See, Tetris is the most realistic video game in existence because you make shitty choices and then you start struggling to find a way to live with them.

Plants vs. Zombies 2: It's About Time is filled to the brim with great new ideas all around that had the potential to outdo the already masterful first game, and even a few better executed stuff than the first game (mainly plants like Blover and Cactus). However, the scummy amounts of microtransactions and artificial difficulty ultimately undercuts the game's strengths and makes it rather tedious and not really worth coming back to. Meanwhile, the soundtrack is noticeably weaker and the Versus mode is an uninspired bore in every way. EA can fuck off.

This isn't a videogame. It's a thoroughly ethereal experience that can never be replicated by human hands. From the moment the widely sized ape starts extending its arms as it glides through the most beautiful, intricately crafted landscapes, Flying Gorilla immerses you on the most breath-takingly magnificent aerial journey that games like The Legend of Zelda: Majora's Mask and Portal 2 could only dream of accomplishing. This mastercraft makes you feel everything; the satisfaction of collecting every single bunch of bananas that await for your grasp in the skies, the mental exercise as you guide the giant baboon away from the carefully placed obstacles, and the sheer euphoria of finally crossing the finish line after every stage; not to mention the sweeping score, composed of the heavenliest sounds ever bestowed to humanity. A more seminal work of art has never, can never, and will never be gifted to us by anyone other than the very gods.

May the lord and savior Flying Gorilla bless us all, for eternity and beyond 🙏

The first stage is basically the end scene of Hotel Transylvania

Imagine how much better things'd be if this AND the entirety of BFDIA was finished. We'd've an entire game AND an entire good season in our hands.

Alas, that's not what happened. We truly live in the worst timeline.

Played it cause of a deal with my partner (I'd play this, while they'd watch The Lego Movie) and I got bored so quickly it was surreal. Apart from the random look and ridiculous name I gave my character, I've experienced a grand total of zero enjoyment out of this dumpster fire. And you even have to PAY GEMS for everyday ACTIONS, what's up with that?

Not even ironically entertaining. Avoid.

Birabuto Kingdom's theme is one I hold very dear to my heart, lemme tell you

I don't have the patience to beat any level further from Stereo Madness ahahaha :'D

He couldn't guess Kiki from Miracle Star LMFAO

It's nothing but a fun time waster and sometimes it can miss some obvious guesses, but it's honestly admirable (and pretty damn scary) how an artificial intelligence can read your mind and guess your character/object/animal 90% of the time. How the hell does someone program something like this???

Nearly unplayable by modern standards. The controls are unintuitive, with your turns being either too sharp or too slippery that'll result on you careening off-track more times than you should be legally allowed; the AI is borderline cheating in so many ways, not just from the insane rubberbanding that gives you barely around 5 seconds to stay a decent distance at first place and the fact they can use infinite supplies of one item that you can't use in any capacity, but they're also somehow capable of phasing through obstacles no sweat and most of the time even allowed to hop over eachother's items completely unscathed. And then there's the little things that pile up into a mountain of regret, like Rainbow Road's color onslaught barely letting you see the item boxes on it and the fact that getting hit by certain items makes your screen spin around at sickening speeds. Outside of the fairly impressive 3D environment in a 2D engine this game managed to get away with, it's a fatal misfire in nearly every respect.

With that said, though, there's not much point to really hating this game, as horribly as it aged. It doesn't matter that the game didn't age well at the end of the day, as it was an important stepping stone into one of the most whimsical, creative and fun spin-off franchises ever made. The developers did the best they could for the most part with the limited tech they had at the time in order to create a kart racing experience like no other, and it deserves all of our respect for spawning way more uniquely fleshed out iterations of this idea later down the line. And, fortunately, this is the only particularly bad entry of the entire series, so it can only go up from here.

I knew this game as Sonic 3d Flickies Island.

Which is fine by me tbh, cause a blast it wasn't so much lol

Foxy and Puppet see through your Freddy mask but Freddy himself doesn't. This is the funniest game ever.

Has anybody ever talked about how bad these character animations and sprites are? Not only are they hilariously disproportionate when they don't need to (I understand scaling up characters like the mfers from Toy Story but why the fuck is Moana that much bigger than Elsa??), the animations themselves try to be smooth with all the tweening but just come across as horribly stiff and unnatural most of the time with the overusage of the ease-in-out and the lack of assets for the different body parts. And what is going on with the death animations? Some of them aren't even acting as if they've been killed or knocked out.

Not gonna lie, though; the main menu music is a TUNE.

Tanks and Laser Hockey >>>>>> Every other minigame here

There's no denying how impactful Undertale was from a lot of its aspects, if not all. From its effortlessly charming characters to the way it played around the well-known JRPG tropes, it's a massively beloved title for all the right reasons. So there wasn't a lot to expect about a sequel being able to follow up to the success without feeling like a rote rehash of the aspects that made the first game so amazing to begin with. Fortunately, Deltarune: Chapter 1 is way more than that.

Deltarune: Chapter 1 sets itself up from the beginning as a direct antithesis to Undertale, starting up with a character customizer only to completely discard your customized character once you finish, before telling you that you don't choose who you are in this world. The whole point is "your choices don't matter", as unlike Undertale, here, you'll just get to the same outcome regardless of what you do in every situation.

While Undertale played around the JRPG tropes and even turned them around their heads more often than not, Deltarune: Chapter 1 plays with all of these tropes in a completely straightforward way. This puts the latter back in familiar territory, which is a bit baffling considering how well the former stood out from the rest with its unique ideas, but Deltarune: Chapter 1 has its own little perks that help mold an identity of its own; namely the way, depending on your choices, you can get different and entertaining approaches to the same inevitable outcome.

The game also introduces a few mechanics to improve over Undertale's gameplay, and most of them work well. Having 3 save files instead of only 1 is nice, the running feature should've honestly been in the very first game, and the Defend feature is a good way of getting TP at the expense of a turn. The only mechanic I'm torn between (mostly in terms of execution) is the one involving more than 1 character in your party. It's a nice feature on paper, but having all the three characters act on the same turn marginally lowers any risk of loss (whereas I got a significant amount of Game Overs in Undertale, I got a grand total of zero Game Overs here, which says a lot).

In terms of story and characters, Deltarune: Chapter 1 isn't that much of a game changer; you got the mysterious world with a prophecy of a human and a monster that just so happen to eventually come to save the world (the chosen ones); nothing revolutionary. But hey, there's some excitement to be found around how this particular Dark World is built and the characters that inhabit it. The particular highlight here, though, is Susie. She starts off as an apathetic school bully who couldn't give less of a shit about the carnage she provokes, but once she eventually joins "the bad side" and has a lot of fun with Lancer, she forms a bond with him and learns to be a lot more empathetic and understanding by the end without giving up on her signature rough 'n' tough attitude. It's a very compellingly crafted character arc that we see and feel happening through the dialogue and interactions the characters have along the game, and all without mentioning her and Lancer's antics are really fun to watch especially when they're together.

And the soundtrack, of course, is just as strong as the predecessor if not just as memorable; using a lot of the leitmotif formulas from Undertale but with its own catchy tracks. Not much to say here; I like it.

Overall, Deltarune: Chapter 1 isn't particularly able to live up to the masterfulness of its predecessor, but that's okay. Because if this chapter proves something, it's that Deltarune isn't Undertale, but its very own thing. And I respect that.