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Stiff controls, punitive collectible system, and dark distance culling make this a pretty forgettable platformer. All of the levels are spoofs on genres of TV and movies, and Gex repeatedly makes dated-at-release references like he's Bubsy Bobcat.
Gameplay is in theory well rounded, but controls, hitboxes, and annoying collectible hiding places make the experience a chore. Several minigame levels are repeated with no changes to hit their 50 Remote target.
I will give them the costumes for Gex in each level, they're cute and often have unique gameply functionality.
The story sees Gex entering the TV worlds to collect Remotes and rescue a new partner character, Agent Xtra, portrayed by a Baywatch actress/Playboy Bunny. The 90s, amirite?
My gaming curse forces me to play and finish every nostalgic 3D platformer I can find, but you should skip this one.
An excellent skate game with an ever evolving series of combo extenders. The controls take some mastery, but become buttery smooth by the end.
I wish I'd known that you can let go of the stick to trick out of wallrides earlier, I made many gaps nail-biters instead of smooth rides.
The Adventure Time-esque artstyle was an interesting choice, but worked great for route clarity and the positive vibes the game is putting forth. Definitely a massive upgrade from the original Olli Olli's grungy, extra lo-fi pixel art.
Lots of extra challenges to extend playtime, as well as some DLC that looks solid from what I can tell. I'm moving on through my backlog, but I'm tempted to come back to Radlandia someday.
English voice acting is a bit clumsy, and the level collision is occasionally a bit wonky, but there's a bunch of charm on display, and the artstyle is strong and coherent.
A cute, short 3D platformer. Twice up the tower, once learning the mechanics, then again with a harder layout. A short boss fight and you're done.
A pleasant afternoon game, the music is relaxing and the vibes are decent, but there's nothing too involved happening here
A short interlude between Tools of Destruction and A Crack in Time. The pirate environment is well realized and the Grapple Wrench is a good addition, but this one's a real stripped down affair. A great afternoon game if you're a Ratchet fan, but definitely not a marquis title in the franchise.
A fun romp for the Lombax and droid, a solid visual upgrade from the PS2 classics. The story is starting to take itself more seriously here, which may be good or bad for you: seems like we're about to lean hard into "destined heroes" tropes.
Emperor Tachyon is the worst villain we've had in the series so far, uninteresting and un-entertaining. The gunplay is all good fun, aside from maybe the 6axis-tilt tornado gun. Platforming collision felt a bit awkward in places, but was pretty solid along the critical path. The space pirates are a good addition to the series, I expect they stick around in the sequel, Quest for Booty.
Pretty slippery 3D platformer. Lots of cute ideas and a solid world to run and jump in. Missing a fair bit of polish in places, but an enjoyable few hours.
The main campaign has some tough parts here and there, but the base game is a smart, well made romp through colourful and gorgeously realized locales. If you want to collect everything the game has to offer, however, you'll be in for the long haul.
The costumes are all good fun, and the simple story is written with some solid character arcs, especially for Cortex and Tawna.
Aside from the clear love for the original trilogy, there are plenty of easter eggs and nods to Crash's non-Naughty Dog outings.
If you're trying to collect everything, many of the game's hardest collectibles are gated behind completing levels without dying once. I burned out in the final world, but may be back someday to close it out.
A charming surprise for the 6th anniversary of Celeste. The controls are mostly solid, but the game was made in about a week, and sometimes is a little fiddly (mostly when climbing around corners at an odd camera angle)
Aside from that, it's a lovely little 3D platformer with big Mario 64/Sunshine energy. There are 30 total strawberries to collect, I found 26 in just over an hour, including the difficult cassette level under Badeline. I found a guide to help find the last 4.
A charming throwback 3D platfom with a frog-tongue grapple-gun. The gameplay is solid, and there's a lot of great ideas, but there's a few big annoyances and spots that lack polish.
Depth perception is the biggest issue: the camera FOV and flat pixel lighting make telling where something is over a pit very tricky. Your character does have a drop-shadow icon like in Crash 4, but it does little to help when grappling between small objects above the void.
There's an aiming reticle that will turn red if an object or wall is within grapple range, but it seems to be calibrated a bit further than the actual range. Some long distace grapples will fall just short despite the red indicator, or while lining up a midair grapple, you'll have a red indicator and shoot the tongue helplessly just above where you think you're aiming.
The bosses are also slow and repetitive, though the final boss rush is a meaty challenge going for the no-death gem.
I was going to 100% complete the game, but it would require an extra hour or 2 of grinding coins after collecting/beating every other challenge to buy all the artwork in the hat shop. I'm satisfied with completing all gameply challenges, but will forever be stuck at 92% after buying all the hats and cutting my losses.
On the positive side, the game oozes charm and has a strong visual identity. A lot of the unique mechanics and enemies are interesting and used in varied ways. The speedrun timers can get pretty tough if you want the expert time medals, requiring careful thought of grapple points and potential shortcuts.
I found aiming on the fly to be tricky sometimes, but the game does offer an aiming laser if you're grounded, and the option to lock your frogun to 45 degree turns.
I recommend the game, but if you're after a full 100% clear, be ready for a bit of a slog.
6
Great vibes and art, but the controls are a bit stiff and take a while to unlock anything more than a slow run.
Some of the puzzles are pretty good, but certainly not all of them. The creature designs and animations are good, and the story takes a comfy backseat to the world.
A 3D metroidvania styled like a lost N64 game. Lots of very cool stuff here. There's a lot of advanced movement you unlock, as well as some sneaky techniques for speedrunners. The castle is a surprisingly large and varied game world, and the layouts are tight and interesting. Combat is clunky, but often unnecessary. I spent 6 hours to finish the game, including at least 90 minutes of being full-on lost. The final boss is a bit rushed, and the lore seems mostly a suggestion, but the gameplay is excellent.
Very cute, very repetitive. The writing, characters, and art are delightful, but the only real gameplay mechanic is fetch quests. I had a lovely first hour, but the other 2 were full of slow backtracking. If movement were more interesting, I'd be more enthusiastic, but there's still a charming world here if you're looking for a chill time.
The original Woodle Tree is an incredbly simple 3D platformer, which seems like a published student project. This sequel keeps the simple gameplay and square levels, but builds a quite enjoyable romp through a large, open world environment.
Gameplay is straightforward, and combat is dull, but the act of running around a massive level finding collectibles and unlocking simple powerups was pretty fun. There's also apparently local co-op, though I haven't tried it.
My Steam library shows I 100% completed the original Woodle Tree in 50 minutes. I spent 17 hours in Woodle Tree 2 doing the same, and had some good clean fun.
A beautiful dark fantasy world with interesting but clunky gameplay. There's a lot of neat ideas here that are only half executed.
All of the wind-based mechanics are neat, but combat plods and 100% completion is a chore.
Voice acting is mostly fine, but you can tell that the lines were recorded out of order, so some line reads are completely decoid pf context.
Worth a look if you like 3D platformers. Otherwise skip it
It's a sizeable game for its era, collecting everything took me 15 hours. The world design reminds me of Rayman 2 or Tak and the Power of Juju - dream-like painted textures in a lush world.
A much improved Smash-like with Spongebob and friends. The fighter mechanics for the cast are better balanced and more interesting across the board fron the first game, and the single player mode is pretty expansive and a nice on-board for beginners into the competitive mechanics.
If you're looking for a fun party game, you've got it, but just like Nintendo's offerings there's a lot of smart design and gameplay depth for players to dig into. The online play has been solid in my experience, with responsive rollback netcode.
Glad to have the voices in the game from the get go, there's plenty of lines for all the fighters and some side characters to flex their chops.
The central gimmick - the N64 microphone - grows tired quickly, and is frustrating to use effectively. There's a cute nostalgic adventure here for you and pikachu, but it's buried in an awkward format.