Played this as a kid and was captivated by its many quirks. At the same time, I remember those very quirks (battery life, gears, combat, etc.) making the game feel slightly tedious, but still can't wait to get back to it someday.

ME IS DUMB
MIND IS FUCKED
GAME IS... pretty interesting

It's been a while since a game made me laugh out loud multiple times. Looking forward to more.

This game is like a good punk song. It's short, fun, and simple, but deceptively intricate. I could (and probably will) go into why I think this game has some genius mechanical designs at length, but long story short, hard recommend.

In terms of gameplay, this is one of the best games in the series. Taking cues from previous entries in the series, the mechanics (emblems, classes, chain attacks, break system, etc.) are both fun to use and well-balanced, all while having a lot of mechanical depth behind them. Things get particularly spicy once the game starts using these systems against you.

Story-wise, it leaves a lot to be desired. Although a few characters end up being quite endearing, I don't know if I'd ever come back to the game for story moments/RP-ing.

This game is the gift that keeps giving. One moment you think you've done everything a certain section has to offer, the next you stumble upon a whole new substory or area. The amount of detail put in by the devs and the many possible outcomes that creates is truly impressive. This game really feels like a D&D session manned by a strict but sly DM.

That said, the game does get kinda buggy at times, and certain progression choices requiring extremely specific conditions to be met at times can be a bit of a letdown, especially when you're in it for the RP. Understandable given the sheer scale of the game, but still a bit of a downer on what is an otherwise flawless game.

A cute little side story for the PTs that feels like reuniting with an old friend. Nothing super amazing plotwise, but a good time nonetheless. The action RPG-style combat is also really fun, especially once you get around to figuring out each PTs combos.

I really want to like this game more. It's pretty, has an interesting combat system that differentiates itself from most turn-based RPGs, and draws inspiration from some interesting sources.

That being said, actually playing the game can be... frustrating at times. The combat, though interesting on paper, tends to drag. The platforming is... not great. Also, for the sheer amount of promising characters that the game presents, the cast feels mostly under-utilized within the games save for a few select characters.

I can see why this game saved the franchise. Difficulty is just about right, customization has pretty good choices without being too overwhelming. A good starting point for someone who wants to get into the series without going through the idiosyncrasies introduced by 3H.

The writing is... fine. The motif of changing the future is handled mostly well, and it provides a nice little narrative centrifuge that pays off. Character writing is a little uneven, ranging from three-dimensional characters with interesting histories and motivations to anime cardboard cutouts.

Should've gotten the Maniax edition, so shame on me for not checking before getting five hours into things before asking myself why Matador wasn't popping up.

The game is... fine. Combat is fine. Customization is meh. Vibes are cool, but an interesting narrative isn't built on vibes alone, and unfortunately there isn't much else here for me in the writing department.

(Disclaimer: My experience with the Metroid franchise is limited to the first two levels of the first two Prime games. Maybe add in a few matches as Dark Samus in Smash, if you really want to be generous.)

This game will taunt you. It will wave collectable after collectable in front of your face, only to slap you with some sort of obstacle that can't immediately overcomed. This game will haunt you. You will dread going through every EMMI room. You will jump down a rabbit hole, only to learn, in horror, that you have walked straight into a boss room. The bosses will kill you without a second thought, all the while refusing to die themselves. You will die, over and over again.

You will learn. You will survive. You will prevail.

This game is infuriating, daunting, exhausting, at times. But at the same time, it is rewarding.

A nice little homage to the first game, with just the right amount of polish both in terms of gameplay and visuals. There were some challenges that felt less challenging and more infuriating, and as someone who doesn't really do multiple runs, the amount of content in the main campaign was slightly disappointing. Still a very good game overall, and another solid entry in the series.

After such a long hiatus, you'd think the series would have lost its touch by now. After three stellar entries, each with their own quirks and gimmicks, you'd think there'd be nowhere else for Pikmin to go.

You'd also be mistaken. Pikmin 4 somehow takes the parts of its predecessors (yes, even Hey! Pikmin) as well as some modern game design cues and manages to put them together into a nice little goodie basket, all while adding a few quirks of its own. It's a title that stays faithful to the franchise's roots while taking it into new horizons.

In short, it's the best Pikmin game thus far.

Dusted off my old Wii just to play this, and hoo boy, was it worth it. This game feels like what 3H should've been (and I say this as someone who will defend that game, warts and all).

A beautifully rendered game that would've looked even better if it wasn't Switch-exclusive. The open world elements make gameplay a lot more convenient, and yet none of this trivializes the overall difficulty.

Customization is also really fun. You don't have to stress yourself out over choosing and losing parts of your build too much, and yet the economy for skills/affinities is just scarce enough that it ensures you don't break the game.

Writing-wise, it's... fine. Standard SMT-fare where Tokyo is at the center of the apocalypse and you and your buddies have to determine the fate of the world. At least this time you have some history with said buddies, even if it doesn't go anywhere.