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Showing posts with the label 2010's

Ori and the Blind Forest: Definitive Edition

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When I first learned about Ori, I was thoroughly impressed by its art style, but was actively disinterested in playing it for a couple of reasons. First, it was only on Xbox, a platform I had no access to at the time. Second, I knew it was a Metroidvania and my only experience with the genre thus far was a frustrating DNF of the NES original Metroid. Neither of those original roadblocks persist today, and I suddenly found myself very excited to give this series a try. After talking about it with my brother, he scrounged up a copy of the two-game collection for me to borrow, and I ended up buying both games within the next few days. While I wasn't head over heels for it like I was with other big-name Metroidvanias, I had a lot of fun with Ori and the Blind Forest and I was a big fan of its unique approach to genre staples like upgrading your character. Starting with a semi-interactive cinematic, Ori and the Blind Forest puts you in control of a little light spirit named Ori as he gr

Hollow Knight

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I bought Hollow Knight shortly after it was released on Switch because I had heard good things about it, and the screenshots all looked beautiful. I don't think I actually knew it was a Metroidvania at the time, and I never got around to playing it anyway. I'm glad I waited though, because my experience with the Metroid series helped me to appreciate it way more than I would have back in 2018. I've developed a patience for difficult boss fights and backtracking that I didn't have seven years ago, and now I'm excitedly exploring a vast and rewarding array of Metroidvania games. I would consider Hollow Knight the hardest I've played yet, further convincing me that I wouldn't have liked it very much when I bought it, but the payoff for my dedication to mastering its combat and traversal mechanics is enormous. Hollow Knight starts by dropping you on the very edge of its world, controlling a little bug warrior known only as "the knight." Like any good s

Fire Emblem Heroes

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I stopped playing Fire Emblem Heroes around the same time I stopped participating in the Microsoft Rewards program. Those two things were starting to take over all of my free time, and I needed some reprieve. While I have a history of gacha-style games latching themselves to my daily routines, I foolishly didn't expect this one to manage that. I've never been able to get into tactics games before, and I assumed the same would apply here. In fact, the only reason I started playing it was for the My Nintendo rewards points! However, the game's story and the greater Fire Emblem lore that it draws upon started drawing me in, and before I knew it, I was hooked. Now, while I'm shelving Heroes, I have a new, genuine interest in trying out some of the mainline games. For an aggressively monetized mobile game to be the thing that finally helped me enjoy the tactics genre, it must be doing something very right. Part of that may be its simplicity. In other tactics games that I'

Celeste

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Celeste really surprised me. Having played the PICO-8 original first, I thought I knew what I was getting into, but there is so much more to this full-fledged release. Of course, the precision-platforming challenges were carried over, they've just undergone some impressive growth and are no longer the sole focus of the game. I'm not usually a fan of punishing difficulty in games, but Celeste never held back and I ate it up. The whole experience felt incredibly rewarding, both in terms of my personal growth as a player and in regards to Madeline's growth through the surprisingly emotional narrative. Madeline is the player character and the protagonist of Celeste. Seemingly in the hopes of achieving a sense of peace and clarity during a difficult time in her life, she sets her mind on climbing to the top of Mount Celeste. Along the way, she encounters a colorful collection of characters that inadvertently help her understand better the real reason that she's on this jour

SPACEPLAN

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While browsing the Google Play Pass library, I noticed SPACEPLAN and was intrigued by how much it reminded me of Universal Paperclips . That game surprised me from start to finish with absolutely everything it did and remains one of my favorites to this day. SPACEPLAN, while reminiscent of Universal Paperclips in its structure and premise, doesn't quite live up to the game I wanted it to be. However, it had some surprising moments of its own and was still definitely fun enough to finish. SPACEPLAN is an idle game, but it separates itself from the pack with its higher degree of interactivity and its story. You're stuck on a ship in space with only the ship's AI to keep you company. While you obviously want to get home, you're not sure how, and you wouldn't have the resources to get there, anyway. What follows are your attempts to solve those problems with the help of the AI, resulting in a weird time-traveling, dimension-hopping, planet-exploring journey. All the whi

The Fancy Pants Adventures

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As a young kid playing Flash games on my grandparents' computer, I had a few staples I liked to return to. I loved the feel of the Fancy Pants games, and they earned their status as a staple in my catalog, but I was never any good at them. I could tell that there was something good there, but I never had the coordination to make it more than a couple levels into either of the first two games. Thankfully, I have gotten a little better since then, and with the entirety of the first three games available within The Fancy Pants Adventures package, I finally had a chance to redeem myself. The Fancy Pants games are what I like to call momentum platformers. Like the Sonic the Hedgehog series, much of the gameplay revolves around building and maintaining momentum in order to efficiently traverse the levels. There are plenty of times when the games force you to stop and act with a little more precision, especially when it comes to the combat, but most of the time, you'll just be going f

Hyrule Warriors: Definitive Edition

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After finishing Xenoblade Chronicles 3 and Future Redeemed , I knew my next big commitment was going to be Tears of the Kingdom. However, there was still some empty time to fill before I actually got the game, so I needed to find something shorter to play for a bit. The Zelda itch was strong, and I didn't have time for something like Skyward Sword or Wind Waker, but the story mode of a Musou game? That was far more plausible. I had been clinging to a deep curiosity about the original Hyrule Warriors since it first released on WiiU, and with this short window of free time, I finally decided to play it. Taking so long to commit to trying it might have even have been to my benefit because I got to play the Definitive Edition. This came with all of the extra content from the previous two releases, plus a few QOL improvements that made the whole game a lot smoother of an experience. There is so much content in Hyrule Warriors that you could play for hundreds of hours without seeing eve

Pushmo

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Pushmo was always on my radar as an interesting Eshop title, but I ultimately ended up getting both of its 3DS sequels and never actually Pushmo itself. The closure of the Eshop pushed me to finally play it, and like its successors, it's a great mix of puzzles and platforming. I like to think that Pushmo is someone's answer to the question of what would happen if a simple puzzle was made to be the size of a house? Instead of solving these brainteasers with a pencil or a stylus, our protagonist Mallo must push, pull, and climb blocks using his own raw strength. What results is a cute puzzle game that stands out in a genre mostly known for purely logical, flat experiences. Pushmo tells you right away that it isn't going to be like those other guys. Instead of a simple tutorial,  it treats players to a little story that establishes the importance of Mallo solving every puzzle. The puzzles in question are explained to be a type of theme park attraction that little children enjo

Yoku's Island Express

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Ever since I was a little kid, I have loved pinball. I loved playing real tables in arcades, Space Pinball on my grandma's computer, the myriad of Gameboy pinball games, and especially the battery-guzzling mini table I got at a garage sale. While I'm not playing pinball in any form as often or as intensely as I used to, I still love it. That, along with my newfound appreciation for Metroidvania games, made Yoku's Island Express very intriguing. Combining search action with pinball mechanics, this ended up being one of the most unique indie experiences I've played recently, and I loved it! Playing as the little dung beetle Yoku, your job is to take over the mail service of a small island whose previous postmaster is retiring. This might be a pretty daunting task for a little beetle, especially one inexplicably chained to a heavy ball, but the island is surprisingly well-equipped with dung-beetle-accessible transportation. While the hills may be steep and the hallways con

Amazing Katamari Damacy

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I had not even finished Katamari Damacy REROLL yet, and I was already looking for more. That game was excellent, and if I have self-control issues with anything, it's video games. Now, Amazing Katamari Damacy was delisted a while ago, but I downloaded it for a bit when it was still around, so I was able to flick through my Play Store library a bit and download it again. When I first tried it a few years ago, I had no background in the Katamari series and didn't end up playing for long. I figured that this time around would be different since I was familiar with the mainline games, but I ended up dropping the game just as quick as the first time. Turns out, in stark contrast to its source material, I find this game to be pretty uninspired. Amazing Katamari Damacy is a score-based runner. While the genre has been done to death by now, there's still room for innovation and excellence, especially if you are true to the property that the game represents (*cries in Spider-Man Unl

Katamari Damacy REROLL

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I thought I knew what I was getting into when I started playing Katamari Damacy, but I was wrong. Before I booted it up, I had the idea that this was going to be like one of those games where you eat everything smaller than yourself in order to grow and eventually be big enough that you can consume absolutely everything (which was pretty much right). I also expected that to be the game's focal point (which I'd now argue is pretty much wrong). It was once I heard the first "NAAA NA-NA-NA-NA-NA NA-NAA" of Katamari on the Rocks (the game's opening theme) that things started to shift in my brain. Now, while Katamari Damacy's gameplay is unique and quite excellent, it's clear to me that everything else, the art style, the music, and the story, is what actually makes this game as exceptional as it is. Katamari Damacy sees you taking control of the young Prince of All Cosmos as he rolls up objects around Earth into big balls using magical devices known as katamar

UNO

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It can be a difficult thing to convert a fully physical game into a digital format. Questions like how to keep players' cards hidden from each other on a shared screen or how to handle house rules can stop a great tabletop experience from being a great videogame. While concessions were certainly made with Uno, I think the developers did the best they could with the options available to them. The problem is, the best part about Uno is the banter across the table as you play, and that will never come easy to a virtual adaptation. Just about everyone I know has played Uno (the physical version) multiple times before, so I'll spare you a rehash of the rules. Instead, I will say that whatever rules you've played Uno by in the past, you can probably recreate that same ruleset in this digital version. That was one of the most delightful surprises for me when trying this game out for the first time. While the official rules of the card game are faithfully implemented in this digita

LIMBO

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I wouldn't necessarily consider myself an expert on video game history, but before Shovel Knight made indies mainstream, I credit games like Limbo for putting them on the radar in the first place. In an industry increasingly dominated by big-studio, big-budget, big-name titles, it was notable for a game like this to break out from the noise and find widespread acclaim. I didn't end up playing more than the first few chapters when I originally bought it on PC, but I've never had enough time to dedicate to PC gaming in the first place. Once I bought the game on my phone though, that was a different story. Thanks to the portability and generous checkpoints, I could pick up and play for minutes at a time, slowly working my way through Playdead's dark world. Limbo is a game about a boy trying to find his sister. The plot leaves a lot of room for interpretation beyond that, but to avoid giving anything else away, I'll just say that I was surprised, then confused, and fina

Celeste Classic

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It was only a few days after Christmas and I was exploring the capabilities of my new retro handheld. I had already experimented with the usual emulation and native-run games, so I started to dive deeper when something caught my eye. A few years previous, I had learned about PICO-8, a fantasy console that interested me, but that I had never gotten around to doing much with. Casually listed amongst the consoles my new handheld could emulate, PICO-8 sat ready to bid for my attention once again. This time, I couldn't resist the invitation, so I downloaded the only game for the "console" that I knew off the top of my head and I didn't put it down until I had beaten it. The original Celeste game is a short, yet challenging, precision platformer. Your goal is to scale a wintry mountain through thirty stages of increasingly complex platforming challenges, mastering your full array of movement capabilities along the way. You'll encounter walls to cling to, gaps to clear,

Galaga Wars

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I absolutely love the Galaga series. The gameplay is deceptively simple and incredibly rewarding. Every once in a while, I'll check the Play Store to see if there's finally a good way to get my fix, but I'm always disappointed to find that Galaga Wars is still the only option. I recently decided to give it another chance and it immediately reminded me why I stopped playing so quickly the first time around. Galaga has had some amazing mobile releases in the past, like the Tekken crossover, or the 30th-anniversary collection, but Galaga Wars fails miserably at meeting any of the standards set by its predecessors. The saddest thing about this game to me is that it actually has the foundation to be a pretty great mobile interpretation of an arcade classic, but someone decided that intrusive ads and predatory micro-transactions were more important than the integrity of the franchise. It's almost unbelievable how many ways they try to squeeze something out of you. Even the ve

Little Inferno

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Brought to us by the talent behind World of Goo , Little Inferno manages to capture the same demented, yet emotionally complex, style of entertainment again. I'll be honest, it was because of that pedigree that I first bought the game for my iPod Touch , and despite going into it blind, I had a great time from start to finish! Fast forward nearly a decade and I'm starting to crave the games of my childhood again, with Little Inferno at the forefront of that nostalgia. While I could say it was to be as true to my original experience as possible, I actually whipped out an old iPhone 4S to play this because I was too cheap to buy the game again. I'll need to repurchase it eventually so I can play that awesome new Christmas DLC, but the iPhone was good enough for now. Little Inferno is a game about burning your stuff, buying new stuff, and burning that too. In an effort to throw a rug over the constantly worsening climate crisis right outside your door, you receive a Little

Tomodachi Life

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As a loyal Club Nintendo member, I received a special download code for the Tomodachi Life "Move-In Version" in my email before the game launched, giving me an exclusive, early taste of the eclectic social simulator and securing my loyalty in an instant. It felt so special to have that opportunity, and I actually genuinely enjoyed the demo, so I ended up pre-ordering the game and becoming massively invested in it for a few months. There was something about watching those little Miis live their lives and form relationships with each other that felt so fulfilling, and I loved the uncanny humor that tied it all together. Eventually, I squeezed just about as much as I could out of the game a few times over, but for a long while, I was having a blast. Tomodachi Life offers an island full of amenities and asks you to populate it with Miis, giving you the means to create a new islander at any time. You can customize a Mii's appearance, voice, and personality, allowing you to