14 reviews liked by themekoartist


First a frog was piloting and now there's a chameleon too?! Everything is allowed these days, next you are going to tell me that a pig piloted as we-- OH GODDAMMIT, PIGMA!

If the original Star Fox left a mark in gaming history for what it was, Star Fox 2 did the same for what it wasn't, or rather for what it couldn't be. A lot of factors, like N64 nearing its release and the incredibly high costs, resulted in the game just... never releasing. It was stated by several developers that the game was indeed fully finished, but never saw the light of day, and was left to wither inside the cold and agonizing walls of the Nintendo archives... or so we thought!

In 2017 it was finally officially released, being included in the SNES Mini as the special 21th game, and it was treated as an HUGE event both by fans and Nintendo itself, one that would be repeated some years later when it released on the NSO, and how not to? The game that never could was finally given the chance to spread its (ar)wings and fly into glory, and after playing it, man, I really got to say that...

...it sure is Star Fox again!... kinda...

Ok, I wanna preface by saying that, taking into account this was set to release 3 years after the original, it really shows it sequel status right off the bat. The game beings with a much more impressive cinematic and in general has more spectacular sequences, the pixel art on the characters is honestly amazing, and above else, the fact it breaks free from the pre-fixated routes and now basically lets you explore the whole Lylat system, selecting the objective you please and having some possible random battles against missiles and the enemy Star Wolf gang in space is a direction I didn't know I needed, but it feels like the natural progression for the series and it has so much potential... and that’s the problem: it has potential, but lets most of it untapped.

Star Fox 2 is flashier and it has bigger ideas, yes, but, just as the progression itself, its surprisingly directionless. Most of the magic and originality the previous iteration had is not only lost and doesn’t have the same kind of impact, but it also completely set aside most of the personality and identity that made it so unique. The almost abstract feeling is scrapped in favor of the redundancy of the asteroid filled space and the boring, samey giant space ships and planetary bases; they repeat over and over, adding enemies yes, but instead of going for original and interesting designs, they just stick to normal space-craft or one similar to animals which, not gonna lie, the enemy robot scorpion is rad as hell, but still. At first, with the whole preventing Corneria from getting to damaged by enemy weapons thing, it really feels like a war is taking place in the system, but five minutes in, it loses all the impact it had and becomes routine, and not a cruel and harsh routine, just a boring one. There are efforts here and there that clearly show they wanted to sell this idea of a conflict at a bigger scale, but it get dragged down by how it all the repetition and the loss of identity of the planets (you don’t get to spend much time on the planets themselves, but in the little while you do, they have little to none identity, like, in this one Venom looks exactly like Corneria did in the original game, which…huh?), and I don’t know about you fellas, but when a game that lasts less than an hour feels repetitive, something might be wrong over here.

I belive that the biggest example of what was lost from game to game is Andross: in the first game his presence is minimal, yet is always present at the same time, he’s incredibly menacing and his fight leaves a huge impact… while in 2 he appears just as the game starts, he says the word ‘’awesome’’ and his final fight is not as impressive or spectacular, in fact is even easier and more tedious… just goes to show that the Ape cube can’t save it all…

And I mean the gameplay is… fine? Is more Star Fox, and the introduction of the combat on ground with the new ship (which I’ve called Duckwing and I believe that’s the best name I’ve come up with in my entire life), how surprisingly hectic and fun it is considering it has tank controls and being able to change the form of the ship anytime you want is a really cool mechanic that makes encounters interesting. Combine that with the better (not by much) framerate and it honestly the combat alone could carry the game!... Too bad the space battles suCK AAAAAAAAAAAAAAAAAASSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS

I don’t know who was the madman that thought that making all space counters in first person was a good idea, but that, combined with the already mentioned repetition, even in the Star Wolf encounters, and that they make most of the bulk of the game and we are left with the recipe for a good ol’ snore. It isn’t fun, it doesn’t tell anything, it basically pads the experience and its even frustrating… and I don’t know why it had to be like this.

Taking into account its flaws and its short duration I… it’s honestly hard to believe that this game was truly finished. I couldn’t call it bad since there’s still a bunch of cool stuff, but that’s all it feels like, just cool ideas, and instead of them improving on the core idea of the first game, they just left some incredibly good stuff behind, and it honestly just feels like Star Fox because it has the name of the series and Slippy is it, and while I’m glad it exists and it’s ideas went on to inspire other entries in the series, as it stands on its own is… a cool history piece, something which already was, and could have gone beyond that, but just didn’t…

…But the worst thing about is once again tHE COMPANIONS MOTHERFUCKER I KNOW THAT X IS FOR USING THE BOOST STOP OBSTRUCTING MY VISION WITH THE TEXT BOX SHUUUT UUUUUUUUUUUUUUUUUUUUUUU-

I’ve been alternating between this and Street Fighter 6 over this week and god what a good combo. It’s hard to review Katamari so I’ve always described it as my “Favorite Game Series That I Can’t Describe Why I Love”. It’s just so satisfying rolling up shit and making a big ass Katamari. This game has that which makes it good. There’s also some fun more specific challenges and the new Royal Reverie Stages are fun but really not substantial. Maybe 20 minutes of content and only 1-2 of the stages are really remarkable. I love the one where you have to narrowly avoid the ghosts and get your instruments. Fun game!

No words. Everything I wanted and even more. Thank you Monolithsoft. Beyond excited for what lies ahead.

Pac-Man's limited run of platformers or "Pac-formers" as i like to call them has been very hit or miss, the only one that I'd say is up to par with other Platformers is possibly Pac Man World 2 without 100% the game, World 1 is decent albeit poorly aged and World 3 is a classic 2000 mess despite it's writing being surprisingly funny and the Ghostly Adventures games while serrviceable, feel generic and don't use Pac Man's character to his strengths and also have awful production values.

This is where Pac Man World: Repac comes in, a remake of the first world game now modernized for modern consoles, the game showed a lot of promise when first shown but i did have some reservations after the Klonoa remasters had some backlash along with other recent remakes.

I'm glad to report this remake not only improves on an original game but is a pretty decent time like the first. There are some issues but i feel Repac shows an insane amount of promise if this is way that the world games can be ported.

Going on a tangent here, the original Pac Man World games with maybe the exeception of Pac Man World 2 can't be ported due to using Ms Pac Man which has some weird legal jargon, and now is replace with Pac-Mum which i gotta be honest, isn't a good design but is a small price to pay to have these games on modern consoles.

In terms of being a remake, this game looks and feels great! What surprised me is that the game actually has a performance mode on switch that runs at a lower resolution but runs at 60fps so that's nice, but the remake's artstyle is really good, I love a lot of the new designs except Pac-Mum, it's bright and colorful while also staying true to the original game, they did redesign Pac's Family and some Bosses along with changing cutscenes/level environments but a lot of them are for the better, like for example, if you don't save all his family members which are now optional to save, the original ending plays of Pac Man eating Orson which is now framed as the bad ending, the new ending follows the new cutscene where they celebrate the party but now the ghosts are there, wholesome.

Despite how good of a remake it is, there are some issues, they removed the fake bloopers as a 100% reward, they changed the power pellet ability so now Pac-Man grows big for some reason and the bonus mazes are still annoyning, however i think the good outweighs the bad such as the new hover power-up, new cutscenes with Toc-Man introducing the bosses, better and smoother controls, songs remain faithful to the original game while also improving on the sound design of the game as a whole and the best change, Bosses are now a lot more fair, gone is the one hit BS from Toc-Man'a final Boss and the annoying Anubis feels fun to fight due to the new platforms on ground, hell they even added some pinch modes to some other unremarkable Bosses in the game, making them more memorable, as far as remakes go this is good as it's gets.

The game however is decent enough, it follows Pac Man as he journeys through Ghost Island from an robotic imposter (Toc Man) as he saves his family after they're captured from his surpise Birthday. What makes Pac Man World great is Pac's movement, collecting items such as the fruits or PACMAN letters and level design, they use his design to it's fullest potential, though not to the extent of Pac Man World 2, Pac can butt bounce, roll and throw pellets he can collect. You also have Mazes which can be unlocked by collecting a certain fruit in a stage, the mazes aren't really that fun unfortunately, they rely way too heavily on gimmicks which hurst them heavily since they're pretty unprediactable most of the time.

Level design wise, this game is decent enough, it's not going to shake up the genre but is servicable enough and uses Pac-Man's abilities very well, it throws enough gimmicks such as racing, revving and using some of the power-ups in the game such the totally not stolen from Mario power-up the metal pellet, used for water sections.

This would be the part of the review where I'd listed some flaws but since the remake fixes most of them, i don't have many! In the original game some Bosses had some pretty unfair moments and the controls and camera (especially in the Racing sections) feeling off but a lot of these are thankfully fixed.

Overall, Pac Man World Repac is a great remake of an already solid game, it shows what a remake should do and does have some the pitfalls of some remakes such as unneeded fluff/changes but more than makes up for the fixes it does do and having a great artstyle, the Pac is actually back and I couldn't be happier.

PAC-MAN, FAT MAN, YELLOW AND YELLOW AND YELLOW MAN
TELL ME 'BOUT THE COLOUR OF YOUR GHOST
IF PART OF YOUR SOLUTION ISN'T ENDING THE POLLUTION
THEN I DON'T WANT TO HEAR YOUR WAKA'S TOLD
I WANT TO WELCOME YOU TO PAC-MAN'S WORLD

Klonoa: Door to Phantomile

This game is really amazing. The gameplay has a great sense of flow to it and the story is moving not in spite of it's simple presentation but partly due to it.

There is one gripe I had and that is that the game still has that 90s difficulty. Thankful the Easy mode helps mitigate that as it increases the amount of damage you can take and gives you unlimited lives. In my opinion whilst it is called easy mode I would say it just brings the game inline with modern sensibilities.

Big the Cat gives you Kingdom Hearts secret reports, there's no way this isn't a GOTY contender

An improvement on the original in every way possible. The game oozes polish, love and care all the way through. Gameplay has gone through a number of improvements to suit the chaos and give the characters more options - better defining itself as a mixture between high speed platforming and breakneck combat. Boss battles are as exciting as ever, and the levels are tons of fun to go through, with many unique gimmicks and pathways. Even the story mode, despite actually being longer than in the first game, is far better paced and is better at respecting the player's patience, on top of just generally having better written dialogue and dynamics. The one area lacking in polish is the voicework - not the voice actors themselves, which are fantastic across the board - but the audio editing and mixing still sounds a little like everyone's using different mics, and speaking at different volumes. Minor, but noticeable nonetheless.

This time around in the art department, Tyson Tan lends his distinctive art style and designwork to Freedom Planet's cast and world, and there's never been a better fit- it's clear they want to use his work to help define the visual identity of the series. This general design style combined with excellent spritework and beautiful environments has definitely given the series the firm, appealing look it deserves. Overall, Freedom Planet 2 just reeks of "we figured it out" energy across the board- this is a good thing. The first game felt 80% there - but this game feels like it has properly realized how to establish its identity as something truly unique and remarkable in its own right. Everything feels more purposeful, planned, and adds up to one of the most fulfilling gaming experiences I've played in a minute.

TL;DR - Sonic + Mega Man Zero for people who wear thigh highs and it fucking kicks.

she slayed so much harder than pac man. and i'm only half joking. the game is actually better.

Custer walked so that hentai games on Steam could run.