A decent sense of speed with maniacal track design and near flawless drivers. Visually inconsistent style that just highlights the problem areas. Music that is in the right genre but is somewhere between lacking and outright horrifying. I had high hopes for Future Aero Racing S Ultra, but instead i'll be playing more Fast RMX.
This is a system where crowns make the world go round and everything is replaceable, for a price. The breadth of dialogue, world-building paragraphs, and light agency in storytelling let you build the world according to what you hear. It's a world I want to dive into again and again, even if I know this incarnation will be just as taxing.
The addition of rewind and save states lets newcomers experience them without having to beat their heads against the wall. Even better, the tome of special features and developer interviews shows a devotion from Blizzard to make this collection a true historical document that too many classic game collections lack. Even for those who haven't played the originals, this is a package I'm happy to recommend to anyone.
Curse of the Dead Gods could have easily been an also-ran to solely capitalize on an upcoming release that has a lot of buzz (think Antz to A Bug's Life). Instead, I've been greeted with a roguelike that, while definitely sharing DNA with other dungeon crawlers, has enough interesting backdrops with a few neat combat ideas to make it its own. Curse of the Dead Gods' unique features don't all hit dead-on, but what's here is a game that while not as refined is still plenty of fun in its own right.
It won't win any awards for its visuals and could certainly do well by limiting battling. That said, it hit the mark with tranquil digging, incentivizing crafting with small goals in its missions, and gradually pushing you along to explore the wider world around your starting grounds. If you like your crafting but want a guiding hand for your experience, Aground is a good place to start.
Colossus Down features a grating protagonist going on a childish, fury-fuelled rampage, one with a wide set of levels that don't have any throughline other than her being inconvenienced. The neat aesthetic can't cover for shoddy-feeling combat and ill-instructed puzzle segments that sadly are further bogged-down by an endless stream of blathering by Nika, who has an infinite store of smugness. With so many great brawlers on Switch old and new that include sound fighting, killer soundtracks, and charming characters and worlds, Colossus Down should stay in the scrap pile.
Its systems are light enough to not be overwhelming, and even if they become too much for you, a well-defined tutorial does a good job of holding your hand as you get a grasp of things. The core problem and one that brings this down from a great game to simply fine is just how little control you get over actual launches. If there was more agency in that side of things, then this would be a no-brainer recommendation.
Grindstone is an example of a game which hits all the right notes and keeps up a quality in gameplay throughout that many struggle to maintain. The divine gameplay mechanics give a wonderful sense of control in spite of the randomness of how enemies fall, and the inputs of buying equipment or using currency to give temporary boosts gives ample opportunity for improvisation if things don't go quite your way. I only wish there were more to play.
I like Monster Sanctuary for what it tries to accomplish, I just wish I liked the execution as much as the concept. I could see the threads of its attempt weaving into a better cohesive whole, but instead each different ingredient feels incomplete or misses the mark of what makes each genre it pulls from so compelling. There's still fun to be had if setting expectations right and wanting a unique twist that is no muss, no fuss, but I was hoping for more that Monster Sanctuary wasn't quite there to give.