It's fine. The story is kinda just there, had potential to be more interesting but it ends up being Sigma at the helm again and the doomsday plot isn't as engaging thanks to the RNG of it all. I didn't engage with the armor system much at all. The stages in general are just okay, nothing standout, except Mattrex's stage looking and playing kinda cool, but nothing too bad (Except the bike sections like on Squid Adler's stage being unfun).

The game at least looks very pretty thanks to using the same style as Mega Man X4. I will always fawn over detailed 32-bit sprites like these. I just walked away from it after my first playthrough around 2020 not remembering much or having much of an impression either way of it being bad or great, just "That was fine."

I remember very little of my playthrough of this game, and not in a way that makes me feel a "I should replay this" mood. All I can remember is this game being very frustrating, having a very empty plot, and feeling like a grand step down from X5. The Nightmare effects are also not that interesting and the level design is very jank.

It gets the rating it does solely because I think the encounter with Sigma is a fun concept and because the 32-bit graphics are pretty. I wouldn't put it past anyone who wants to skip this game in their journey through the Mega Man series.

Very fun on-rails shooter. The characters and dialogue are charming. The music is very memorable, and the level designs are fun and challenging with multiple different paths. I played this on N64 when I was in middle school and made it all the way to Andross but lost. I still had a fun time and would recommend this game for its quick runtime and ease of access.

I have complicated feelings about Banjo-Tooie. It's a game that I love and have 100%ed in spite of some sharp sticking points I have. Quantifying my feelings with a number doesn't exactly do it justice since I do truly enjoy it more than a 3.5/5 would indicate. I really like this game for its ambition, but I think there are some things that hold it back. In the strictest sense, a sequel that looks better, has more content, and expands upon the gameplay mechanics of the original would seem like an easy upgrade from it but sometimes bigger isn't always better.

I enjoy the music, the dialogue, the levels, and all the new moves and skills you can pull off with Banjo and Kazooie. The OST might be even better than the first and the character writing is top notch here, even over Banjo-Kazooie. Split-up is a perfect evolution for the series and I enjoy the puzzles around it and how you're eased into the mechanic starting with Witchyworld. The setpieces are nice, the transformations are much more fun and useful than the first game, and there's a lot more to collect.

However, while it makes for some cool moments, the interconnected world design feels a bit at odds with a 3D Platformer like this and, ironically, makes parts feel disjointed. It ends up feeling more like padding or bloat than a true sense of one large world.

My final grievance that I am shocked doesn't crop up more often is the INTENSE reliance on first person sections and aiming. Doing these on the N64 controller with its oblong notches, rickety analog stick, and uncomfortable plastic is a nightmare, especially with how the game expects pinpoint precision for the objectives that need it. Worst of all, is that the reticle snaps back to center when aiming, a truly baffling design decision that makes the control a practice in patience. I really wish I could ignore these sections but they're so incredibly prevalent that it knocks down my personal scoring for the game more than I wish it did.

In spite of that, I would recommend this game if you're a fan of large 3D Platformers. It doesn't have the same restraint and tight design of the first, and I can respect the ambition for this game. I only wish everything was integrated more smoothly and that, hopefully someday, we'll get a sequel that deftly implements all the wonderful ideas from this entry.
I've definitely not replayed it over and over as much as I have with the first game but I can easily see myself liking Banjo-Tooie more upon a "gut-check of my feelings" replay of the game sometime.

This game is a very strong example of "I REALLY wish I liked this more". There's so much I enjoy here but too much that I dislike that I simply can't ignore. I love the campy story so dearly. I also greatly enjoy the cool-factor and spunk that permeates the game's entire Presentation and Soundtrack. I love the way this game looks and sounds.

The speed stages with Sonic and Shadow are fun for the most part, but sometimes feel a bit too out of control. I am also one of those people who really likes the Knuckles and Rouge stages, as a fan of collect-a-thons, they really appeal to me and the music in Knuckles' stages especially are my favorites in the OST.

However, the praise entirely stops when it comes to Tails/Eggman's stages. They are not fun to control, play, or navigate at all. They go on for so long too and there are so many of them. Every time I got to one, it felt like my playthrough would come to a screeching halt or I would take a break from the game for a few days. They were so unenjoyable that they are the primary detractor for me. If they were some side thing, fine, but they are VERY present and get in the way of the enjoyable parts. It also doesn't help that even in the stages I do enjoy, the controls can feel very janky and too slippery sometimes.

Without those parts, this game would be an easy 4.5/5 or 5/5 for me which makes this rating so frustrating. The score ends up landing just around "Good" which feels like a short-sell for all the parts I LOVE about this game. Then I remember the parts that actively felt grating to play and it just evens out the two. This is a game of high highs and low lows.

This game has pretty much been my introduction to the Character-Action genre. As an intro, I think this is an incredible game. It definitely shows its Resident Evil origins with the camera angles and light puzzle elements. This also makes itself evident with the mood, ambience, and enemies. It starts to split off with its own sense of character with the corny (in a different way from RE) dialogue, intense music, and faster paced action.

Even this early into the series, the core of the design remains as solid as ever. Combos are fun to perform, progression is very satisfying and feels meaningful, and the different weapons you can use are fun. In particular, I really liked Ifrit for those powerful, meaty hits that feel like a bag of bricks thanks to the sound design and impact. I also greatly enjoy Devil Trigger as a mechanic, it feels very fun to have a short burst where you turn the tides on enemies and go hog wild.

The only real low points of the game are the Water sections, which feel out of place but are short and far between, and the three fights against Nightmare. In general, this game is relatively tough but that boss fight just feels tedious and unfun with the wait times for its weakness. Still, I enjoyed every other boss, Phantom, Griffin, and even all the phases of Mundus with how challenging it was. I'm not a fan of how obtuse the Secret Missions and some of the Blue Orbs are to find. The platforming segments can also be a bit frustrating.

There's a lot of good about this game that I would absolutely still recommend this even to modern players as a worthwhile experience and I think it should be played first by anyone interested in Character Action Games if they have a curiosity for this genre.

Very fun. The Kirby series really grew its wings with this entry. Giving each copy ability a deeper moveset with multiple inputs was a brilliant idea and is easily this game's greatest contribution to the franchise. The vignette structure is really fun to experience with tons of smaller stories. Meta Knight's Revenge and Milky Way Wishes are so great.

I like this game a lot, however it's worth mentioning I also have quite a bit of nostalgia for this one. I played and completed this game as a kid, enjoying it because it was more Donkey Kong Country, not minding Kiddy Kong or anything else. Nowadays though, I still appreciate this game but it's really hard to be a good game in a series of phenomenal games. By any measure, the soundtrack is enjoyable but compared to the hulking titans of the two predecessors' soundtracks, this one looks weak in comparison, which is why that complaint is so common. I like the very "not what you're used to" vibe in this game that every DKC element is just slightly off and the unique northwestern-esque setting, but I would probably pick the other two games for a replay first. In one sentence: Good game overshadowed by its groundbreaking precursors

It's a nice, quaint Platform Fighter but it's very plain to see this game is bearing a major load being not just the first Super Smash Bros. game, but also the first Platform Fighter in existence. As such, the game is VERY thin on content, a tiny roster, small stage selection with most being very gimmicky, and one Classic Mode with the same stages across everyone. It's still very fun for multiplayer though. However, the game does leave a lot wanting and makes it clear that this wasn't the full vision the team had in mind.

When you've got 3 friends and this game. You're in for a very good time. No asterisks, no concessions, it's just a great time. This game makes many improvements off the first game with more balanced boards, better aesthetics and cool theming for each board, a better minigame selection, and classic music.

I can understand why some call this the best Mario Party game but I personally believe Mario Party 6 and Mario Party Superstars have it beat. This is still a great one and always has good vibes for multiplayer fun.

This one is pretty fun. I won't knock it for not having as solid level design or as-memorable-music as the first Mega Man X but it's still a fun romp. It's enjoyable enough and feels like just "more Mega Man X" which is a good thing by any measure. The plotline wasn't really as motivating or solid but I LOVE the inclusion of Serges for the amount of "Dr. Wily really won in the end" crack theories he's spawned.

This is the version of Super Mario Bros. 2 that I grew up with so prepare for a very nostalgia-loaded review. My feelings are pretty much the exact same for this version as with my review of the original so I will focus more on my experiences with this take.

I thought this game was very hard as a kid but have always had a lot of fun discovering the secrets in it. The exception nowadays being Level 5-3, that level is intensely difficult and easily my least favorite. The rest are mostly pretty unique and fun to play. I still enjoy them.

One of my favorite gaming memories came from playing this when I was in 6th grade. My friends and I would all gather around every morning before the school day began, I would bring my GBA SP with this in it and we'd either play Mario Bros. with our Link Cables or the main game. We found the secret multiplayer Bowser enemy and would all work together to try and beat him, even though he can't be. The best moment, however, came in our attempt to beat the main game. We took turns playing levels, laughing and having fun, cheering each other on, backseating, and giving advice. The day we made it to Wart was great and we eventually beat him (more accurately one of my old friends did, shoutouts to Connor). We were all so happy in what we felt like was a shared victory. We were jumping around all excited like we'd just landed on the Moon. Memories like those are at the core of what I feel for this game.

I really enjoy this game, and where others see the crunchy audio and voice clips as downsides, to me they're warm fuzzy nostalgia bits. It also helps that I was very into the Super Mario Bros. Super Show as I grew up alongside playing this game. It's a very unique Mario game in how it plays and upon replaying it recently, I genuinely enjoy seeking out the Advance Coins, the level layouts, and the post-game Yoshi Quest more than I thought I would. I understand why others don't like it but this game is definitely a core title in my gaming history.

I respect what this entry is going for, but it really feels like little more than "Watered-down Mario Kart" just like Super Mario Kart does. Being in 2D does not do a lot of favors for this series and makes a lot of tracks feel samey. While this game does a lot more in the way of unique themes and settings, they tend to not feel unique to play to me thanks to their flat layouts.

It also doesn't help that this game includes every track from Super Mario Kart, which sounds strange but it really does make every track blend together even harder.

Even multiplayer is much harder to set up with this entry compared to every other. At least all the cool track themes got remade in future entries to be fully realized.

Wario Land 4 is great! It stands out a platformer for multiple reasons. Firstly, its offbeat designs, level themes, and music come together to form a very wacky presentation that sticks with you. Its mechanics are also different and separate from what you'd normally expect, with your special abilities coming from being hurt by enemies, the more puzzle-like structure of the levels, and the reverse-runs you do at the end of each.

I absolutely love the 18 levels in this game. Each one is so tightly designed with fascinating platforming challenges to take advantage of the powers granted to you by enemies, and the heavy moveset Wario rocks. The bosses are all very fun too and their disgusting designs are so appealing!

When the biggest problem a game has "I wish there was more of it", you know you have a great game on your hands.

Next in line from the Mega Man franchise, after the X series grew shakier and shakier. For starters, this game is great to look at. It's not quite as pretty as the 32-Bit Mega Man X games but it still looks very nice.

Second big positive, I love how the boss fights play. They are much more intensive than any of their predecessors and are very satisfying to take down after mastering avoiding their patterns. Combat is slick and fun.

I found this game to be very difficult, only to find out I made it much worse for myself but not knowing that Health Upgrades were a thing. I unintentionally did a challenge run. Oops. However, I have heard of this happening to multiple other people. At first I would have brushed this off as a "my fault" but since I know I'm not the only one, it tells me that this game communicates its entire Elf and Health System very poorly.

I really like the premise of the story in this game, with Copy X being an example of what could've been if X didn't undergo the morality tests. I do think Zero is not quite his usual self though, he acts a bit more standard and lacks his usual edge.

My biggest knock against this game is the Lives system. I know this is a handheld game but it seriously makes this game very unapproachable unless you're playing on the Zero/ZX Legacy Collection, in my opinion. The screen crunch is another big detractor and it regularly feels like the levels weren't properly designed with this in mind.

An okay start to this sub-series with many cool concepts and boss fights yet definitely feels like a growing stage to get used to the newer, more constrained hardware.