—First off, I want to say I did spoil myself on the story. I won’t mention spoilers here but for context’s sake of the review, I’ll just mention that.—

This game irks me. It irks me so much. It basically takes the events of Breath of the Wild and says “oh, THAT happened, who cares” and it pisses me off because while it was no masterclass story, it just makes no sense for Hyrule to have recovered and forgotten about it that quickly! Yes, there are mentions of the Great Calamity, but they’re relegated to footnotes. Gone are any traces of Ancient Sheikah tech outside of of Sheikah residences; what happened to it?

What else irks me is the gameplay. It’s the same as BotW, which itself is fantastic, and did NOT need any improvements. The ability to stick things to arrows and nice QoL stuff of the like is one thing, but CRAFTING? The crafting just feels like an afterthought. Yes, so much is dependent on the crafting, but it just feels like very little thought was put into it, and it bogs down what was once a tight gameplay experience.

So then why am I giving this a 3.5 when it sounds like I hate it? Well, at it’s core, it still plays like Breath of the Wild, which is still one of my favorite games of all time. What upsets me so much is what Nintendo considers to be “improvements” are just weighing down the formula of an already fantastic game.
What people had asked for in a sequel were 1. temples (which are indeed in), and 2. filling in the empty spaces that plague the Hyrule map. Instead, we got empty aerial, empty Hyrule, and empty subterranean maps. Some improvement.

Three and a half stars. I will ONLY play through it two times!

I disagree with the “I can see why it was cancelled” takes; I think Star Fox 2 could have stood on its own as a game for aging systems as most people were already engaged in the 32-bit era. There’s a lot of DNA with the likes of Star Fox 64 and Star Fox Command. It takes about an hour or less to beat even if you don’t know what you’re doing, but the replay value comes from improving your end rank as well as playing on higher difficulty. Game magazines of the time probably would have shit on this, but if you were a loyal SNES owner of the time, this would have been a definite favorite.

there are literally no flaws with this game

There’s undeniable jank. There’s repetition. BUT there’s no flaw in the level designs, all the options you get on how to play as Sonic, and the way Sonic controls feels incredible. This game is fun to play, has an intriguing story with a good atmosphere, and if this is gameplay style is further expanded upon, I think the franchise is going to have a bright future.

Kirby at his best. It’s a short game but incredibly fun with different play styles and lots of different powerups. Only reason it’s not 5 stars is because Super Star Ultra exists.

Kind of a relaxed and mindless experience, but it’s a Lego game so that’s easy to forgive. This is a game you can play for chunks at a time after work and get drawn in by the charm of the abundant memes and fan service on display while enjoying the tight but easy to understand gameplay.

Jr. Pac-Man is a solid if not-as-common home port for the 2600, and really pushes the machine to its limit graphically and from a gameplay standpoint, as there’s a lot more complexity to Jr. Pac-Man than the previous two games. The screen scrolls as there’s a larger playing field, and the toys (which replace fruit) leave pellets that will slow Jr. down, leaving him to the mercy of the ghosts.

As the playfield is larger and the number of power pellets hasn’t changed from the last two games, it’s much more difficult than Pac-Man or Ms. Pac-Man, and that’s for ANY platform you play it on. That said, if you’re looking for an official release of a Pac-Man game on the Atari 2600, and Ms. Pac-Man isn’t available to you, this is a good game to have.

It seemed in the US that home computer games of the time were almost completely devoid of the humor that came with British microcomputer titles. Sure, consoles and arcade games had plenty of humor, and there was even the OCCASIONAL exception to the rule, but home computers of the US usually sported either arcade ports or games that took themselves too seriously, usually called “Star ______.”

These days in the homebrew scene there’s humor and personality for years, yet in the early 80s, Atari and Commodore yearned for businesses to take their machines seriously, and not JUST as mere game systems.

So imagine my surprise playing Alley Cat on the Atari 800XL. This is a game I was recommended from YouTube by several Top 10 videos for the 8 bit line. New to the Atari line, I was trying to avoid games I had already played on the C64, and this one is only on Atari and DOS, so it fit the bill purrfectly.

After playing it for a good while, I have to say, this game is charming as hell. The game play is incredibly complex for the time, featuring multiple game sections, each of which are super fun to play and fit the cat theme of the game. The graphics and sounds are also superb, on-par with the C64 to be sure. The cherry on top is this was released in major stores by an American developer! If you had told me this was a port of a ZX Spectrum or Amstrad CPC game, I would have believe it, because this reminds me of a British micro game through and through.

This was an admirable attempt by GCE to make a pseudo 3D space ship shooter. This is accomplished with a halfpipe that is rendered as a wire frame. Your ship moves along the half pipe and the camera (Yes, you are reading that right, a CAMERA IN A 1983 GAME) changes angles to give the illusion of depth, and with how sharp the vector lines look, it works quite well.

Unfortunately, it’s not the most exciting gameplay wise. I’m rather confused by the game’s controls, since you can move forward and back within the halfpipe, but this also controls the throttle of your ship. I wish this had been relegated to one of the four face buttons. Oh well, you can’t make an omelette without breaking a few eggs, and I’m sure GCE had much better titles afterwards!

1983

This game is full of charm. I love Spike and Molly. I love Spike’s status as the unofficial Vectrex mascot. Their voices are adorable, and I have to respect the attempt to bring over a single screen platforming game to a vector video game console, even if the gameplay itself isn’t the best as a result.

There’s only like three people on Backloggd that own a Vectrex?! Ya don’t say!

I bet the people at GCE in 1982 were asking themselves “how are we gonna get that mega hit Asteroids on our actual vector video game system?” Atari had the rights of course, it was their game, and they were untouchable at that point in time. Well, the devs at GCE answered with Mine Storm.

So what differentiates this from Asteroids is that you’re blowing up mines that some jerk in a spaceship leaves behind. The mines that are planted don’t all expand to full size immediately, so you can’t just stay in the center of the screen like you can in Asteroids. Occasionally, the jerk that planted the bombs will fly out in his ship and you can blow it up.

Given how expensive the Vectrex was at the time, I could see this being the only game the couple thousand people that actually had the console owned, as it was built into the unit. And it’s a pretty good one, especially if you like Asteroids.

Super unique THIRD person shooter. I thoroughly enjoyed my experience from beginning to end. Like if David Lynch made a video game.

A great RPG for beginners, and even if you’re not, it’s still worth a play because of how damn charming it is!

An RPG that was 20 years ahead of its time, and yet, clearly influential. This game is a portrait of the surreal; while not the first game with surrealist elements by any stretch of the imagination, it really uses its abstract nature to set itself apart from other RPGs of the time and since. It’s clear that the main goal of this game is to set an emotional connection with the player, and that it does in spades. However, I feel that also took away focus in tightening up the gameplay — grinding, cryptic strategy, and a clumsy item system are some gripes I have personally, but they’re also a general fault of the JRPG system as a whole, so I can’t dock major points for that. In the end, I enjoyed the experience, and it really is unlike anything else of its time. I look forward to playing Mother 3.

When I first played this game when it originally came out on the Wii, I echoed the sentiments of many reviewers on here that the levels were bogged down with gimmicks and uninspired in level design. But I think I’ve softened up over the years because I am having a lot of fun playing the game again and trying to get all the collectibles, the best rank, etc. I can understand why it wouldn’t be someone’s cup of tea because it totally wasn’t mine at one point. I am personally happy that the shorter levels and well-implemented gimmicks make for a fun time for myself upon these days.