Author Topic: 52 Games Challenge 2026!!!  (Read 102570 times)

Re: 52 Games Challenge 2026!!!
« Reply #195 on: March 17, 2026, 04:51:00 pm »
9. Just Dance 2024 Edition - Dance with the Swan Story mode

Compared to the story mode in Just Dance 2023 Edition, this is essentially same thing, different time. See here. This story mode just has a couple of songs that I don't like as much. (Thankfully, the other songs in 2024 Edition do include some bangers.)

2025 Edition doesn't have a story mode anymore, so I'll just be counting those as endless games that I see as ineligible for this challenge. Reportedly the developers stopped doing it because they felt it wasn't working that well. Which I agree with, but with 2024 Edition, that leaves the story on a bad note with the villain winning, which I find hilarious.

That's it really. I'm working on games with more legitimate campaigns, I swear, those just take a little longer.
Huge Nintendo fan and hobbyist Nintendo collector.



Re: 52 Games Challenge 2026!!!
« Reply #196 on: March 18, 2026, 09:08:56 am »
22. The Simpsons Game [PS3] - finished March 17th, 2026





SPRINGFIELD'S PUZZLE PLATFORMER IS A "WOOHOO" AND NOT A "DO'H"


Perhaps the funniest Simpson's episode since the launch of the Simpson's Movie comes in the form of a quirky action platformer with puzzle elements. It is a window into that perfect transition era between CRT and HD.  And ushered in a new Era of Simpsons gaming. And it hits far more than it misses.  It also just hit me.  We really havent gotten a Simpsons game since.  What gives? Lol.


"What about when Xbox 720 and Playstation 4 release. We'll be the obsolete game then".  Ah little Lisa. How wrong you are on all counts lol. They'll always be a nerd to play the old stuff. It is jokes and humor like this that not only transport me to the time period of pre 2010s gaming (pre retro boom) but also self aggrandizing the franchise itself.   The plot centers around exactly what I have been referencing. The simpsons game is a game about games themselves. It all begins when Bart finds a strategy guide for the simpsons game (complete with EA branding and picture accurate cover art) and becomes sentient to the fact that he's in a video game. The more he interacts with levels the more he begins to effect the game engine and cause issues with the actual springfield where he lives. All 4 of the family members constantly breaking the 4th wall. Referencing the "creator" of the game. It's actually extremely Meta and thought provoking because the plot of a self aware game character enslaved by human imput has always fascinated me. It feels a lot like being God or something which has major emphasis on the games story as creator is synonymous with Both Matt Groening and God himself.

The game gets great mileage from it's self slander. And even poking fun at some of the more overused video game cliches while also using those same cliches.  Things like "enemy portals" and "pressure pads" and "double jump" are collectible cliches in which the loveable comic book guy is quick to tell you that your game is unoriginal as shit lol.   It's cute and fun.   And if you encounter a gaming cliche it is saved to view later as a hidden collectible.

The game even references other Simpsons games. Matt Groening saying "I didnt know they'd suck. I promise. If I did id never have put you on those cheesy grey squares. Id have licensed your faces out to dolls, plushies, socks, novelty underwear, backpacks, board games, and towels exclusively" I said the quote non verbatim but basically it's self aware on the hit or miss nature of simpsons games. The gameboy games being commercial critical failures and much more.  It is a fun insight into not only how the company was percieving this release (treading on muddy waters of medicority) but also in Matt Groenings sense of humor. I always love an artist who can laugh at himself.


The game's levels are pretty exciting and vibrant. One that stands out is the iconic homer based eating contest level as it makes the most use of Bart and Homers powers. Each character has upgradable powers. To what extent they can be upgraded is very limited and up to the games discretion but it's still great nonetheless. I personally find Lisa to be OP.  The depth of the game exists in its puzzles.  Lisa may need to move a platform to create a bridge ect.  Simple Ps and Qs kinda stuff.

Lisa - has the ability to transform into a methodical monk of cosmic properties using Hinduism to levitate blocks telephatically moving things to traverse landscapes and make the game possible at all.  When not doing that she can charge music itself to use a saxophone tornado to brainwash enemies to fight along her side but also shred them to bits to hypercharge blue eco which allows her to tornado again. It almost seems like she's a damn Wizard.


Homer - Eats grub to replenish his special meter which allows him to morph into a ball, a blob that shoots green projectiles and he can also inhale helium that allows him to inflate to higher platforms.  Homer is also very cool in moveset.  The homer ball can slam and bash through crowds of enemies. 


Bart - bartman makes up most of his special abilities. He can cape his way to long distances and essentially float. And he can slingshot a giant ball into enemies knocking them like bowling pins and the holiday lanes.


Marge - Political propaganda. She's Joseph Stalin.  Using power of spoken rhetoric to form mobs that do her bidding.  It's probably the hardest of the moves to master and I find her levels to be most repetitive and boring.  Marge's entire premise is to stop the famous game

GRAND THEFT SCRATCHY


This alone causes alot of 4th wall breakage, funny puns and humor centered around video game violence and hypocrisy as a whole. 


But overall I disagree with the sentiment that the game functions better as a epsiode of the simpsons than it does a simpsons game. I had a lot of fun with the colorful worlds within the springfield which also is loaded with collectibles to find.  The enemies, bosses and overall depth of the thing is vast for licensed game based on a tv adult cartoon.  It's extremely hilarious and a sentimental piece of when I used to bond with my brother over it.  It's the first Gen 7 game I ever played. So that will always have a place in my heart. That grows colder with age. And warmer with each shrink of the backlog.  Its a floating, balling, saxxing good time. And I really enjoy it!


Rating- 89/100
« Last Edit: March 18, 2026, 09:12:19 am by marvelvscapcom2 »





kashell

Re: 52 Games Challenge 2026!!!
« Reply #197 on: March 18, 2026, 10:08:47 am »
25. SaGa Frontier Remastered - Riki

I zoomed through Riki's quest. I always thought his was longer but I guess me knowing his route so well coupled with New Game Plus made things streamlined as hell. Since I used New Game Plus, Riki was already morphed into a stronger form (a Black Dragon) and he surprisingly held his own when he was fighting alongside Gen, Emilia and Lute. I made T260G my fifth party member for this route despite recruiting Fuse. As cool as it was to have a Monster in the party, I still can't get behind them. I understand their potential and appeal. But, I had to hold my breath each time I absorbed a new ability from a fallen enemy because I didn't want him going from a Black Dragon to something worse - a common occurrence for me. So, needless to say I'm glad this one is over. One more thing I have to mention: I was able to get the trophies for landing a 5-person combo and defeating Virgil in two turns. Up next is T260G and he's fully equipped to wreck everything in his path!

kashell

Re: 52 Games Challenge 2026!!!
« Reply #198 on: March 19, 2026, 08:21:26 am »
26. Exit 8

A quick download and about an hour or so later, another game is complete. I love games with a simple and engaging concepts like this. Other than some of the anomalies being hard to point out, this game really delivers with its simplicity. It's also eerie as hell. Something about complete silence in a Tokyo subway hall is unnerving. Then, toss in an Eternal Darkness-esque type of effect and you're left running the opposite direction. I can see myself going through this again just to see the other anomalies.

Re: 52 Games Challenge 2026!!!
« Reply #199 on: March 19, 2026, 02:26:50 pm »
26. Grand Theft Auto IV (PS3)

Having been at the right age when GTA3 came out, I remember my friends and I being obsessed with that game back in 2001 and 2002. My friend Austin and I specifically would literally stay up all night playing it and marveling at the amount of chaos and destruction you could cause in that game. It was also nice that the story and missions were also fun and interesting too. Of course, this love of GTA3 carried over into the releases or GTA Vice City and GTA San Andreas as well. However, it was GTA's leap into the next console generation that had me the most hyped and excited back in 2008 when GTA4 was released.


I've played and beat GTA4 numerous times, however what dawned on me last year was that I hadn't beat it since the PS3/360 were part of the current console generation. So yeah, it had been at least 15 years since I'd last beat GTA4. I somewhat blame GTA5 and the Read Dead Redemption games for distracting me from replaying GTA4, but regardless I decided this was the year I was going to return to this game. While it was never one of my favorite games, I always remembered mostly liking GTA4 and having a pretty good time with it. So when I replayed GTA4 again just now, I was definitely not expecting to find a game that felt far more outdated and annoying with than I had anticipated returning to.


For the most part, I do still enjoy playing GTA4. Most of my enjoyment of GTA4 happens within the first third of the game where I felt the story, characters, and overall plot of the game are at its best. I feel like the missions are also the best designed and thought out in the earlier portion of the game. I think a big reason for this is because the more GTA4 asks of you, the more this game's flaws become not just apparent, but downright frustrating. While GTA4 is definitely a bridge between old school 3D GTA and what we'd get in GTA5, for better or worse, it shares far more DNA with those older games. Because of this, controlling anything, whether it's the main character Niko or the vehicles you can drive feel stiff and unresponsive, but at the same time feeling almost twitchy to. You definitely have to adjust to this as you play, however in many of the latter missions where you are fighting many enemies is more complex or confined areas, or need to chase down a character on a motorcycle, the game's flaws are impossible to ignore. Essentially, you just have to get through these missions and hope you're not so pissed off that you'll just want to put the controller down and walk away. The same goes for the aiming, shooting, and cover system in GTA4. While it isn't terrible, it's so easy for you to take excessive damage or enemies to swarm you, making the cover mechanic almost useless. It's also too easy to take cover in places you don't want to, leading to you getting wasted pretty quickly on some of the harder missions.


I know that was a lot of negativity thrown at GTA4's gameplay, however, despite al that, I'd still say it's more fun to play than not. The sandbox of crime and mayhem is still present in this game as it was in the previous entries. Sometimes, it's almost more fun just to go on a massive crime spree than it is to complete the next mission in the story. I guess in a way, GTA4 excels at being a sledge hammer rather than a surgical knife in the sense that way more fun to just go all out and crazy than it is to have to pull off some super technical mission or drive in cramped alleyways or areas ripe with hazards. And fortunately, I'd say 80% of the game allows you to play GTA4 as a big, dumb open world crime sandbox. However, it's that 20% where the game wants you to do more than what it's been designed to do that kinda drag this game down from a gameplay perspective.


As far as the story of GTA4 goes, it's definitely not one of the best in the GTA series, but it's still decent for the most part. Niko Bellic, however might possibly be the best GTA protagonist in the entire series, not just from a character writing perspective, but also with how likable he is. He's not an over the top cartoonishly crazy character like Trevor from GTA5 or a stereotype like Carl Johnson from San Andreas. He feels like a believable, real person and this is only complimented by the excellent voice work and writing given to his character. Unfortunately, the rest of GTA4's story is more of a mixed bag. Once again, I feel like the beginning the of the story is the most interesting and well written, particularly when you're working with the Russians and a certain plot twist happens about a third into the game. After that however, the game's story does take a fairly sharp nose dive in terms of quality, picks back up again towards the end, and then the ending of this game is one I always found to be a bit annoying and even slightly anticlimactic. Still, there are some pretty interesting side characters thrown in throughout the game, even if some of their missions aren't the greatest.


I mentioned Niko Bellic's voice acting being phenomenal, and fortunately the rest of GTA4's voice cast does a great job too. Where GTA4's audio does falter for me a little is in its spread of licensed music, which is probably the weakest in the entire franchise. You're going to hear this music a lot when you're driving around Liberty City, and well, most of it isn't that great. By 2008, we had Vice City and San Andreas' amazing soundtracks, so the fact that GTA4 mostly consists of unremarkable music from both well known and not so well known artists is kind of inexcusable. Luckily, the rest of GTA4's sound design is fairly top notch, which certainly makes up somewhat for the game's lackluster OST.


Finally, from a visual standpoint, GTA4 was a pretty impressive looking game for the time, despite showing its age somewhat now. The level of low detail to characters, cut scenes and environments is definitely a huge leap forward compared to previous games in the franchise. However, the main issue I have with GTA4's visuals are how inconsistent they can look, with some environments and even character models looking somewhat flat, while others look amazing. Also, the game has this almost dark filter on it, which definitely makes the colors and details feel a bit washed out at times. I find of remember many games using various visuals filters to give games a certain mood or vibe, and while it does seem to work sometimes, I feel like in GTA4 it's mostly hit or miss, leaning more on the side of miss.


Once again, I want to reiterate that I mostly enjoyed my time with GTA4, however my disappointment over how much this game has aged and how haphazard certain aspects of it can be cannot be understated. Still, I'd say this is a worthwhile game to play, even in 2026, and one any fan of the GTA series should go back and play. Just be prepared for some extremely annoying missions towards the later parts of the game and controls that feel more akin to an early 2000s game than the ones we'd get in GTA5. (3/21/26) [36/50]
« Last Edit: Today at 01:27:19 am by bikingjahuty »

Re: 52 Games Challenge 2026!!!
« Reply #200 on: March 19, 2026, 06:50:06 pm »
26. Exit 8

A quick download and about an hour or so later, another game is complete. I love games with a simple and engaging concepts like this. Other than some of the anomalies being hard to point out, this game really delivers with its simplicity. It's also eerie as hell. Something about complete silence in a Tokyo subway hall is unnerving. Then, toss in an Eternal Darkness-esque type of effect and you're left running the opposite direction. I can see myself going through this again just to see the other anomalies.


I beat and reviewed this game last year and it really is this superliminal creepy vibe that I loved. The seemingly endless void of a tokyo subway was unsettling but I did want to say the Sequel "Platform 8" is as creepy or creepier and also worth a look imo if you already enjoy exit 8.  It has a similar premise but different execution if I remember correctly. It was sometimes finding anomolies but a lot of also figuring out what to do given a certain circumstance. I remember it making me very uneasy.    Really cool indie games.





dhaabi

Re: 52 Games Challenge 2026!!!
« Reply #201 on: March 20, 2026, 12:20:36 pm »
23. Resident Evil 3 Remake

I would say this was short and sweet, but there isn't much "sweet" about it. The blueprint is there, but it feels like there's more bad than good in Jill's/Carlos' campaign. I like both of these characters, and both seem like seasoned warriors. And yet, I'm having to once again backtrack often to make space for inventory. The Nemesis thing has the same flaws as other games with "stalkers" in them. It's a bit jarring at first, but then it turns into irritation. Needless to say, this was a one and done campaign that feels good but not great. Kudos for the trophy that referenced Power Stone, though.

This one was disappointing.  They had the blueprint for sure in multiplayer ways, they are coming off two big wins with RE7 and RE2R, and then they just dropped the ball with it, primarily because they cut a ton of content from the original and it felt like a downgrade from RE2R.  The original was meant to be like a quick offshoot of RE, abit more actiony, but you can't do that quite the same here, because it needs to still have most of what the original game had.  Add to that they attached the awful Resistance mode to the game and it's kind of a double whammy of lame.  Just unfortunate that there's all these great new games and remakes post-RE7 and then there's just this huge misstep in the middle.  We need a remake of the remake lol


I was completely oblivious to the hate for this game until after I beat it. I really enjoyed it. Sure, it's different than the original, but I don't see that as necessarily a bad thing. It seems the biggest gripes seem to be how Nemesis was handled and also the game's length. I didn't have an issue with either and thought the game was pretty fun. I actually like it slightly more than the original game.

I'm a bit late to the conversation, but my understanding of Resident Evil 3 (I've not played it yet) is that is entirely removes the chief accomplishment of Resident Evil 3: Nemesis that is its non-linear level progression. I didn't know about this until after I completed the game, but scenes and encounters vary between one and the other after nearly every singular player action. For instance, should a player visit the substation before the press office, events, opportunities, and even the items that are available to collect will change than had it been opposite. Apparently this system is incredibly robust, so it's ideal for anyone wanting to revisit the game to progress differently. Of course, all of this coincides with the game's Live Selection choices, which are also omitted from the remake.

dhaabi

Re: 52 Games Challenge 2026!!!
« Reply #202 on: March 21, 2026, 02:02:38 pm »
13. Resident Evil (2002) || GameCube || 03.16.2026



Before continuing the Resident Evil game series for the first time from one original title to the next, I reached the point where the franchise's first remake game debuted in 2002. For seventeen years, this specific game was an outlier for that status, but it's nonetheless critically regarded not only as one of the best games in the series but also as one of the most influential games of all time. Having known this far ahead of time, I began playing Resident Evil (RE 2002) with tempered expectations.

While my thoughts for games generally avoid discussing anything other than the subject at hand, there's an exception to be made considering the nature of RE (2002) as a remake of Resident Evil (RE 1996). As a successful remake should strive to be, RE 2002 maintains the same framework established in the original title but is different enough so that the experience feels off-putting with unease at times. With that said, the differences presented aren't just visual or parallel upgrades to accommodate for a new era of gaming but instead ones that alter the structure of the game itself. And it should not take long for those who've played RE 1996 to realize these differences either. New maps and environmental layouts have changed, alongside items, enemies and enemy behavior, puzzles, and gameplay mechanics. That final element perhaps most dictates the survival horror experience above all else in my opinion, and the one major change it's undergone with the addition of Defense Items offsets the heightened dangers that lurk throughout the Spencer Mansion estate.

On that note, perhaps the game's most noteworthy and horrifying new feature is that certain zombies will reanimate. While this is something I knew about prior to playing, I was not aware that reanimated zombies are not the same slow-moving enemies who lurch toward you. No, they instead return as raging undead referred to as Crimson Heads which sprint toward the player in a way that was absolutely terrifying the very first time one spawned, and every subsequent time was just as tense too. As previously mentioned, not all zombies mutate in this way, and there are ways to avoid the scenario altogether. While players always have the option to avoid killing zombies, it may not be ideal. Still, players may wish to delay this action, if only until the next encounter. The reason for this is because the mutation process from zombie to Crimson Head is a timed process that's determined by game difficulty but is also randomized into several different minute intervals. Meanwhile, another new mechanic introduced is the ability to burn undead bodies. However, this ability is restricted to a finite resource that must be collected at various locations and also requires temporarily relinquishing two of the eight inventory slots available. More than anything else, this one altered gameplay mechanic adds a considerable amount of strategy to navigating the environment.

Regarding the game's survival horror elements, I actually feel conflicted. Despite the differences introduced in this remake, there obviously is much that is carried over from its source material. And since I was familiar with that earlier title, there are certain advantages I held over someone who's not familiar, such as being able to plan routes to avoid encounters or to know when obstacles that are needing to be overcome will be introduced; of course, being familiar with the source material isn't necessarily advantageous and may even be detrimental as expectations are subverted. So in this regard, RE 2002 is exceptional. However, it is the game's execution of difficulty balance that I'm most critical of. As I reached the game's midway point, my ammo supply was in cautiously meager amounts; by contrast, the health restoratives available to me were in such overly high quantities—over a dozen, in fact. So, it seems to me that RE 2002 wants players to prioritize non-combat at the cost of taking damage. If it were that alone, I think I could adjust my play style to accommodate this sort of rigid approach to play, although it doesn't make sense from a mechanical point-of-view since certain enemies have been introduced by this point that can kill the player with one strike even at full health. (Maybe that's just a factor toward reaffirming the genre, though, even if it comes across as entirely unfair.) Of course, limited resources as a design philosophy is the crux of the survival horror genre, so are my criticisms valid? Well, once the second half of the game is in full stride, the game's difficulty sharply veers toward being relatively effortless. Instead of a limited supply of weapon resources and challenging encounters, too many items are now supplied altogether alongside enemy encounters becoming a lower threat level. Overall, the game's balance is something I find to be not only the weakest design element in this installment but also the worst among every game in the series leading to this point. Had balance been generally consistent or to not such opposite extremes, I don't think there would be much to fault. Nevertheless, I personally would have felt much more satisfied had I been forced to persevere as a result of my own decisions and play style than the game being designed in this way.

Meanwhile, there is more to RE 2002 than just its survival horror elements, or perhaps the following are just aspects which reinforce the genre. As with the titles preceding it, this remake features a non-linear level progression—particularly in the game's first and final environments. Although for some reason throughout my playthrough, this open-endedness felt more pronounced. Generally, players are free to explore areas collecting key items until a certain roadblock is faced. Usually, what this means is that another route must instead be explored as additional key items are found, until eventually the player is able to explore every room. As a result of the game's genre features (namely limited inventory space and a finite means to save progress), not knowing exactly how far one must go to reach where a key item may be found or where one may be used greatly elevates the experience as the thought of backtracking to resupply resources or to explore somewhere else was always something I considered. Fortunately, the game's map system that's slightly more detailed than the games before it helps the act of navigation, and it even informs players when a room has been cleared of items to find. However, this too is an aspect of the game I both appreciate and disregard, and it also feels like an issue relating to balance. This function coincides with items that are mostly found out in the open; very few are actually hidden among environmental set pieces that will require persistent clicking to pick them up. These types of unseen items also contrast to the number of items that gleam and are largely unmissable. That several item types by a visibility metric exist is something that I feel could have been implemented better with more efficient environmental design, but perhaps this opinion is grounded in more modern expectations.

As this is the fifth title in the game franchise I've played now, there is a certain threshold of quality I've come to expect regarding presentation—both from a sensory and narrative perspective—and exploration through puzzle-solving. And, mostly, this game doesn't fail to meet that standard. To be succinct, RE 2002 is graphically impressive. While I've not played many GameCube games, this seems to be one of the better-looking ones that attempt to emulate real-world fidelity. Likewise, audio demonstrates quality, though I'll admit I was particularly captivated by the game's use of silence and natural sounds such as thunder and even the sound of birds to be more effective toward establishing a heightened horror atmosphere than song tracks. As I progressed through the game, it was evident that the developers chose to largely abandon the campy writing style and performances to elevate it. Some level of this still exists, particularly through one character across my playthrough as Jill who still has a disposition that's amateurish, demonstrated through both attitude and demeanor. To my surprise, updated written notes and an entirely new narrative sub-plot has also been included. The latter especially was interesting to read as it unveils some of the earlier experiments Umbrella conducted and the long-lasting effects of them. However, is has an incredibly unsatisfying resolution that ends abruptly. Rather, it doesn't even end. It's never properly addressed within the game again, and instead, it isn't for another six years later that this sub-plot is concluded exclusively within a real-world art book featuring story notes. And based on my observations having interacted with Resident Evil materials despite not having played the games, I believe this is one of the earliest instances within the franchise when outside reference materials are used this way. And to be brief, the game's puzzles are adequate. Overall, they're actually designed more as puzzles to be solved than the simple act of finding an item and then figuring out how it's used as these obstacles tend to be designed, though they still don't reach the level of thoughtfulness that I think would benefit the series.

Just as I prefaced my thoughts with the global attitude held toward Resident Evil (2002), I'll reiterate that it's a game that many consider to be the best in the series. But as someone who holds no nostalgia for this title and has only experienced it for the first time nearly twenty-five years later after its release, it's not difficult to recognize its shortcomings in spite of its strengths.

kashell

Re: 52 Games Challenge 2026!!!
« Reply #203 on: March 21, 2026, 03:33:31 pm »
27. SaGa Frontier Remastered - T260G

I feel like T260G's quest is one of the less talked about, which is a shame because it's one of the most intriguing. The set pieces unique to their journey (the game uses they/them) are epic in scope and pile on the mystery as more stuff is revealed. Just what was this important mission? Their quest also has one of the more challenging final bosses. I was cutting it close in the end, relying on one person using DCS to do DPS. Part of that was me wanting to use Engineer Car in the final party. Mecs are a lot of fun to use, but healing them can be tricky because the only item that can do the healing only does about 400 HP at maximum. Still, this was a good time. Gen, Emilia, and Lute rounded out the party. Emilia learned Life Sprinkler during the final encounter which was pretty damn epic. Up next is Lute.

Re: 52 Games Challenge 2026!!!
« Reply #204 on: Today at 05:39:53 pm »
14. Donkey Kong Bananza | 2025 | Nintendo Switch 2 | 3/8:



     Well, I finally finished it. My #1 reason for wanting a Switch 2. To start of, the Nintendo EPD team perfected the feel, the weight of Donkey Kong's punches. DK crushes and crumbles his enemies with perfection -- knocking them out and blowing up parts of terrain with their body's splash damage. Punching through terrain is so much fun and it's crazy how natural it feels in this game. You can just level out environments with only Donkey Kong at your disposal and the entire map layer as your oasis. Each layer is this giant sandbox pit for you to make your own. You can surf on rocks that you pulled from the earth and use that same rock to throw at an enemy getting ready to attack. Not all enemies are designed to be hit by your punches or with any terrain: some will require you to use certain abilities or stronger terrain to do damage.

     The boss battles are maybe my single favorite aspect of DK Bananza. They kind of just show up randomly: either at the end of a layer or somewhere in the middle. They all make use of the voxel destruction technology in various ways. One fight will have you rip off chunks of terrain to throw at a flying boss to slow them down. Another boss will require you to look towards the ground to see where they go when they're invisible, so you won't want to mess with the terrain at all. And then you have some bosses that do away with the typical three-phase battle and just require you to run up and punch the crap out of them and anything else in sight.

     If there's ONE thing that holds this game back from being an all-time great for me, it would be the collect-a-thon nature of the game. There's a little of what I would call 'DK64-syndrome' in this game and that there's way too many things to collect. Yes, both Banana and fossil collectibles are not required at all to beat the game, but it doesn't feel as special to collect as the moons did in Super Mario Odyssey. What really made Mario Odyssey shine was the discovery of finding moons. The maps of Odyssey are smaller and more linear, but felt large and rich with everything you could potentially find in some off-beaten path or hidden corner. You are also granted the powers of Cappy, which amplify the joy of discovery even further as you could potentially control anything: Goombas, frogs, a tree?! Most of the bananas you uncover in DK Bananza meanwhile, are either in challenge rooms or just buried in the earth's crust. It could be by design, but DK Bananza is still a collecthon-a-thon game -- with a list of every collectable banana you could get shown in the pause menu. I just wish a little more creativity was put into the placement of collectibles. The animal abilities you get are cool, but hardly required in comparison to Cappy. You'll need to use them a few times in the layer that they're introduced, but are not required much after that. And when you need to find collectibles, it's just easier to use the Elephant to suck all the terrain up then to use any other ability. It took me under two weeks to 100% Mario Odyssey, whereas it took over two months just to beat Bananza (I did get about half of the game's collectibles to be fair). I guess I'll have to replay Odyssey later in the year just to see if it's as good as I remember.

     I still really love this game despite it not exactly being as hyped up as I wanted it to be. This is just Incredible Hulk: Ultimate Destruction on steroids and that's a great thing. It's an idea that I could never imagine but seems so obvious with the character of Donkey Kong. There's a surprising amount of storytelling going on with the design of Bananza's world and the signs left behind in each layer. You are slowly drip-fed some details and lore behind some of the game's layers and NPCs like the Fractones. I wasn't sure what to think about a bunch of animate rocks with cute googly-eyeballs sticking on them, but I really liked them by the end of the game. And the last couple of hours this game ends on are something to behold. I won't spoil it, but it's really special.



Grade: A-

Re: 52 Games Challenge 2026!!!
« Reply #205 on: Today at 06:36:05 pm »
15. Digger T. Rock | 1990 | Rare Replay Collection | Xbox Series X | 3/14:



     I'm not gonna trip, this game is pretty ass. Seemed to be pretty cool too at first glance. The few Snapshot challenges I played in the Rare Replay collection had featured this game. I had the impression that it would be like Dig Dug, but with NES level structures and a wider emphasis on navigation -- which is more or less what it is. Controls feel simple enough to use... until you get further in and see Digger slip off ledges trying to place a ladder, or get stuck trying to climb over a rock, or lose a life because he can't decide whether to throw a rock or use the shovel at an enemy. I then realized what I was in for.

     In Rare fashion, a lot of their earlier catalog LOVES to challenge you; sometimes for the worse reasons. Battletoads is challenging -- maybe downright unfair with its difficulty -- but it never feels cheap. The challenge of Digger T. Rock comes from enemies that will endlessly spawn and falls that you cannot gauge if its a couple of blocks steep or a dozen. The camera is very close to your character, so you can't really tell what's below you. You can use ladders to safely climb down, but they're limited use. It all boils down to trial-and-error. There is a way to get unlimited ladders in like the 3rd level or something, but I never figured out how. Unless you have the patience to constantly get killed over and over just to figure out where you need to go, you're going to need a walkthrough. I didn't want to start pulling hairs, so I gave in and used one.

     As you can probably tell, I'm not big on Rare's earlier catalog. I can recognize however that Cobra Triangle and Snake Rattle 'N' Roll are better looking, playing games than this -- and both had been released before this game! This takes the crown from Gunfright as the worse in the Rare Replay collection thus far. Grade: F+

kashell

Re: 52 Games Challenge 2026!!!
« Reply #206 on: Today at 07:18:46 pm »
28. SaGa Frontier Remastered - Lute

New Game Plus. Recruit my faves. Do a smidge of stat grinding and glimmering in the Shrike Bio Lab. And boom. Done. I like Lute as a character but his scenario feels very tacked on at the last minute. The info dump by Hamilton near the end feels a bit forced. But eh. Details. Another character down. Up next is my boy Blue.

Re: 52 Games Challenge 2026!!!
« Reply #207 on: Today at 07:29:51 pm »
6. Jurassic: The Hunted | 2009 | Xbox 360 | 3/22:



     This is one of those games that I felt pretty unsure about going in. I'm not into dinosaurs, why would I buy this? Let's start with the facts: Jurassic: The Hunted is not a good game. It's extremely short, jank, not visually appealing, random ass story, corny B-movie dialogue, and definitely a product of its era. Yet, I had fun playing through this mess -- way more than I expected.

     The dinosaurs of this game are well-recreated and believable. I mean, most of them just dart towards you as a form of attack, but it's thrilling and sometimes scary. You face the dinky dinosaurs mainly, with the much larger ones saved as boss fights. Levels are pretty varied and will most of the time introduce a new weapon for you to play around with. There are turret sections and even closed-off areas where you have to defend and repair barricades that the dinosaurs will try to tear down, similar to Call of Duty Zombies. I never felt bored with this game, which doesn't say much considering the campaign is like 2 hours long but still.

     I would even consider Jurassic: The Hunted to be in the 'C' tier level of games I've played this year... if it wasn't for one glaring issue. This game runs horribly. This is one of the worse optimized games I have ever played.  The first time I booted this game up, I had thought about getting rid of it because I thought my copy of the game was defective. I don't know if it's because I have one of the oldest Xbox 360s that hasn't red-ringed or what! I had to use the Adreneline ability more often to slow down time; not because it looked cool but because I couldn't aim with all the framedrops into the mid-10s. I guess that's just part of the 'Jurassic: The Hunted experience'. Grade: D