This is a game made for speedrunners, and I mean that negatively. If you're someone who has the time and energy to perfect the movement and learn every little trick there is, I'm sure it's a blast. I'll probably love seeing speedruns of it at GDQ. If, however, you're a more casual player, you're probably going to find it okay at best, and a nightmare at worst.

The controls are far from intuitive. They lack responsiveness. They're slippery when you don't want them to be, stiff when they shouldn't be, and obtuse in a way that keeps the game from ever really being fun. And when you finish a level and see a score pathetically trying to fill up a bar, the game might as well laugh at you for moving so badly according to its arbitrary whims.

Hopefully they patch it up, too, because it's a bugged out mess, and not in a silly or avoidable way. It would eat my inputs, or completely refuse to acknowledge me trying to activate an ability. I fell through the same solid floor twice. In the middle of a platform. Why is there a hole there. When I'm barely enjoying your game as is, these things only exacerbate the problem.

There is something here that could have been really good. The art style is charming and vibrant. The soundtrack is way better than it has any right to be (seriously, go listen to it). When the movement is actually flowing and behaving as it seems it should, it's quite enjoyable. But it isn't enough to salvage the rest.

I was really excited for a new, stylish 3D platformer that wasn't just another Mario entry. Guess I'll have to keep waiting.

One of the things I often commend the teams at Nintendo for is how they're unafraid to experiment. Sometimes those experiments lead to groundbreaking innovations in gameplay, other times they lead to the occasional disappointing entry. But regardless of the level of success, they tend to learn from the experimentation and use that going forward to craft even better games.

Princess Peach: Showtime! is a mixed bag because it is a game of experiments. It dares to pose many questions: What if Peach was a superhero? What if she was a detective? A cowgirl? A mermaid? And so on and so forth. Some of these questions lead to really interesting answers. Others probably didn't need to be asked.

With such wide variety of mechanics and level design, it's only natural that some power-ups shine while others fall behind. Some are really fun and made me wish I was playing an entire game designed around them. Others were just plain boring. There are a few that are strikingly similar, with one being the clear standout, leaving me to wonder why the others were included to begin with. And still others were refreshingly innovative but lacked the opportunity to be fleshed out in any meaningful manner. As there are only three levels per power, there isn't much room for depth or challenge.

Don't get me wrong — this game is a lot of fun. It has possibly the best boss fight designs for any platformer in the Mario universe (why Mario can't seem to get good boss designs of his own is beyond me). The different transformations keep any one from growing stale, although the game's runtime is rather short to begin with. But at the end of the day, this game feels very much like an experiment. A test to see if there is any interest in Peach as a protagonist, and if there is, this is a chance for them to figure out what to do with her. It's a really good experiment, but I'm hoping whatever comes next for her is more finely tuned and focused.

If we're being honest, this is really a dress-up game. And Princess Peach is a fashion icon. I love it.

Maybe I'm being harsh with this score — I am having trouble discerning my feelings for this game — but I really don't have a lot of good to say about this game. I don't have a lot of bad either, so I guess that's just it. This game is very middle of the pack. It hardly left an impression.

I think the hype did it in, unfortunately. After years of hearing how this is The Definitive Mario RPG (if not Thousand Year Door), I was expecting so much more. The art style of this remake is adorable, and there's some fun music tracks, but once those charms wear off you're left with very little in terms of substance. The combat system is pretty mindless. The story meanders all over the place, never building or releasing any tension. It's charming, and definitely has its moments, but if pressed to think of any specific ones I enjoyed, I find it hard to recall any standouts.

This is a game best enjoyed with a full glass of nostalgia and rose-tinted glasses. There are many better RPGs, and Mario RPGs at that, already available on the Switch.

Game of the year.

This is kind of hard to explain, but around the time I played Control, I was really craving a new Resident Evil game. I didn't feel like replaying any of the ones I knew, and none of the others called to me, so I was left with this weird itch. Control, oddly enough, scratched it somewhat. Whatever my brain was craving from Resident Evil, Control delivered on it. So when Alan Wake II was then announced as a full survival horror game, I was immediately invested. It was a Game For Me.

I didn't love Alan Wake, the first. The combat felt clunky and most of the characters annoyed me, but there was enough Remedy DNA to pull me through. This sequel completely fixes all of that.

The gameplay loop of this is so intriguing, and far from what I had expected. It took me maybe two hours before my first combat encounter, because there's so much to this game beyond fighting Taken. I loved uncovering clues and solving riddles with Saga, and then developing and uncovering a story with Alan. The combat is much tighter and more focused, opting for smaller, more intermittent encounters that better suit the game's style. And many encounters are ones you can simply ignore and run through if you're low on resources or patience.

The story and atmosphere of this game is where it completely blows every other game this year out of the water for me. It's engaging, mind-bending and told with such style and flair that I was chomping at the bit for more.

I also have to shout-out the sound design of this game, which isn't something I'm too knowledgeable about or ever pay much attention to in games. But this game was consistently terrifying me because of the sound design. Little stings and ambient noises had me whipping my flashlight around trying to figure out what's lurking in the shadows. It's brilliant.

This feels like more than a game. It's a movie. It's a novel. It's a musical. It's an interactive multimedia experience. It's the most Remedy game that Remedy ever Remedied. It seems as if the technology or the team's skills and confidence, or maybe some combination, are finally catching up with their creative vision, and I hope they keep at it.

It is the ritual that will lead them on.

(Also the soundtrack is banger after banger!)

I think I spent too much time away from this game before writing this, because the only thought I can formulate is: Spider-Man fun!

It's good. It looks great, it plays great. It's got some nice improvements. It's more Insomniac Spider-Man, which has yet to be a bad thing. I liked the story more than the first entry, but nothing in it hit quite as hard as the Miles Morales entry. Polished, but not quite perfect.

So, yeah. Spider-Man fun!

I have played this game twice now, which I felt necessary in order to give it a fair review, because after my first playthrough it would have only gotten three stars, if that.

Growing up, my mom and I loved to play New Super Mario Bros. on the Wii. When NSMBU got a Switch port, I immediately bought it so we could play that together. We've also enjoyed playing 3D World and Sackboy, which obviously isn't Mario but feels similar enough in flavor to give you some context. When Wonder was announced, even my mom (not a gamer) was excited and looking forward to it.

By the time we beat Bowser, I could tell she was thoroughly done with the game. Despite all the fresh and inventive aspects of this game, Nintendo once again took another baffling step backwards this year. They made couch co-op suck in Mario. This was not even an issue the New Super games — in all their blandness — had. 3D World is built entirely around being fun for multiple people! So why does the newest entry completely drop the ball?

The camera follows one person far too tightly. Many of the flagpoles are designed so that only one of you can reach the top. Lives (why are there still lives???) are shared, so if someone keeps dying, you're all hemorrhaging lives and risk a game over. Frankly put, it's annoying. If multiple people of differing skill levels or skill sets, or even different playstyles, are playing together, the game is simply frustrating. I cannot imagine being a parent trying to play with a young child, which is usually what Nintendo is all about.

After going back through the game on my own, I could better appreciate the parts of this game that are rightfully getting their flowers. The art style is oozing personality. The level gimmicks are fun and innovative, keeping things fresh throughout the whole experience. The online multiplayer is so cute and fun (and works well?) it makes the couch co-op sting just that much more.

There are still some issues I have — the lives, the return to levels adhering to their world's theme, the bare bones post-game — but the main one is the badge system. There are so many available, but I only ever felt like using two. The game hardly ever incentivized me to switch. I would have liked being able to equip two or three at a time, or even ideally had some of them become permanent fixtures of the characters' movesets. There's no reason characters shouldn't just be able to do a Dolphin Kick, especially when there are all of maybe five water levels. And removing the triple jump in favor of a timed high jump badge feels weird to me. Also, why can't players individually equip their own badge in multiplayer? The badges are a neat idea, but they needed some quality of life improvements to make them shine rather than hamper.

All in all, this is a game that pushes 2D Mario in the right direction, but some of the features left behind are concerning. Ten steps forward and one glaringly large step back, or whatever.

Ah, well... playable Daisy :D

This is another game I gave a second chance that was well-deserving of it. When I first played it, I ran into the exact issue I knew I would have. I sucked. I played for sixty hours, and I liked it, I really did. I could see how other people were enamored by it and ranked it so highly. But I was constantly stressed and dying, so I couldn't quite enjoy myself as much as I would have liked. Eventually I burnt out and put it down for a while.

The desire to go back tugged at me, so I started fresh with a completely different build and quickly realized the error I had made in my first attempt. I was having a much better time, an easier time — not easy, just easier. And finally I saw what everyone else did.

Elden Ring is one of the greatest games ever made. Its exploration is rivaled only by Breath of the Wild. The art direction is absolutely stunning, with vistas that will take your breath away. The combat is challenging but fair, not gimmicky or tedious. FromSoft might have the best level designers in the industry. As much as I love the freedom of the open world, the tighter, more structured dungeons were often just as exciting and sprawling.

I went from struggling and growing weary, to being thrilled moment to moment and clamoring for more. I unlocked nearly every achievement, save for the ones requiring playthroughs two and three. Over 150 hours spent in this game, and I still don't know if I've had enough.

Thank you, blood loss.

A quintessential JRPG experience with a delightful cast of characters. It may not be as flashy or exciting as some others out there, but it oozes charm. It can slog a bit (it's a loooong game), but the rough patches never last, and I absolutely adored playing through it.

I said it in my review of 3, but this game is the perfect bittersweet bow tying together the whole series.

This game was an obsession of mine for about two weeks. I'd held off for a while on playing, not for any particular reason, but picked it up on sale and was hooked. As with any sort of action rogue-lite, there are certain builds I enjoy more than others, but the combat is always satisfying, if nothing special. This game really shines in its combination of the rogue-lite and village (cult) building. The way the two feed into each other is very well implemented. I do wish building the cult was a bit more in-depth or had slightly more challenge to it, but that's more minor complaint and personal preference than anything.

Overall, a very fun, very adorable experience.

I don't know if this is going to make any sense, but this is the game I wish Halo was. A FPS with rewarding exploration. Add in the classic Metroid(vania?) upgrade and progression system, and you've got a really, really good game.

To be honest I forgot this game came out this year, so I wasn't planning on reviewing it. I really don't have much to say other than I loved it. I never played the original, but this felt like a perfect way to first experience it.

Metroid is another series I'm new to, and this easily became my favorite entry of those I've tried.

Inscryption is really good, and I had a lot of fun playing it, but it has a bizarre balancing issue. The first section of the game is almost frustratingly difficult at times, but once past Leshy it's a walk in the park. The mechanics in the later stages are quite easy to master (or manipulate), and losing becomes a lot more forgiving. I kept thinking this game would be a lot more fun to play in real life against another human beholden to the same rules and logic as I was.

Nevertheless, it's an addicting deck-builder with a great atmosphere and captivating narrative.

One of the games of all time.

While I still think 2 might be my personal favorite (I have a slight preference for the combat system, and a soft spot for my boy Rex), Xenoblade Chronicles 3 is without a doubt the best entry in the series. It builds upon the previous entries, culminating in a definitive experience for the series in nearly every way.

I think I have to start with the writing. Where 1 is kind of a mess and 2 is a bit cheesy and sloppy at times, 3 has some of the best writing in any video game. Not only are the main story and plot beats well executed, but all of the smaller moments and character explorations are fully fleshed out and interesting. And there are so many characters to do this with! it makes side quests and smaller tasks feel just as important as following the main objective. In fact, there were times where I would go to play with the game plan of cleaning up a few side quests so I could then progress the main story, only to spend a few hours on just side quests and somehow end up with more than when I had started. I wouldn't change a thing about it.

The main cast is also the best in the series. Again, I have a soft spot for 2, but there isn't a character among these six that I dislike. I don't even know if I could rank them at all. They're all that good, thanks to the excellent writing and voice acting.

The combat has a class system that keeps things fresh and evolving over the 120 hours you could spend playing the game. It's pretty straightforward and easy to experiment with, but there's plenty of room for mastery and optimization.

Then there's Future Redeemed, a whole game in its own right. It brings together the best of the series and is the perfect send-off, tying the whole thing together with a bittersweet bow.

Monolith Soft have been wizards with the Nintendo Switch, and I can't wait to see what they do next. Especially if they have a bit of a beefier system to work with.

This is one of those games that you play and wonder: "Why can't all action be this good?" Every combat encounter feels exciting, from the minor battles in the field to the major bosses that are more cinematic than a lot of movies feel these days. It's easy to fall into a groove and find a playstyle that works for you, but I've also seen people using abilities I never thought much of in really interesting ways. With a game so heavily focused on its combat, that level of customization is greatly appreciated.

Final Fantasy XVI also looks fantastic (and I'm not just talking about Clive, but...). The environment and world designs are spectacular, especially in the more linear, structured levels of the game.

As for the writing, I was on board with a lot of it, but I'd be lying if I said the ending didn't sour my experience. The story started strong, with a fight against oppression and for freedom, and I truly loved the cast of characters. I didn't even entirely mind when it started to shift fully into a narrative about fighting a god. That ending, though. Without completely spoiling it, it does have what I would consider to be an "It Was All A Dream" ending. It left me wondering what the point was, of any of it really.

If you want to play a game about a group of heroes fighting a ruthless, uncaring god with a satisfying ending, just play Xenoblade Chronicles.

I'm relatively new to the Final Fantasy series, having only played the more modern titles (XV, XII Remake, a bit of XIV), so I don't have a strong opinion about what makes a Final Fantasy a real Final Fantasy. Frankly, I don't think it matters all that much. They each have their own charms and pros and cons. This game was exciting, jaw-dropping, and even a bit addicting to play. Even a rough ending couldn't spoil the fun I had with it.

What a delight this game is. From its surprise release, to its bright and charming art style, to the addictive gameplay. I really don't have a bad word to say about Hi-Fi Rush.

I've dabbled in rhythm games, but never anything like this. As such, I find it hard to say much beyond how cool and fun it was. I had no expectations going in, and somehow it felt like it was surpassing them at every turn.

What I can say, though, is the writing and characters of this game are wonderfully done. After I'd wrapped up, I was trying to figure out why exactly this game had struck me so deeply, and it dawned on me. It's Kingdom Hearts. A group of friends team up to fight an evil organization with the power of friendship and a weird sword.

No wonder I loved it.

This year has been crazy good for games, and this is the one that started it off with a bang. Even though I haven't played it since beating it, I can't bring myself to delete it off my computer. In case the mood should strike, I want it there, ready to go.