60 Reviews liked by dertdobber


This game is the best Dr. Mario because it houses 4 person multiplayer with fun double mechanics that make for an intense competitive game. N64 controller also has an underrated super sized D-Pad which makes the controls far more precise than any other Dr. Mario. Has light campaign and unlockables, but the multiplayer is where you'll spend most of your time.

an astoundingly good narrative with great mechanics and progression that go just a little underutilized. also “tidus is a bad protagonist” is a massive pleb tell.

"wot if u were a boy with no personality but two hot babes fell in love with you because you were nice to them on the most basic level possible and also the hot babes were part of a marginalised group considered your property but it's ok it's not weird we promise they actually like that you are Their Master it's ok :)"

You should all be ashamed of yourselves.

This review contains spoilers

when you kill politicians bottom text

Banjo-Kazooie is the platonic ideal of a video game to me; all throughout its assortment of colorful levels are opportunities to see and learn new control modes and special moves for its title characters to interact with the game world, either asking you to use them skillfully or cleverly to earn the next jigsaw piece. It can sometimes be unclear what to do next, and a game with this level of variety is obviously not going to be 100% perfect (ah, a refreshing game of Concentration awaits around the corner), but despite those shortcomings, Banjo-Kazooie is nevertheless so well-paced and courteously laid out that it maintains its appeal where many other 3D platformers fall short. Loads of secrets, too!

this IS A CERTIFIED HOOD CLASSIC

A really well made jrpg, has a bit of a slow start, and the final dungeon/boss drag quite a bit. Otherwise, it's a stellar example of world building and story telling. You'll have to resist starting the next game immediately

If the quest design wasn't so horrible, this would likely be a lot higher

Take every cringey jrpg trope ever invented, and put it onto one game. With awful voice acting, quest design, etc.

+the story is honestly a fascinating unreliable narrator tale with solid pacing throughout
+introduces many great Org XIII characters, many of which return later through story fuckery
+roughly speaking, the room card system gives the game a bit of a fresh roguelike feel.... I'm stretching here....
+riku's story cuts much of the fluff out of each disney world

-the card combat is terrible. there was no reason for them to try to juggle real-time combat with flipping through a card deck, it's just too frustrating
-to clarify: individual keyblade slashes are tied to cards. it directly contradicts the main component of kh combat, which is mashing X
-the worlds are all straight out of the first game, assets and all. even bosses are reproduced, though with different strategies (mostly)
-the disney stories have been pared down and their cutscenes are barely worth watching
-each world has a generic layout due to the room card mechanic, so virtually every world feels the same to move through
-there is no even gradation in strategy efficacy. you will either be destroyed by bosses or you will accept strategies that bust the game wide open
-heartless battles are tedious and lack any real danger. they are purely a way to grind room cards to synthesize upcoming rooms
-as implied earlier, each room in the game needs to be synthesized with a card or set of cards. some requirements require many cards and thus an uncomfortable amount of grinding
-some room card requirements require very specific cards as well, and without other room cards that can help ease looking for said cards, the grinding can become excrutiating
-riku's story strips any strategy out of the game and renders the card system pointless by using premade decks and making virtually every card an attack card
-some of the boss fights are repeated (I'm looking at you RR, six times in a single game is too much)

a frustrating and boring experience, but honestly necessary to understand kh2 at all. the main campaign had no right being 20 hours long, especially with another 6 hour campaign tacked on afterwards that is essential for plot reasons. thankfully, the good Org XIII members return as optional boss battles in kh2fm, so they haven't been completely wasted here. this may have been impressive or fun on a gba, but really does not hold up well as a 3d action game

This game would be perfect if it just lost the story and cutscenes where people say words

Used to be an all time favourite but a recent play of it has knocked it down for me. The final act is just too much of a mess, even with the restored content mod. The reason so many people argue and disagree on Kreia is more because her writing is blatantly unfinished and borderline nonsensical more than anything. Half the companions start off strong and then become mutes because, again, it's blatantly unfinished. This is a good game DESPITE its flaws but I don't think I can call it a favourite like I used to.

I think everyone has a game that they attach just a mountain of nostalgia to. Something that got them into gaming. Something that hit them at the right time. If you're lucky, that game you're nostalgia for is also super solid. I am one of the lucky ones, and I fuckin' love Banjo.

A great rail shooter with mastercraft art direction that plays perfectly to the Saturn's strengths and weaknesses. Unfortunately, it's held back by how unforgiving its health bar and limited continue system is. Have a level select code or save states on hand for this one.

I know some people dislike this game for being too basic and archaic but I think that's kind of the point? It's this experimental first attempt at 3D about dragon soldiers in desolate wastelands, I don't know why people go into this expecting a more modernist, contemporary approach to game design