingly fast and hard to track that it becomes tough to even consider anything else. They even give them a ridiculous sword that deals, like, half of my mech's 9000 armor damage. Also, certain explosions either stop or send sky high even the heaviest of mechs.

The story isn't that of a mercenary anymore, but a hero chasing an evil dude, whose only thing is that he calls you a nuisance every time he meets you. He gets progressively crazier to the point of merging with a superweapon. Who cares, I absolutely demolished him with a bajillion health to go each time I saw him. You also get a female robot companion you have to save and then protect, and you know it's a female robot because it's pink and slender. Aside from the voice of course. There's too few missions to really develop the story, none of them are particularly good or memorable anyway, some have a gimmick to them but I can't even come up with any standout one like I could with many of those from the original.

The music freaking slaps this time around, there's much more of it and the arena themes are great but because you have to do 50 fights, and even repeat some of them multiple times, they ultimately become tiring.

Big downgrade in my opinion, feels less like working with the core of what they have and instead slapping on new stuff which only shows the cracks in the foundation. It is shorter than the original, but I'd much rather replay that over Project Phantasma.

Tough sell for anyone not very familiar with the IP. And if you are, you know how parts of it aged. This game adapts several comics, incuding Land of Black Gold where there are some really bad portrayals of Africans.

The game doesn't have much going for it mechanically, but it can be pretty impressive for its visual style. The music is fantastic as well. Parts of it are really underrated, and there is stuff to dig in here for fans of the series, but the platforming/vehicle gameplay loop is inoffensive at best, frustrating at worst. It's not the PS1 Uncharted, unfortunately.

I am a simple human being, I see a new FromSoft sequel announced, I go back to replay the series even though there will most likely be very little continuation to be found.

I greatly enjoyed the first title though. Fantastic vibes. Running through open spaces, on water, grass or sand, or crawling through these corridors of abandoned military facilities, never knowing when something will jump out, or something BIGGER will jump out. Sounds of long-damaged technology, warning messages cutting in and out, clicking of organisms or heavy footsteps of robots filling the silence or the darkness ahead.

I actually really enjoyed the story and the individual moments were just awesome. Two dueling coporations, a destroyed world, underground cities, human experimentation, independent mercenary group, jumping between contracts for groups with different interests, uncovering the mysteries of your own organization, betrayal, the truth about humanity's future. There's a lot of clever missions with little tidbits of information in each, making for great worldbuilding. FromSoft always had it. They even have the Moonlight Greatsword and a group called "Dark Soul" here. Crazy how deep the rabbit hole goes.

Since you spend so much time in the menus crafting your robot, which seemed complicated until I just smashed all the best parts together, I would like for that part of the game to be better. It's just an UI after all. I'd love to not have to buy and resell items every time I realize something doesn't fit. You sell for the same price so what's the point, if I have enough money just let me pick it from the menu and use up my money when I head out for a mission. Second, invest in more music, or at the very least a longer loop. It's not terrible, has its charm and all, but it's just impossible for it to not get annoying after so much time.

And this is a yet another very good game with an awful final level. It's very interesting thematically and if you paid attention you'll be hit with one surprise after another, as well as some existential crisis-type beat, but the actual structure is awful. The amount of precise platforming you have to do in that level is nuts, and the main enemy is so fast that putting it in a room with a lot of obstacles in the way makes it impossible to follow with a camera. Running away is an even less valid option, its damage output is insane. So, cheesing it is, bait it into a hole you come out of or leave out of and spam your strongest weapon for close quarters. Unfortunate, because it's a great finale and would feel super tense if it wasn't so annoying. And they were doing such an excellent job of avoiding all these problems too in each and every level. Blegh.

Hopefully this is merely a blueprint of what's to come, and it turns out that Armored Core, as a series, was truly overlooked and underappreciated at the time. Mecha games are never easy to get into, but the satisfaction from a good mission in this chonky, hard to control beast is sublime.

A sort of minigame collection based around mechanics from the previous PS1 Rugrats game plus Kart Racing. It's not as fun of a game due to a lack of any centralized mechanic, all the minigames are really uninspired and lesser versions of even minigames found in other PS1 games. The minigolf can be especially bad. They even removed the fun jumping and replaced it with more standardized controls. Lame. I do still like the aesthetic, the variety and the humor. Pronouncing words weirdly or incorrectly is just the best, what can I say.

The PS1 version of Sorcerer's Stone is largely a downgrade on the PC version, but it has certain things going for it, that's for sure. For one, Hogwarts is slightly more open, you discover a lot of the secrets at your own pace and can return to certain areas to collect missing cards or beans. Not every area though. The platforming is pretty tight, the auto-jump gives you this huge boost of speed after you jump off a platform, and you can climb really high ledges, making for some reasonably fun moments. There is a semblance of a combat system, though I honestly prefer the instantaneous, mouse-aiming spellcasting of the PC version. Also, the character models are funny, the voice acting is very British, the situations you play through are ridiculous and some of the mechanics and even entire sections (such as returning to Diagon Alley to collect some ingredients) are unique to this particular version of the story, adding to the charm.

My problem lies in the general atmosphere. The lack of music during exploration is brutal, as the over-exaggerated sound effects really stick out without it. The game's secrets are actually hidden minigames a lot of the time, but they're not particularly exciting or fun, so I wish they just weren't included honestly. I'd rather just go in and pick up a card and feel clever that I found a secret, rather than have a kid or a ghost already be there and give me it as a reward for some trivial task. Collecting beans leads to upgrades for stuff like Quidditch or your basic offensive spell, but they are not noticable in the slightest. The game doesn't have spell challenges, which I enjoyed in other versions because they added scale and mystery to the castle. Here, Hogwarts feels much, much smaller, and a large chunk of this game is just really forgettable due to the level design being really messy. Just like with the discoveries, there is no impact, no special music, no pizzazz.
And absolutely fuck the Gringotts Mine Cart minigame. I really want it gone.

I wanted to like this game more, but I think it doesn't have the staying power some other versions have. Even though I think I liked playing it more than the GBC RPG, that game was far more unique and interesting to go through. This one just feels too small and limited for the system it's on.

A much better version of the previous game, cutting out a lot of the bad aspects of Order of the Phoenix for a lot of genuinely fun mechanics. The best part of game, however, is perhaps not even the gameplay, but, for the first time, the characters.

I've never had much appreciation for Half-Blood Prince's plot, but this game made it genuinely entertaining. There's some surprisingly witty comedy, the characters play really well off each other, they add a freaking RECORD SCRATCH SOUND for when Ginny rejects Harry. The whole mystery aspect is simple, but couple it with the more lighthearted vibe and it reminds me a lot of Chamber of Secrets. It's 4 years later though, and perhaps the subject matter doesn't warrant that sort of approach to it. Really up to you to decide, I found it delightful.

As mentioned previously, lots of the mechanics underwent an overhaul. The exploration is much more gamey than previously, there's only a few select type of these mini-challenges, but they require more interaction, as, for example, you have to aim and throw an object to get a collectible off the wall, or time a jump to touch a tapestry as Harry runs past it.

The minigames are a lot better now. All of the ones from Order are gone, instead replaced by quidditch, dueling and potion-making. All of these things are also integrated into the story, and there's a lot more focus put into them. Quidditch is the weakest one, it's usually overlong "fly through all the rings" type of thing, in fact it's probably the worst version of quidditch from any of the games. Even the DS version of Order had a superior Quidditch minigame. The other two, however, are great! Dueling allows you to cast up to five spells, learning each at specific dueling clubs for each house. In reality, you only need the first two and the charging ability. Once you can charge your basic spell, you simply cast any immobilizing one (which all the rest, with the exception of the defensive Protego, are), charge up, walk as close as possible and one-shot anyone. It's easy to exploit, but very satisfying, it's like shooting a shotgun right into someone's face in a shooter (foreshadowing to Deathly Hollows). Potions are easily my favorite side-activity in any Harry Potter video game, picking up potions can be a bit difficult to control at times, but besides that I have only praise. Timed, hectic, and pretty tough. The system was so good in fact that it was later repurposed, with slight changes, for the game Book of Potions.

The game is also very short, which means it is very replayable. Much more so than the overlong, fetch-questy Order of the Phoenix which had to rely on a lot of filler mechanics and minigames to stretch out its play time. Just a very tight, focused experience, adding a lot of the meat which was missing from the first attempt at this iteration of Harry Potter gameplay.

I thoroughly enjoy the vibe and intrigue of the original more, but Master of Arena is an excellent sequel which improves on many aspects, adds plenty of replayability, perfects the arena mode and manages to set its own atmosphere within the framework of the classic Armored Core PS1 titles.

Gameplay remains largely the same, but the level design and plot structure are great! While a somewhat shorter game than the original, it expands on the mystery of the supercomputer and provides a new set of expansive missions, which are adjusted for stronger mechs much better than Project Phantasma. While not every level is particularly difficult, there's plenty of cool moments and visuals, like riding a submarine and destroying a chasing ship, facing off against a giant tank, or the arena mechs appearing at the end of missions.

That's right, the mechs you can fight in the arena are integrated into the story. They're not special, like the ACs encountered in the first title, but the way in which this game incorporates the arena into the missions and vice-versa makes up for it.

Aside from the arenas in the main story, there's also extra arenas included on the second disc. These include challenge leagues for specific type of mechs (or mechs with specific legs rather) as well as leagues where you face mechs designed by people who participated in a tournament for the previous game Project Phantasma, FromSoft employees and also guest journalists. That's right, you can own game journalists in this one. No Miyazaki in the FromSoft league though, this was way before his time unfortunately, as nice as it would be to kick Miyazaki's ass. Hopefully this mode returns in Armored Core 6. Some of these leagues are very tough and I haven't completed them all myself, but I played them a lot after beating the game because I genuinely enjoyed the customization and the challenge, and simply wanted to play more.

This game also includes the first actually difficult boss in the main story. The final encounter with an upgraded Nine-Ball is tough as nails, as he can stunlock you with his sword and destroy you in three hits. This, unfortunately, filters certain playstyles, but so is life, certain mechs will have advantages over others. By the time you reach that part you should basically have unlimited money to change up your mech anyway, and it's not nearly as restrictive as future final bosses in the series are.

Master of Arena comes highly recommended, and perhaps if you want to merely try out the PS1 titles, this one might be the way to go. You get a budget early on to play around with and the missions aren't as trivial as they were in Project Phantasma, nor is the equipment as strong.
Onto the PS2 era!

4/10 - PS3

The best way I can think of explaining how this game feels, is that it's like one of those bonus menus on a DVDs back in the day but it has stupid amount of budget behind it.

The two main sources of entertainment in this game come from callbacks to the movies/books and the short minigames in-between mindless running from one place to another, which is the main gameplay. There's chess, there's snap and there's also the worst fkn minigame called Gobstones, which uses one of my least favorite mechanics, which is "push/pull the analog stick lightly." There's different rules but, basically, you flick balls, you pull a certain extend and then push. I don't know how am I supposed to estimate the distance or speed of the ball through that. It's dumb. I spend like two hours on beating one guy.

The gameplay is bearable, however, because this game's biggest selling point is its faithful and impressive reconstruction of the Hogwarts castle and its grounds. The entire gameplay is based around the fact that they just built this castle so might as well put some gameplay in there. You cast spells on the things you can lock onto in a room, get points, and unlock interviews with the cast and slides from the movie. It leans so much into being a companion piece to the other media, which is why I compared it a DVD menu earlier.

There's some enjoyment to be derived from that, the spell casting mechanic, which incorporates the wand movement, is neat and there are a few genuinely cool setpieces and moments of gameplay (You play as Dumbledore and Sirius at certain points, which owns) but the game really needed more meat on its bones.

1/10

I can name, like, one kinda okayish mechanic from this game: lighting up bushes so you can continue to light up the lanterns, making a line until you get to the final thorny bush you need to burn.

It's hard for me to think of any credit I can give this game. The levels are too long, the gameplay too basic, the AI too poor, the enemies too aggressive, the visuals too underdetailed, the music...

This was one of the worst soundtracks I've ever heard. They go for an epic vibe generally, orchestral within the limitations of the console, but they tend to add one silly instrument and it is goes completely against the melody. There's some brass instrument in the first trial theme, and this incredibly goofy xylophone in the cutscene theme. For actual boss encounters, the music is comparatively lighthearted. I'm honestly kinda baffled that someone signed off on this. Maybe the compression just killed it? I find that hard to believe, but it's a genuinely mind-boggling soundtrack.

The levels are so long. And they get progressively longer for the first three after the tutorial. Then they get shorter afterwards, but entering a level and seeing a quarter of the game's entire collectible count is to be found in it alone sure is something. Some levels took me over half an hour, and this is a very easy game mind you. So much of this game is just overlong, dull, mind-numbing stretches of boredom.

There is a dance rhythm minigame I'll give them that. The same rhythm minigame, minus the dancing unfortunately, is used for the final battle. What a way to bring it back together!

The DS version in particular adds so many meaningless and awful time-wasters. Shitty touch-screen minigames like "scratch to find a matching card" or "click on the same colored candy" or "throw the bean to the left or right" are placed at random spots throughout the game, with characters often just casually standing in unattainable, dangerous places. The most egregious thing is the use of this duel minigame, where, at seemingly random points, when you hit an enemy with a regular spell, which I assume would simply damage it on the GBA, it turns into this minigame where you can either click, draw or drag your stylus around the screen to attack, and then defend against the enemy attacks. WHY? Why have a regular, top-down adventure game, and just have it so that something that should be a simple action, something that IS a simple, quick action for 99% of the game in fact, and just turn it into this long and repetitive section? It's like if Super Mario RPG kept the gameplay from Super Mario World, but once every 10 goombas you entered a turn-based battle with it instead. This blows so much, such a ridiculous decision.

One more thing they added in the DS version is this Tamagochi-like creature called "Niffler" which you feed or wash when it wants to with the stylus. Awesome. Glad time was spent on this. Any and all amount.

Goblet of Fire is, overall, the weakest showing for the Harry Potter games. The executive decision was that the one movie where Harry spends a lot of time on his own should be a co-op title. And with so little to go off of for the levels that aren't the trials, both the approaches taken by the individual teams (a very short game with few levels that you revisit to progress into a next one vs a longer game with the same amount of levels but having them take much more to beat the first time) failed to make one of the seemingly most gamey parts of the series—it is entirely about tournament games after all—good.