Three star February is go!
8. Tomb Raider Remastered ★★★
What a fascinating game to finally play in full, back in the day I'd ran aimlessly around the first stage and tutorial manor multiple times, but never actually truly played TR.
So this had been on my to play list for a long time now, the recent trilogy remaster offering the perfect starting point.
TR is a game that's simultaneously aged better than it's often given credit for, while paradoxally, has in fact aged in some of the ways it's often critiqued for in the modern day.
Playing with tank controls is still the way forward, with the completely unexplained and camera warping modern controls added to this remaster doing more harm than good unfortunately. Still one can adapt to the tank controls quite quickly and it doesn't start becoming much of a problem until later stages start getting a bit tight with the movement.
The same can be said for the overall gameplay, not to say it starts at the peak and ends as a dud, actually a lot of the game's later stages have some strong level design in places, but the emphasis on janky combat with tougher, spongier foes, alongside a ton of gotcha traps of instant death, can make late stage TR a bit of a mission to endure, but it's worth it.
The game's groove is definitely in the midgame, which balances most of the various elements that make up TR well. Tomb Raider's platforming plays by specific rules which as it turns out was a pretty clever way to do early 3D platforming, with the maps effectively being a grid system of sorts, on paper this means you can nearly guarantee how jumps will turn out, well almost, there's still a fair bit of early 3D jank in play.
Level design is damn impressive for how early into the 3D era this was, lots of looping and layered maps, even when I was getting frustrated by "lmao BOULDER" moments and more slow block pushing than should be allowed, I'd always remain engaged by the overall stage design.
That said, it was trying my patience a bit near the end, it's hard not to save scum because each new room starts feeling like "right, how am I to suddenly die this time?", I aimed (and succeeded) at keeping under 86 saves which apparently was a PS1 memory card limit back in the day, a nice accolade though I'd have saved myself a lot of grief by just saving a lot more.
The remaster itself is unfortunately a mixed experience, modern visuals can be far too dark in some areas and there's a recurring issues where key items or wall switches can be so hard to see that you have to flip to the OG visuals like a pseudo detective vision to reveal that you've been standing in front of a key for minutes.
Shout out to how well this game handles swimming, dunno why early 3D games like this and SM64 had this figured out from the jump only for the entire industry to regress but oh well.
9. Mario vs Donkey Kong ★★★
Now for a different flavour of puzzle platformer.
My sheer hunger for any new DK content has led me to this, a game which I always knew was gonna be one of the most seven out of tens to ever seven out of ten.
And yep, here it is, a perfectly well made and polished puzzle platformer.
The original GBA game had actually escaped me, so this was all new, though having played its DS touch screen focused sequel and its GB predecessor, I had a good idea of what I was in for.
Despite not playing the original, I feel pretty confident saying that it suffered from the GBA's limitations on pre rendered visuals and audio, so this switch release is an absolute leap in both departments.
Oddly it feels like a step back in ideas to the GB Donkey Kong, maybe, it's been a while since I played that. A lot of emphasis here is one the trio of red, blue and yellow switches that swap out ladders, blocks and such, maybe a bit too much.
I do like how you build up to a lemmings like stage per world of guiding the mini mario toys you collect each stage, it adds a nice capstone to each world alongside the DK boss fight.
Now really, I'm not quite finished because despite rolling credits, it turns out this game has pulled a SM3D Land with its post game (or should that be 3D Land pulled a Mario vs DK GBA?), and each world has a second version that actually merges the mini mario escort (now only one Mario) with the base game's get the key to the door formula. I can't help but feel this game could've really used a level editor like its DS sequel had, this really stuck out to me as the two new worlds for this version of the game had elements that very much reminded me of Super Mario Maker 2's 3D World mode, but I suppose in a world with SMM2 then it's not like a big selling point.
As well made as the game is, it doesn't inspire much excitement in me, despite the title placing Mario and DK on equal billing, this is very much yet another Mario game, a spiritual successor the DK arcade lineage sure, but you know, even those games are basically just more Mario-verse. DK exists as boss and nothing more, the stage gimmicks and enemies mostly hark to Mario series tropes with only a few nods to DK Jr really making me think of things more DK flavoured.
In a sense it's fun to see that Nintendo went back to Mario and DK's shared lineage and kept it going, even into diminishing returns march of the minis hell, it just can't hope to match up to the platforming of mainline mario or DK.
But damn that's a nice DK character model, he has so much charisma, Mario could never
10. Penny's Big Breakaway ★★★
If the above platformer is a perfectly safe and polished seven out of ten that's just like "sure, whatever" to me, here's the other type, a scrappy, rough around the edges title with higher highs and lower lows that inspires more of a reaction in me, one of frustration unfortunately as Penny's big break somewhat stumbles out the gate.
I don't exactly take joy in knocking this title, I actually had HIGH hopes, like potential top 5 of the year level high hopes. A brand new 3D platformer from the team behind Sonic Mania? entire mechanics built around the central yo-yo gimmick that adds an in universe touch to every move in your arsenal? that's my jam!
Alas, this is the glitchiest game I've played in some time, falling through the floor in the tutorial stage mere minutes into the game was a grim sign of things to come, this game shadowdropped and I really think it should'nt have, it's come in hot and amounts a lot of small frustrations that add up.
On the positive side, the core of PBB is like glimpsing an alternative dimension 3D Sonic game, stages are linear yet open and with a lot of potential to use momentum in platforming, this also gives PBB an edge where it doesn't feel like a full homage and stands out on its own gameplay merits.
What I did feel though is that despite the strong base, even putting aside the glitches and finicky moments of control quirks and lacking feedback, the game's stages are pretty hot and cold, and that cold stretch places itself in the mid game where gimmick wise it's spinning its wheels.
I also think that the game is too generous with mid air movement options, it has a touch of that Mario Odyssey like ability to flex on gravity, except in a more linear environment that makes it far too easy to bypass entire stretches of levels and not have to try particularly hard to do so, leaving an odd feeling that the game is arguably at its best when using these tools yet using them can negate a lot of the craft and leads to that sense of sameyness that permeates a chunk of the game.
I was happy to find the final few worlds managed to step back up and become more engaging, overall though while I had hoped for the next 3D platforming showcase, I got something that was more like one of those decent but not standout N64 platformers, you know, like your Chameleon Twists and the like.
I'd definitely say for people to wait for some patches and/or a sale, I dove in blind, I was that hyped, but I do feel a bit burnt.
11. Splatoon 3: Side Order ★★★
You get a rouguelite, you get a roguelite, every franchise gets a roguelite!
It's a pretty malleable formula and one Splatoon adapts to pretty well, just not quite enough to be a true contender for just one more run.
Following on from the order concept that lost out to the anarchy in the final splatfest of Splatoon 2 that ended up determining the theme for Splatoon 3, the roguelite here takes place in an intentionally sterile techscape, and since this is Splatoon, even that concept gets given enough pizazz to stand out.
The structure involves a pretty expected run of challenge rooms, thirty floors with a boss at 10, 20 and 30, said rooms utilise a small batch of options (close the enemy spawning portals, protect the splat zone, guide a tower etc) in mini arenas full of varying elevation. The enemy variety is fairly lacking, I can't help but think they could've cribbed some existing enemies from the single player and especially the horde mode salmon run to flesh out the roster.
The tricky thing about single player modes in Splatoon is that not all weapons, specials and sub weapons adapt well outside their multiplayer origins, and this can be a fiddly issue for Side Order, my runs with the charger (a sniper lite) and the roller (a melee weapon designed around close range one shots now in a mode with enemies that mostly resist one shots) felt inherently awkward at times.
I beat the mode on my sixth run with the octobrush, as much as I love the umbrella in style, my skills always lie with the brush. As always Splatoon's story beats manage to be more engaging than they should be, why am I so into this squid lore? always up for more Pearl and Marina content and the mode ends on a solid enough high.
I started a bit down on the mode, it won me over, perhaps not enough to really warrant throwing an extra £20 onto Splatoon 3, still it's fleshed out the pretty robust content of the game's offerings further and you really just don't get many shooters with this much going on anymore.
12. Helldivers 2 ★★★
I'll be quick with this one, it's a solid excuse for 4 friends to get together and shoot bugs n' bots, it's not doing much I haven't seen in numerous other games of this structure and I'll fully admit that I'm not quite sure exactly why this one has blown up so much on the internet.
On the other hand, a AA (I think) playstation title having such success is something this industry and sony could really use right now, so ultimately that's a win.
Functionally the gameplay is on point, it's a bit of a slog grinding out the new abilities with a limited amount of standard weapons, I enjoy it enough with friends, I just wouldn't bother playing with randoms, it doesn't have its hooks in me nearly enough for that.